Author Topic: Project M Reboot  (Read 126354 times)

0 Members and 1 Guest are viewing this topic.

Offline Silver Shadow

  • Beta Tester
  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 817
  • Rating: +27/-7
    • View Profile
Re: Project M Reboot
« Reply #75 on: January 22, 2010, 06:05:55 am »
I see you're preparing for next year's POTY... :P
Former Coder of Tomorrow


Offline simplethinker

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 695
  • Rating: +16/-5
  • snjwffl
    • View Profile
Re: Project M Reboot
« Reply #76 on: January 22, 2010, 12:41:05 pm »
Very nice calc84! Project M is somehow getting even better :)  I especially love the animated tiles.
"We've all heard that a million monkeys banging on a million typewriters will eventually reproduce the entire works of Shakespeare. Now, thanks to the Internet, we know this is not true." -- Professor Robert Silensky



Chip's Challenge: ħ%

Offline calc84maniac

  • eZ80 Guru
  • Coder Of Tomorrow
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2912
  • Rating: +471/-17
    • View Profile
    • TI-Boy CE
Re: Project M Reboot
« Reply #77 on: March 15, 2010, 12:24:23 am »
I fixed a bunch of collision detection bugs, added support for collision callbacks, and also added a couple new types of (sprite) objects :D


Edit:
Browsers that support playing GIFs with high framerate recommended (such as Firefox)
« Last Edit: March 15, 2010, 12:26:13 am by calc84maniac »
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline Madskillz

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 488
  • Rating: +32/-2
    • View Profile
Re: Project M Reboot
« Reply #78 on: March 15, 2010, 01:18:49 am »
looks great man...glad to see progress is still being made!

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Project M Reboot
« Reply #79 on: March 15, 2010, 07:14:35 am »
darn, really nice stuff! Glad to see some new progress ^^

Suggestion, though: When scrolling either horizontally or vertically, would it be possible to have the grayscale animation stop? Otherwise, it seems pretty flickery when scrolling

Also, what does "collision callback" means?

Offline calc84maniac

  • eZ80 Guru
  • Coder Of Tomorrow
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2912
  • Rating: +471/-17
    • View Profile
    • TI-Boy CE
Re: Project M Reboot
« Reply #80 on: March 15, 2010, 10:38:47 am »
It means that I have a table of routine, one for each tile. When Mario collides with the tile, the routine is called and it can do stuff :D

And I might try to get the grayscale working properly as well. :P

Edit:
Also, you may have noticed that the bouncing blocks are smoothly animated now, rather than jumping a few pixels. :D This is one of the strengths of my sprite routine.
« Last Edit: March 15, 2010, 02:03:19 pm by calc84maniac »
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline ztrumpet

  • The Rarely Active One
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5712
  • Rating: +364/-4
  • If you see this, send me a PM. Just for fun.
    • View Profile
Re: Project M Reboot
« Reply #81 on: March 15, 2010, 03:58:51 pm »
That looks incredible!  I'm glad progress is being made with this!  ;D

I was wondering: How do you just display the parts of the tiles you want when it scrolls?  I was trying to figure out how to do this in Axe, but I couldn't figure out the right method to use.  How does the great calc84 do it? :D  Thanks!

Offline calc84maniac

  • eZ80 Guru
  • Coder Of Tomorrow
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2912
  • Rating: +471/-17
    • View Profile
    • TI-Boy CE
Re: Project M Reboot
« Reply #82 on: March 15, 2010, 04:14:49 pm »
That looks incredible!  I'm glad progress is being made with this!  ;D

I was wondering: How do you just display the parts of the tiles you want when it scrolls?  I was trying to figure out how to do this in Axe, but I couldn't figure out the right method to use.  How does the great calc84 do it? :D  Thanks!
I don't think I understand your question. You mean how do I do smooth-scrolling?
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline ztrumpet

  • The Rarely Active One
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5712
  • Rating: +364/-4
  • If you see this, send me a PM. Just for fun.
    • View Profile
Re: Project M Reboot
« Reply #83 on: March 15, 2010, 04:23:48 pm »
Kind of.  How do you do the smooth scrolling and then draw the new pixels on one side?  I can't decide how to fill in the new pixels right after the screen is shifted.  (I assume you are using 8*8 tiles, right)  This is what I am trying to figure out.  Does this make better sense?

Offline calc84maniac

  • eZ80 Guru
  • Coder Of Tomorrow
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2912
  • Rating: +471/-17
    • View Profile
    • TI-Boy CE
Re: Project M Reboot
« Reply #84 on: March 15, 2010, 04:34:11 pm »
I redraw the whole thing every frame with a dedicated routine (along with the scrolling background). In Axe, you could probably draw some sprites after you scroll, since they are clipped to the edge of the screen now
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline ztrumpet

  • The Rarely Active One
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5712
  • Rating: +364/-4
  • If you see this, send me a PM. Just for fun.
    • View Profile
Re: Project M Reboot
« Reply #85 on: March 15, 2010, 04:35:26 pm »
Oh, I see!  I don't know what I'll end up doing, but I'm glad to know your method.  Thanks!

Project M looks great! ;D

Offline TsukasaZX

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 415
  • Rating: +46/-3
  • Never Gonna Give You Up!
    • View Profile
Re: Project M Reboot
« Reply #86 on: March 15, 2010, 05:00:28 pm »
Looking great, calc84! Can't wait to see more progress! :D
IRC EFNet | Nick Su-Hime | Chan #omnimaga, #unss, #cemetech
Yumé - 100% Complete!
Yumé 2: Rika's Story - 10%
 - Hiatus until summertime
Yumé: The Eternal Dreams - 50%
 - World and events
TIBiC/GO C Library - N%

"Alenda lux ubi orta libertas" - Let learning be cherished where liberty has arisen.

  ▲
▲ ▲ Triforce!

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Project M Reboot
« Reply #87 on: March 15, 2010, 06:07:30 pm »
It means that I have a table of routine, one for each tile. When Mario collides with the tile, the routine is called and it can do stuff :D

And I might try to get the grayscale working properly as well. :P

Edit:
Also, you may have noticed that the bouncing blocks are smoothly animated now, rather than jumping a few pixels. :D This is one of the strengths of my sprite routine.
aaah ok so basically on one certain tile, you could have it rickroll you?

j/k but I really like how fast it runs in overall :)

Offline Eeems

  • Mr. Dictator
  • Administrator
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 6266
  • Rating: +318/-36
  • little oof
    • View Profile
    • Eeems
Re: Project M Reboot
« Reply #88 on: March 15, 2010, 06:59:56 pm »
wow! looking amazing! this will get poty for sure when you release it :P
/e

Offline indubitably

  • LV2 Member (Next: 40)
  • **
  • Posts: 35
  • Rating: +1/-0
    • View Profile
Re: Project M Reboot
« Reply #89 on: March 15, 2010, 11:46:51 pm »
wow! looking amazing! this will get poty for sure when you release it :P
I don't know, I think it is going to be a neck and neck battle between this and F-Zero! lol