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Messages - Mohammad

Pages: 1 ... 4 5 [6] 7
76
Doodle Jump / Re: Projectile motion, sound, doodlejump
« on: December 16, 2010, 01:23:14 am »
Looks great man, is that UFO shooting or where those doodlers bullets?
yeah UFO shoots 8)

77
Doodle Jump / Re: Projectile motion, sound, doodlejump
« on: December 15, 2010, 08:46:15 pm »
Make a loop that constantly adds a velocity variable to the y-position variable, and if the object is not at rest, subtracts some value from the velocity variable every iteration. To jump, set the velocity variable to a positive value.

A basic example (also attached):
Code: [Select]
.GRAVTEST
ClrDraw
[FF818181818181FF]→Pic1
56→Y
0→V
Repeat getKey(15)
!If Y-56
0→V
If getKey(54)
7→V
End
Else
V-1→V
End
Pt-Change(44,Y-V→Y,Pic1)
DispGraph
Pt-Change(44,Y,Pic1)
Pause 32
End
       Pseudocode:
Code: [Select]
Header
Clear screen
Object sprite
Initialize y position
Initialize y velocity
Until user presses clear
  If object is at rest (bottom of screen)
    Set velocity to zero
    If user presses 2nd (jump)
      Set velocity to a positive value
    End
  Else, object is not at rest
    Decrease velocity
  End
  Update y position and draw sprite
  Update screen
  Clear sprite
  Delay
End

ok ive tried a version of the code above to make pretty good gravity...but the problem is that since doodler jumps down more that 4 pixels per frame sometimes, he skips through the platforms and does not hit them! can someone please help me avoid this?
what are other ways off simulating gravity??

78
TI Z80 / Re: PapiJump
« on: December 15, 2010, 08:39:27 pm »
this looks promising. :) uploading to calc. nice job

79
Doodle Jump / Re: Projectile motion, sound, doodlejump
« on: December 15, 2010, 08:12:56 pm »
UPDATES 8):
starting small:
scoring different
1 point for each platform that you pass
points keep adding up fast when you jetpack
New UFO ship:
appears every time you pass a hundred platform.
it shoots you and if you get hit...-25 points
Shooting: Doodler shoots! but only when UFO is there
if you hit a UFO, +50 points!
shooting still very primitive, will make it much better :)

take a look: watch for when the UFO appears when score=260 and 330-ish
this is the best i can do in Wabbitemu...on calc that UFO stands no chance ;)

80
Doodle Jump / Re: Projectile motion, sound, doodlejump
« on: December 14, 2010, 10:14:30 pm »
wow!  I can't believe how easy that is to play while still having nice big sprites!  I guess I put my platforms to far apart  XD
;) soon as i implement that rocket alien space ship + shooting ill release beta maybe even earlier. no menu yet. planning for grayscale menu

UPDATE: now its fast enough for normal mode so ill have a fast and normal mode on menu. this was due to better sprite erasing. i did drawinv^r and then Recallpic to turn the whole screen black(erase all sprites). this way i dont need to erase every single sprite ;)
edit:
i could ve just done clrdraw:drawinv...duh...

81
Doodle Jump / Re: Projectile motion, sound, doodlejump
« on: December 13, 2010, 07:09:50 pm »
Sounds awesome :D yeah and jetpacking should be fast anyway :P I can't wait for a release ;D
ty. finally someone cares lol. friedns at school awestruck
hmm...im thinking about slime volleyball with 4-level grayscale for my next game nice and simple ;)

82
Doodle Jump / Re: Projectile motion, sound, doodlejump
« on: December 13, 2010, 07:07:14 pm »
Wow, looking awesome!   Im a bit worried as to how it looks on calc, does the black background give you any blur issues on real hardware?
nope on calc it looks fantastic and flows much better. im not sure whats wrong with wabbitemu...first time i used this software. ill finish this game soon and you can take a look for your self. there is no to little blur in the calc. only blur is when you jet pack really fast but thats unavoidable.
 its much faster on a calc...not too enjoyable in the simulator for some reason  ???

