Author Topic: Who is entering the Axe Parser programming contest?  (Read 35691 times)

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Offline Darl181

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Re: Who is entering the Axe Parser programming contest?
« Reply #15 on: August 31, 2010, 06:54:50 pm »
I've been working on The World's Hardest Game (a port from an online arcade game) since sometime in late July.  So far I have the Level editor finished, and have a basic structure for how to code the game.  If I finish it in the next week or so, I might enter the level editor/game, maybe packaged together as an app.  If not, then oh well.  I'm not stressing myself--I work horrible under a timeline.
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Offline tloz128

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Re: Who is entering the Axe Parser programming contest?
« Reply #16 on: August 31, 2010, 06:55:30 pm »
Ok now that's just epic win o.o. Nice graphics and I like the scrolling too. Can't wait to see jumping and stuff being added. Will this be a puzzle game or a game with enemies like Mario?

Thanks! I'm thinking that the game is going to be like a mixture between Mario and Kirby, in that it will involve jumping on enemies like in Mario, but will allow you to travel between rooms like in Kirby's Adventure. Also note that this game is running in 6 mhz mode right now, so I'm *hoping* that it will run at an alright speed on 84s.
« Last Edit: August 31, 2010, 06:56:08 pm by tloz128 »
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Offline DJ Omnimaga

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Re: Who is entering the Axe Parser programming contest?
« Reply #17 on: August 31, 2010, 06:57:27 pm »
@Darl181 Hmm I heard about that game before, I swear. I doN't exactly remember what it was, though. I would need to check online for it (probably Youtube vids). I wish you good luck on your project. Remember you are not allowed to post a download until Sept 16th 12 AM, though, and if you have external levels, I recommend including at least one or two (or more if they,re very short)

@tloz128 Sounds cool :) A Kirby game would be nice actually, although something new inspired from Kirby would do pretty well too and be easier, since you would have more freedom on what to include and what to exclude. :)
« Last Edit: August 31, 2010, 06:58:34 pm by DJ Omnimaga »

Offline tloz128

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Re: Who is entering the Axe Parser programming contest?
« Reply #18 on: August 31, 2010, 06:59:05 pm »
Hmm I heard about that game before, I swear. I doN't exactly remember what it was, though. I would need to check online for it (probably Youtube vids). I wish you good luck on your project. Remember you are not allowed to post a download until Sept 16th 12 AM, though, and if you have external levels, I recommend including at least one or two (or more if they,re very short)
Actually, I think the levels will be small enough that they will be able to be stored within the program(or app- I can't decide). They're only 256 bytes  8).
EDIT: oh wait, you were talking to Darl  :-X my bad
« Last Edit: August 31, 2010, 06:59:58 pm by tloz128 »
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Offline DJ Omnimaga

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Re: Who is entering the Axe Parser programming contest?
« Reply #19 on: August 31, 2010, 06:59:58 pm »
Wow nice. Do you use any form of compression?

Offline tloz128

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Re: Who is entering the Axe Parser programming contest?
« Reply #20 on: August 31, 2010, 07:02:08 pm »
Wow nice. Do you use any form of compression?
Well, I read SirCmpwn's Axe tilemapping guide and found out about storing each tile as a nibble (though I didn't use the code from the tutorial- that I figured out myself :D).
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Re: Who is entering the Axe Parser programming contest?
« Reply #21 on: August 31, 2010, 07:05:34 pm »
^_^

Offline Darl181

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Re: Who is entering the Axe Parser programming contest?
« Reply #22 on: August 31, 2010, 07:05:40 pm »
The levels are about 500 bytes each.

As for what the game is, why not play it?
http://armorgames.com/play/1043/the-worlds-hardest-game

I would check for an exact number, but Krolypto's bricked my calc (again).  Until I can get a screwdriver, I'm stuck.

