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Messages - chickendude
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316
« on: November 13, 2013, 02:29:00 pm »
I would vertically center the menu, other than that it looks great I've always used MirageOS, too (well, before Mirage came out i used ion).
317
« on: November 11, 2013, 10:57:25 pm »
For attacking cops/other enemies you would just pick up items (like bats or knives) as you go, maybe stash them in a backpack or just be able to hold one thing at a time. I initially wanted to add in other graffiti types, in particular larger tags and burners. The sprite routines and tag data is set to handle different sizes. I was planning on using [Y=] to [Graph] to let you pick/set different tags/burners. I'm wondering if there'd be a more interactive/fun way to go about it, right now you have to hold down that button (currently only [Y=] works) to continue painting. I was thinking if you spend too long away from a tag before finishing it it'll get washed away.
I'm also not sure if cops should attack you by default or only if they catch you doing graffiti. Also, attacking a cop might make them call in for backup, which might mean a spot gets hot for a while and you need to either lay low or leave the area for a while. I also like ideas of having attributes, again similar to Tony Hawk, where you can do things like paint faster, carry more paint with you, run faster/jump higher, etc.
Lots of ideas, just gotta start working them in.
EDIT: i'd also like to try to reuse this engine to set up a skateboarding-type game. I can foresee a couple problems (apart from probably being limited to 8 directions), but i think it'd be fun nonetheless.
318
« on: November 11, 2013, 12:18:44 pm »
I've been thinking of letting you fight the cops, upgrade your tags (make them bigger, for example) add a score system, and perhaps add in level objectives like in Tony Hawk (having a time limit to do certain things, like collecting paint cans, painting certain areas, getting X points, etc.). It's very much a work-in-progress, so we'll see. For other enemies, all i can think of are security guards or maybe a special anti-graffiti squad, rival crews, etc. I'm all ears to any ideas.
319
« on: November 10, 2013, 11:21:55 pm »
Hmm... thanks for the ideas. I thought of sending out "rays" to check for walls, and if you come across a wall walk towards the first walkable tile, but it's got a few weird quirks that don't quite work too well.
320
« on: November 10, 2013, 07:34:59 pm »
Lionel never ceases to impress me. Great work as always and thank you for all the effort you've put in to all these projects the past decade (or so)
321
« on: November 10, 2013, 07:28:16 pm »
I think the source is always useful, even if you don't understand everything. I think most of us learned how to program our calcs by playing with other's sources (and asking questions), even if we didn't quite understand what everything did. I'd really like to learn more about how vector graphics work. Besides, we'll never learn how those "mad optimizations" work if we never see them Btw, where are the music tracks from? Did you write them, calc84maniac? Or are they taken from the original game? They're super catchy...
322
« on: November 09, 2013, 01:13:48 pm »
I wonder if you couldn't just load a RAM page into $4000 ("memory bank A") to somehow get around that. They're just jumps to the corresponding routine. Another option might be to check if a program is a MirageOS program and if it is, once you've loaded it in RAM, replace all calls (and jps just for good measure) to ion/mirage routines. But that's a bit more complicated 'cuz you could be changing things you don't wanna change (data or even other instructions). But i think in general you won't come across that issue very much. Anyway, you could just subtract $4080 from the call address and check if it's divisible by 3. If it is and less than 113*3 (there are 113 routines listed in mirage.inc, each points to a jp instruction, which is 3 bytes), change it to where you store your jump table. I'm not sure how feasible this is or if it's even possible, but it might be the start of looking for a workaround that doesn't require zStart (which can already run MirageOS programs, so you'd essentially have two shells on your calc ). I really like the interface to your program, btw. It looks really nice!
323
« on: November 07, 2013, 02:12:16 pm »
Thanks guys. I've still got a few other projects to finish up, but i'll get around to it. I also wanted to post another screenshot showing the different height levels you can have. It's still buggy, but here you can see it in action.
I'd also be interested in talking about possible pathfinding routines, i've been wracking my brains the past week or two and haven't come up with anything satisfactory.
324
« on: November 06, 2013, 10:27:57 pm »
Well, i just sent in my entry. It's definitely not complete or really even that fun, but the engine's pretty interesting i think. There're a couple bugs, namely with offscreen sprites. I spent the past week or so trying to write a nice pathfinding routine and in the end just gave up. I probably shoulda just left it long ago and worked on other things (levels, fighting, etc.). Oh well. Good luck to everyone!
325
« on: November 04, 2013, 03:33:30 pm »
I love the music, i could just listen to the game instead of my mp3 player This looks great, calc84maniac!
326
« on: October 15, 2013, 08:15:15 am »
I've still got to implement the tile detection to make sure it's only being drawn on appropriate tiles (essentially walls) and i'd like to add a little sprite of a spraypaint can (and perhaps a little spray animation) when painting.
Due to the camera view, i'm not sure if it'll be possible to paint left/right/down. I don't know what you all think about that..? Or if you've got an ideas i'd love to hear...
I'll try to clean this up a little bit and add in cops.
327
« on: October 14, 2013, 06:34:19 pm »
Hey, i've been super busy lately and haven't had much time to work on it, but i got the graffiti working alright today:
328
« on: October 07, 2013, 10:58:47 pm »
I don't think it's so strict now, especially if it's a serious game. In the end the game you make is up to you and the ideas you can come up with. I have to admit though that i was really interested to see what you came up with
329
« on: October 06, 2013, 09:14:08 am »
I couldn't say, you'll have to wait for someone else to tell you as i don't use Axe. You might have to compile it into an Axiom, but i don't know how that stuff works. Sorry
330
« on: October 05, 2013, 09:23:43 pm »
I know there is a system call (BCALL) to check RAM ( _MemChk), but i don't know anything about Axe. I don't know if you have access to them in Axe. I'm not sure how running apps would work, i don't know if you could just load in the first flash page of the app into $4000-$7FFF and jump to $4080? It might be more complicated than that but it seems like that'd work. Looking here it seems there's also a bcall to get free archive. I'm not sure about BASIC programs, i've never played with them. It's might a bit more complicated since your program will also be running from RAM. Anyway, looking at AxeSh, it looks like Matrefeytontias used asm to do a few things (like opening up Axe).
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