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Omnimaga
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The Axe Parser Project
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Your Projects - Post and Critique
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Topic: Your Projects - Post and Critique (Read 117113 times)
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meishe91
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Re: Your Projects - Post and Critique
«
Reply #75 on:
March 15, 2010, 08:51:45 pm »
Well I only listed one game. 2D sidescroller is the type of game. Check it out if you want. But ya, I think I know what you mean which is a 2D sidescroller.
Edit: This is MapleStory:
«
Last Edit: March 15, 2010, 09:15:27 pm by meishe91
»
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DJ Omnimaga
Clacualters are teh gr33t
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Re: Your Projects - Post and Critique
«
Reply #76 on:
March 15, 2010, 08:54:45 pm »
yeah it's basically a bit like Mario style but with guns instead of jumping on enemies to kill them
Megaman is similar, except you can only shoot left and right.
Something like this woudl have been cool, too, but it only works well with a mouse (or having the gun cursor be moved with numpad acting like arrows)
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Builderboy
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Would you kindly?
Re: Your Projects - Post and Critique
«
Reply #77 on:
March 15, 2010, 10:14:22 pm »
Wow! Half Life! My Favorite game of all time!
* Builderboy is super excited *
So it will be smooth-scrolling then? How do you plan for the gravity gun to work? Will objects behave the laws of physics? Will enemies?!? What control scheme do you plan for movement/shooting?
* bounce bounce bounce *
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SirCmpwn
Guest
Re: Your Projects - Post and Critique
«
Reply #78 on:
March 15, 2010, 11:14:10 pm »
Lol, it looks like BuilderBoy is excited for this
so let's address his questions:
A) Half Life 2 is the best game ever made. Agreed.
B) I'm still debating smooth scrolling or static maps, some feedback would be nice.
C) Gravity gun will probably find the nearest object in its path, and apply gravity towards it to make it come, then once it has arrived it will negate gravity on the item in question and tether it to the player.
D) Full(ish) physics, yes. I plan on using the two "safe" areas available to manage a physics stack, and every frame I will pop it off of one and push it onto another, proccessing the whole way through.
E) Enemies will follow the same laws. However, ragdoll physics seems pretty outrageous for a calculator, way too slow.
F) Control sceme: Arrow keys to move. Numpad to shoot. 2nd to reload. Alpha to sprint. Function keys for weapons.
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Builderboy
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Would you kindly?
Re: Your Projects - Post and Critique
«
Reply #79 on:
March 16, 2010, 12:36:20 pm »
Mmmmm smoothscrolling would be nice, however it might be difficult with physics/enemy simulation. Like how far outside of the screen will physics still take place? I wouldn't think it would be the whole map, that would be spending too much time on physics that isnt happening, but then again, you wouldn't want objects or enemies floating in midair until you can get around to them, and then have them freeze as soon as you can't see them again. Static maps would make all that a lot easier, but i think it might also make each map kind of small, as long as your using 8x8. Your thoughts?
The physics engine sounds awesome! You know how much of a fan of physics I am
I will have to hurry up on my physics lessons so i can be of as much help as possible! Also the control scheme sounds excellent, very well laid out.
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SirCmpwn
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Re: Your Projects - Post and Critique
«
Reply #80 on:
March 17, 2010, 12:11:40 am »
I'm using 7x7 sprites to make my sprite rotation algorithm (that's right
) work better. Also, thanks about the control scheme. Physics will probably freeze if they are a certain distance off-screen so they won't look weird, assuming I do smooth-scroll.
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DJ Omnimaga
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Re: Your Projects - Post and Critique
«
Reply #81 on:
March 17, 2010, 01:31:05 am »
Mhmm I like seeing games with different sprite sizes. It makes some changes from generic 8x8 and 16x16 ones, plus with 7x7 it's easier to do certain type of tiles/sprites because you can for example have a dot completly centered in the middle or a cross, for example, and still look symetrical. If your tilemap is smaller than 8x8 you can also fit either bigger maps in one screen or have more space for a HUD.
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ztrumpet
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Re: Your Projects - Post and Critique
«
Reply #82 on:
March 17, 2010, 04:27:31 pm »
That's cool. I like the 7*7 size idea. Keep up the cool work.
