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Messages - MGOS
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61
« on: March 24, 2013, 10:38:58 am »
You wouldn't need 16-bit coordinates if you just want the screen to be the area to walk around or whatever, but that''s not what you want, right?
If I understood you correctly, you have also 2 16-bit coordinates of the camera. To get the right coordinates for your sprite on the screen, simply subtract the camera coordinates from the sprite coordinates. You might need to check whether the sprite is on the screen or not, you can achieve that by testing X+8 > 103 and Y+8 > 71, that will handle negative coordinates as well.
62
« on: March 16, 2013, 11:07:45 am »
Can you jump above the holes already ? I don't see you doing it. And btw, will the game go fast enough to be really hard to play ?
You can, and it is shown twice in the screeny. And you can also jump above the broken parts of the path, but it is a bit more difficult. And yes, the game gets quite hard when at around 800 meters - and full speed is reached at 1250 meters, nobody got that far though (and it is harder on wabbit because of the different keys) Why not try it out yourself? I might slow the speed increase down a bit. Now there are 5 levels, every 250 meters, it goes up one, but I smoothened it using just the right pauses each frame.
63
« on: March 15, 2013, 02:36:33 pm »
It's pretty cool but I'm having a hard time with the controls. It's nice that they'll be configurable.
Actually, the way it is now is the most comfortable configuration my friends said. It works best when the calc is lying on the table and you use your index to go left, the middle finger to jump and the fourth finger to go right.
64
« on: March 15, 2013, 01:54:12 pm »
It had been a while, but here is an update: Added: - Collectible Coins!
- Score display
- Jump animation
Changed: - Smoother speed increase & scrolling
- Slightly different textures
- Fixed speed bug (speed didn't go to the max)
- Fixed corner collision bug (you could turn the wrong way and then jump on the track again)
- Only [ . ](right) [ ) ](left) and [ 6 ](jump) as keys, [ALPHA] to pause (but will be configurable!)
Implemented but not enabled/working correctly yet: - Highscore saving
- User key configuration
- Title screen
Planned features: - Powerups: coin bonus, magnet, boost, maybe resurrect
- Pause and game over screen
65
« on: March 11, 2013, 04:51:21 pm »
what about Opera?
Have you looked at the site yet? http://swarm.eeems.ca/
oh
66
« on: March 11, 2013, 04:48:43 pm »
what about Opera?
67
« on: March 10, 2013, 10:47:49 am »
The only issue I can think of is the power supply. You either need an external power supply (relatively large, needs to be charged from time to time), such as a battery, or modify your calc to access its power. I tried to power the µC via the port an caps, but that doesn't do the trick.
68
« on: February 25, 2013, 11:33:30 am »
@Matref No, I probably won't add transitions for now because it is quite difficult to turn the map (and the sprites) with an angle witch isn't a multiple of 90°. You could "cheat" and display a presaved image of a corner rotated by 45° - that might be a possible way to get it done without enormous calculation stuff. @AoC holding the calc that way is a bit strange at first, but you get used to that quite fast. When you hold it in your hands, do it like it was the keyboard of a large sized smartphone with your right thumb on the num pad, the left thumb lays on the left of the screen. When the calc is on the table it should cause any problems I guess
69
« on: February 25, 2013, 12:51:44 am »
haha that might be the case but for this game I thaught it is better like that. I also made a Tetris game a few months ago with that orientation. Once in our algebra lesson the teacher came in and asked why everyone is holding their calcs the wrong way
70
« on: February 24, 2013, 04:29:47 pm »
the size change of the player sprite is something what I thought about too. It wouldn't be hard, I might need some nicer sprites though. The path isn't centered because I wanted to show the score and stuff on the right. I could center it, but it slows down the game a lot when you don't cut the sides. So I thought it might be better to have more space on one side instead of only little space on both. I might change that though.
71
« on: February 24, 2013, 08:19:57 am »
----> Latest update <----A game which was requested a lot lately. I've seen some attempts on making it in 3D, but I figured it could be done in 2D to simplify things a lot. Here is what I got working at the moment: - Running on a randomly generating temple
- Corners, junctions, damaged parts and gaps
- Steering and jumping (could need some aesthetics)
- Speed increase
- Collisions
- Score display (not activated yet)
Planned features: - Collecting Coins
- Power-ups
- The monkeys / a giant ball (Indiana Jones style!) behind the player
- High score table and menu
I probably won't add other "terrains" and obstacles, because the result in looks wouldn't justify the efforts. Also I'm not a big fan of the "shop" so I think I'll leave that probably out too (for now!). You hold the calc across with the keypad on the right, so you can benefit of the high size / portrait screen. You play either with the arrow keys (up/down: steer; right: jump) or with the respective keys on the num pad (7/8: steer left; 5/6: jump; 1/2: steer left). Holding the keys will make the guy move to the sides (like tilting the device on the original game) and klicking short at the corners will make the guy turn (like swiping on the screen in the original game). Feel free to try out the game, criticize and suggest features. It is still in an early stage, this is the first playable version.
72
« on: February 21, 2013, 02:46:07 pm »
Wow so many great wallpapers Thanks for posting
73
« on: February 21, 2013, 10:03:09 am »
I found another bug with Axe compilation. Unlike Axe, zStart doesn't check whether a program is compilable or not, so you can accidentally compile another source file (e. g. a file with subroutines etc.) which is not meant to be compiled as the main program by Axe. It causes Axe to crash or compile another program (like the one directly above or below (?) in the program list). Of course you can avoid this by not doing the On + Sto-> in the wrong place but it happened multiple times when I didn't watch out.
74
« on: February 15, 2013, 02:25:14 pm »
Address->°Name will create a custom variable called “Name" at the given address. You can call the varables how you want, in this case CosLUT or SinLUT. The address should be some empty ram area at least 2 bytes large, since the varables in axe are all 16 bit - at that address the value of the variable is stored. Once you created a new variable, you can use them just like any other variable A-Z or theta. In the second step you make those variables point to some free ram (L1 and L1+256), so now they hold the the address of the both areas which are use as LUTs.
75
« on: February 12, 2013, 08:37:11 am »
Any idea why the sprite shifting/rotating/animate options are grayed out (and not working)?
Same with me on opera - in chrome it works though.
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