Author Topic: The Blue Platform Rebooted, Revamped, and just plain better!  (Read 118584 times)

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Offline Eeems

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Re: The Blue Platform Rebooted, Revamped, and just plain better!
« Reply #210 on: November 03, 2012, 08:21:10 pm »
Aww bummer. I saw activity in this topic and thought you might have actually picked this back up.  <_<
Sorry to disappoint :P Feel free to poke around my code though :)
/e

Offline chickendude

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Re: The Blue Platform Rebooted, Revamped, and just plain better!
« Reply #211 on: November 04, 2012, 09:06:23 am »
Be warned though, I am giving you permission to use my code in other projects however you see fit, but I am not giving you permission to use my code to create/finish "The Blue Platform" or anything in the world I have created for it. That is something I still want to do myself sometime down the road.
I'm much more interested in the actual game, later on if you decide you want to continue work maybe we can either work together on it or i can program in your ideas and you can work with the storyline, etc. Or if you want to finish it all by yourself that's fine, too, it just has a really cool storyline and a lot in common with my favorite RPG ever (Legend of Legaia). I've gotta download DCS first but i'm gonna test it out now. Thanks, Eeems!

Offline Eeems

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Re: The Blue Platform Rebooted, Revamped, and just plain better!
« Reply #212 on: November 04, 2012, 01:58:59 pm »
I've already got the storyline planned out and I also know how I want the game to look.
I might take you up on your offer to program it, maybe you can figure out the head sticking in the ceiling bug that I haven't been able to fix since I first started working on the engine.
/e

Offline DJ Omnimaga

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Re: The Blue Platform Rebooted, Revamped, and just plain better!
« Reply #213 on: November 04, 2012, 02:09:05 pm »
Wasn't there also that one bug that caused the map to suddenly become off by one tile compared to the collision detection map? I don't remember how it worked but I recall playing the Celtic III version and sometimes falling through the block on one side of a platform. Or did you have time to fix that during the conversion to ASM?

Offline Eeems

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Re: The Blue Platform Rebooted, Revamped, and just plain better!
« Reply #214 on: November 04, 2012, 04:22:34 pm »
Wasn't there also that one bug that caused the map to suddenly become off by one tile compared to the collision detection map? I don't remember how it worked but I recall playing the Celtic III version and sometimes falling through the block on one side of a platform. Or did you have time to fix that during the conversion to ASM?
That was an issue with the Celtic III version. I actually wrote the engine etc from scratch when I started again in ASM so it wasn't even an issue I had to deal with.
/e

Offline chickendude

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Re: The Blue Platform Rebooted, Revamped, and just plain better!
« Reply #215 on: November 05, 2012, 10:24:19 am »
Alright, i just popped open the source code tonight and it seems like the main folder is just the title screen :P Anyway the "old" folder had what seemed to be the actual source and when i loaded the program onto my calc what i first thought is that you weren't resetting some sort of jumping flag after touching a ladder. What it turned out to be is that you aren't resetting the ladder flag ;) If you're on a ladder and press 2nd to jump, the code jumps but still thinks you're on a ladder, since when you run the ladder routine it sees that you've jumped (but still thinks you're on a ladder). Soo... all you have to do is first reset the ladder then check if you're jumping. Here's the code i changed it to:
Code: [Select]
char_ladder:
xor a
ld (charT+2),a

ld a,(charJ)
or a
ret nz ;quit if jumping

ld a,(charT) ;get x
ld d,a
ld a,(charT+1) ;get y
ld e,a

call Tile_value ;check (x,y)
cp 10
jr z,+_

inc e ;go to y+1

call Tile_value
cp 10
jr z,+_ ;check (x,y+1)

getoffsetD
ld d,a ;store it back to d
getX ;get the characters edge
cp d ;compare
ret z ;if it doesn't equal the other, then it is partway between the two
;so another check is required
ld a,(charT) ;get x
inc a ;get for x+1
ld d,a

call Tile_value ;check (x+1,y+1)
cp 10
jr z,+_

dec e ;go to Y

call Tile_value ;check (x+1,y)
cp 10
jr z,+_
ret

_ ld a,1
ld (charT+2),a
getkey(dkUp)
jr z,_
call char_up
loadanim(charS,7,8)
ret
_ loadanim(charS,7,7)
getkey(dkDown)
ret z
call char_down
loadanim(charS,7,8)
ret