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ztrumpet
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Re: Your Projects - Post and Critique
«
Reply #83 on:
March 17, 2010, 09:00:14 pm »
Here's what I worked on for the past two days. It's a 16 by 16 smoothscrolling movement engine. Let me know what you think!
I also wrote a little Pic to Hex program. Put the top left corner of the sprite in the top left corner of the graphscreen. Then set 0 (for 8*8 ) or 1 (for 16*16 ) to T on the first line of the program and run it. I used it to give me the 16*16 hex codes that I used in the movement engine.
«
Last Edit: March 17, 2010, 09:01:08 pm by ztrumpet
»
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If I'm wrong, please correct me!
Unfinished Projects:
Elmgon
14%
Basic
Movement Demo
Homescreen Game Pack
80%
Basic
Latest Release
Cube Droid Saves the Galaxy
65%
Axe
Demo
Detonate
70%
Axe
Completed Projects:
Exodus
|
Midnight
|
Drifter
|
Axe Snake
|
Jump!
|
Factory Theta
|
Spider
|
Plot Drop
|
Papi Jump
|
Numb3rs
|
Nibbler
|
Boost
|
Duel Tile Map Editor
|
Homescreen Map Editor
|
Key Group Check
|
Oasis
trevmeister66
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Re: Your Projects - Post and Critique
«
Reply #84 on:
March 17, 2010, 09:02:26 pm »
Wow, I really like the 16x16 smooth scrolling routine. That is pretty sweet
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Quigibo
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Re: Your Projects - Post and Critique
«
Reply #85 on:
March 17, 2010, 09:32:35 pm »
Awesome! I will be adding a new feature soon that lets you insert external code into your programs so you can use other people's routines and libraries in a separate package from the rest of the main code.
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___Axe_Parser___
Today the calculator, tomorrow the world!
DJ Omnimaga
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Re: Your Projects - Post and Critique
«
Reply #86 on:
March 18, 2010, 12:06:21 am »
Wow really nice, I wonder how fast would it be with collision detection and stuff? This might come handy for some people who want to work on tilemap-based RPGs and the like.
And Quigibo, do you mean like how in BASIC we can have sub-programs? Would we be able to keep them archived?
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Quigibo
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Re: Your Projects - Post and Critique
«
Reply #87 on:
March 18, 2010, 03:23:18 pm »
Yes and yes, except that you only need to include the program once and then you can call to the subroutines in the other program since they share the same labels. You will probably not be able to add inline code from other programs since I'm trying to make it as unconfusing as possible, and you should never need that feature. It will function more like the c-style #include directive. So you just include the library somewhere in your program, then you can use all of the subroutines from it as if they were in the regular code.
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___Axe_Parser___
Today the calculator, tomorrow the world!
DJ Omnimaga
Clacualters are teh gr33t
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Re: Your Projects - Post and Critique
«
Reply #88 on:
March 18, 2010, 03:28:42 pm »
aaah sounds nice
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ztrumpet
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Re: Your Projects - Post and Critique
«
Reply #89 on:
March 18, 2010, 05:11:02 pm »
That sounds cool! I like that idea. Bring on the '#include's!
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If I'm wrong, please correct me!
Unfinished Projects:
Elmgon
14%
Basic
Movement Demo
Homescreen Game Pack
80%
Basic
Latest Release
Cube Droid Saves the Galaxy
65%
Axe
Demo
Detonate
70%
Axe
Completed Projects:
Exodus
|
Midnight
|
Drifter
|
Axe Snake
|
Jump!
|
Factory Theta
|
Spider
|
Plot Drop
|
Papi Jump
|
Numb3rs
|
Nibbler
|
Boost
|
Duel Tile Map Editor
|
Homescreen Map Editor
|
Key Group Check
|
Oasis
Print
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4
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[
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]
7
8
...
36
Go Up
« previous
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Omnimaga
»
Forum
»
Calculator Community
»
Major Community Projects
»
The Axe Parser Project
(Moderator:
Runer112
) »
Your Projects - Post and Critique