ADDENDUM:
Okay, 496 bytes.
Now for the people's opinion: would it be preferred to have an external level in an A)appvar or B)program?
« Last Edit: August 31, 2010, 07:10:51 pm by Darl181 »
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Offline DJ Omnimaga

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Re: Who is entering the Axe Parser programming contest?
« Reply #23 on: August 31, 2010, 07:10:07 pm »
Wow nice. Do you use any form of compression?
Well, I read SirCmpwn's Axe tilemapping guide and found out about storing each tile as a nibble (though I didn't use the code from the tutorial- that I figured out myself :D).
Aaah good, and yeah it's a nice guide. I wonder, though: Do you have acceleration/deceleration physics when moving left or right? I really wonder how you handle the scrolling with such compression if you do? Scrolling up/down seems easier but left and right seems more complicated to me.

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Re: Who is entering the Axe Parser programming contest?
« Reply #24 on: August 31, 2010, 07:10:18 pm »
x.x not good.
Try reinstalling TIOS by pulling a battery and holding down DEL as you put it back in.  That might work.

Offline DJ Omnimaga

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Re: Who is entering the Axe Parser programming contest?
« Reply #25 on: August 31, 2010, 07:15:13 pm »
Aaah right now I remember this game. I played it several months ago. I hope you include some easier levels, though, because I couldn't even get past lv 1 x.x

Also why do you need a screwdriver to fix your calc? Can't you just pull a battery then RAM clear? If that fails you can reset the entire memory too (doing ON+CLEAR first) or reinstall the OS.

Also I would say inside the main program and if it's impossible, appvar. In both cases the PRGM menu won't get cluttered too much with many programs.

Offline Darl181

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Re: Who is entering the Axe Parser programming contest?
« Reply #26 on: August 31, 2010, 07:15:43 pm »
Solved it. Pulled out a AAA battery and backup at the same time, which clears the RAM.
That's why a screwdriver would be needed.
Luckily, I have almost everything in archive, which is easy to use with Calcutil and incidentally makes GarbageCollect a nightmare.
It's worth it, though.  And no progress has been lost.

EDIT
just read DJ's post.
I think Krolypto takes advantage of the backup battery to keep it from clearing the ram.
Same thing as changing the batteries after the typical 2nd+ON; it keeps something going on the backup battery.
In fact, the solution is in the app's manual.
But who reads those things these days???

Levels.
I didn't really consider internal levels.  What if speople make a level and they want to share it?  What do they transfer, the whole program?
« Last Edit: August 31, 2010, 07:22:12 pm by Darl181 »
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Offline DJ Omnimaga

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Re: Who is entering the Axe Parser programming contest?
« Reply #27 on: August 31, 2010, 07:19:38 pm »
Oh, weird. Normally you don't even need to remove the lithium battery. Just pull one AAA battery during one second then put it back. If the calc wasn't frozen you can press DEL while putting it back and pressing ON too. Glad you did not lose progress. Btw the new Axe got a backup feature. I think you need to press B in the compile menu and it creates a copy of your game hidden from menus, in the Archive.

Offline tloz128

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Re: Who is entering the Axe Parser programming contest?
« Reply #28 on: August 31, 2010, 07:20:38 pm »
Wow nice. Do you use any form of compression?
Well, I read SirCmpwn's Axe tilemapping guide and found out about storing each tile as a nibble (though I didn't use the code from the tutorial- that I figured out myself :D).
Aaah good, and yeah it's a nice guide. I wonder, though: Do you have acceleration/deceleration physics when moving left or right? I really wonder how you handle the scrolling with such compression if you do? Scrolling up/down seems easier but left and right seems more complicated to me.
Pulling off the acceleration wasn't very hard. I made it so that you would increase your velocity if you were holding down left or right, and decrease if neither or right and left together (so xor logic). I'm not going to say how I got the acceleration to work with collisions until the contest is over, though. As for the scrolling, all I have is a variable for how far vertically and horizontally it is scrolled, which is added to X and Y when determining your position on the tilemap.
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Re: Who is entering the Axe Parser programming contest?
« Reply #29 on: August 31, 2010, 07:25:40 pm »
It's fine. I'm glad you managed to do it, though. Do you redraw the entire tilemap every frame or just the side that is scrolling in? That's one part in particular I never figured out.