83
Doodle Jump / Re: Projectile motion, sound, doodlejump
« on: December 12, 2010, 10:27:23 pm »
That looks excellent!  Nice job! ;D

I really like the moving platforms. :D
thanks ;) swear its faster on a calc :( gif slow...

edit: new gif: scored 400+ then landed on bomb :(
scond time i got further :) you can see some glitches like dots appearing in screen...when jetpacking

84
Doodle Jump / Re: Projectile motion, sound, doodlejump
« on: December 12, 2010, 10:21:31 pm »
here it is so far :) i somehow managed to got pretty far so...keep watching it gets pretty hard ;)

i forgot to show how doodler can go off screen on one side and comes back on the other side...ops
dont forget its got sound.
ill release the file when i get a few bugs out ;)

85
Doodle Jump / Re: Projectile motion, sound, doodlejump
« on: December 12, 2010, 09:18:45 pm »
new updates:
so far its got:
jetpack: can use anytime by pressing 2nd, but you must use it while it lasts because it runs out as you keep jumping(dripping fuel)
bomb: they drop from nowhere and if they land on a platform and you happen to fall on it...-75 points
moving platforms: there are four platforms for each frame...as you score higher they start moving side to side one by one. very fun when they all move after you score 300+
slow scroll: if you collect this your jump hieght shortens and it scrolls slower as well...hindering your scoring...can be beneficial when platforms are not moving

i can add as many more items as i want: any special requests? thinking about space shuttle ;)

anyway>>> i wanted to let you guys know my idea on how to make the scrolling work. there are four lines, each scroll down when you jump, when one of them hits the end of the screen, it goes back up on top of the screen but at a different random x position. it think its pretty sly and you cant tell that i did that :)
screenshots coming...also...i revised doodler so he looks much better. now he is 12*10 instead of 6*7 and has four legs now too ;)

86
TI Z80 / Re: Doodle Jump
« on: December 12, 2010, 09:11:29 pm »
small question: how did you video tape the screen? :) i want to make a video for my version of doodlejump

87
TI Z80 / Re: Doodle Jump
« on: December 10, 2010, 01:34:44 am »
wow looks like 3 people started working on the same game at the same time...had no idea other ppl thought of this idea wow...good job...theirs also papi jump...

88
Doodle Jump / Re: Projectile motion, sound, doodlejump
« on: December 10, 2010, 01:10:05 am »
Now, now...  Everybody calm down, let's not scare the new member...
People can make whatever they want, so long as they don't get nasty about it
I know, I wasn't trying to scare him away, I was just making sure he knows we're not here to steal his ideas/work.
Quote
, and beginners are allowed to start with some worries...
Not if it goes against the forum rules. In that case rules are applied the same way they would with any other member.
this is immensely helpful thank you so much!. Nemo's comment was also helpful. did not realize L1 is so cool like that...

ok so im gonna attach a screen :)
its in full mode, a bit too fast even with pause 20 but too slow if in normal mode. the bar on top is how much jet pack you have. you get to use it when you want but it slowly deteriorates in fuel so u cant cheat.hehe. and the pixels you see at the bottom of the screen is part of a breaking platfrm...bad scrnshot due to ti's-emulator
the number is the score

89
Doodle Jump / Re: Projectile motion, sound, doodlejump
« on: December 10, 2010, 01:07:57 am »
 :) im very sorry i didnt mean to harm anyone (i removed the accusation part). just here to improve my axing abilities :)

90
Doodle Jump / Re: Projectile motion, sound, doodlejump
« on: December 09, 2010, 07:15:44 pm »
so how does the example program from the axe app zip called AXESHIP have enemies shooting multiple bullets each? does he use a variable for each bullet...also how do i store stuff in lists obviously {1,2,3,4}->L1 will not work... im too lazy to decifer the code...who wrote it?

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