Attached is the new source file :)

Offline Eeems

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Re: The Blue Platform Rebooted, Revamped, and just plain better!
« Reply #216 on: November 05, 2012, 11:08:47 am »
I had thought that the jump flag had precidence over the ladder flag, so if the jump flag was set it wouldn't even get to the ladder code. I can't remember though. Did you test to make sure that your change worked?
I could setup a svn or something for this so you can upload tweaks as you go.
/e

Offline chickendude

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Re: The Blue Platform Rebooted, Revamped, and just plain better!
« Reply #217 on: November 05, 2012, 01:15:59 pm »
Did you see the screenshot? ;) And that was the problem, once the jump flag was set it never got to the ladder code, where it checks if you are on a ladder and resets the ladder flag if not. So the ladder flag gets set but never reset, since once the jump flag is set it can't enter the ladder routine anymore (and it gets reset in the ladder routine). As far as i can tell it works fine now, i don't know if there were any issues elsewhere, though :) And yeah, if you want to set up an SVN somewhere i can commit little things as i/we come across them.

Offline Eeems

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Re: The Blue Platform Rebooted, Revamped, and just plain better!
« Reply #218 on: November 05, 2012, 01:21:39 pm »
I was viewing via wap2 so I didn't see it sorry :P I'll take a look.
Sure I'll set one up, maybe the re-write of the source will actually happen with you there prodding me every so often :P

Offline chickendude

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Re: The Blue Platform Rebooted, Revamped, and just plain better!
« Reply #219 on: November 05, 2012, 01:50:16 pm »
That's what i'm here for :) Whatever i can do to help this see the light of day. It seems like you've got so much done already, both with the story (which for me is always the hardest part, programming it is somehow much easier/more fun :P) and the actual engine. You've got a working tilemap engine, even ladders!, battles, and lots of other things started (though not necessarily finished). Btw, you are more than welcome to use the hand cursor thing that i drew: ;)

Offline Eeems

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Re: The Blue Platform Rebooted, Revamped, and just plain better!
« Reply #220 on: November 05, 2012, 02:05:05 pm »
What is the size of the hand sprite? It has to be small enough for my engine, and I'd rather not have to rework the menu engine to use a larger sprite. You could do that ofc if you want to :P
/e

Offline chickendude

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Re: The Blue Platform Rebooted, Revamped, and just plain better!
« Reply #221 on: November 05, 2012, 02:11:38 pm »
I think it's seven pixels tall? It's the smallest i could make without it looking like a blob :P

Offline Eeems

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Re: The Blue Platform Rebooted, Revamped, and just plain better!
« Reply #222 on: November 05, 2012, 02:14:03 pm »
I believe the one I use is 8x8 pixels. Take a peek at the bmp and feel free to make it look better :P
/e

Offline DJ Omnimaga

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Re: The Blue Platform Rebooted, Revamped, and just plain better!
« Reply #223 on: November 05, 2012, 03:08:55 pm »
That's what i'm here for :) Whatever i can do to help this see the light of day. It seems like you've got so much done already, both with the story (which for me is always the hardest part, programming it is somehow much easier/more fun :P) and the actual engine. You've got a working tilemap engine, even ladders!, battles, and lots of other things started (though not necessarily finished). Btw, you are more than welcome to use the hand cursor thing that i drew: ;)


From which game is that screenshot???? O.O It looks really great!

By the way if you redo this Chickendude do you plan to add jumping physics if Eeems didn't already?

Offline Eeems

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Re: The Blue Platform Rebooted, Revamped, and just plain better!
« Reply #224 on: November 05, 2012, 03:17:59 pm »
I have jumping physics :P Thus the bug with jumping off of a ladder :P
/e