Author Topic: Super Hexaspire Alpha!  (Read 51521 times)

0 Members and 1 Guest are viewing this topic.

Offline Matrefeytontias

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
Re: Super Hexaspire Alpha!
« Reply #15 on: November 07, 2013, 01:33:43 am »
What I think he means is that the program should be capable of loading and playing external levels. If levels are handled with functions (which can not be used in external files), you can write a small on-purpose scripting language that the main program will interpret and generate the level from.

Offline Keoni29

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2466
  • Rating: +291/-16
    • View Profile
    • My electronics projects at 8times8
Re: Super Hexaspire Alpha!
« Reply #16 on: November 07, 2013, 03:18:59 am »
Finally! It's here after waiting so long for a super hexagon port!
If you like my work: why not give me an internet?








Offline SpiroH

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 729
  • Rating: +153/-23
    • View Profile
Re: Super Hexaspire Alpha!
« Reply #17 on: November 07, 2013, 04:41:10 am »
Nope, I still have the same issue.
Well, you definitely need to upgrade your ndless version to r903. Then it just works(!), else you get that 'weird' message: "This document format is not supported. SuperHexaspire.tns". :P

Offline RedHat

  • LV2 Member (Next: 40)
  • **
  • Posts: 39
  • Rating: +9/-0
    • View Profile
    • GitHub (RedInquisitive)
Re: Super Hexaspire Alpha!
« Reply #18 on: November 07, 2013, 06:24:41 am »
Once I collect a bit more feedback, (and get through school today, hold tight people :D ) I'll add a couple of difficulties and post the code for making new levels! After I add more levels, I'll probably post the source too.
edit: I'll go ahead and modify in the main post for some more Q and A.
« Last Edit: November 07, 2013, 06:47:21 am by RedHat »

Offline Eiyeron

  • Urist McEiyolobster
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1430
  • Rating: +130/-10
  • (-_(//));
    • View Profile
    • Rétro-Actif : Rétro/Prog/Blog
Re: Super Hexaspire Alpha!
« Reply #19 on: November 07, 2013, 07:08:20 am »
Could you take the original game colors? That would be gigantic! :p

Offline RedHat

  • LV2 Member (Next: 40)
  • **
  • Posts: 39
  • Rating: +9/-0
    • View Profile
    • GitHub (RedInquisitive)
Re: Super Hexaspire Alpha!
« Reply #20 on: November 07, 2013, 07:24:27 am »
Could you take the original game colors? That would be gigantic! :p

From what I can tell you are asking, yes! I just have a test level 1 with some basic example colors. If you wanted, you could change the foreground and background colors when I make the community "mod pack". I have always loved modding, it makes things so much more enjoyable!

So yes, original colors will be possible, as well as color gradients! I'll post the variables tomorrow.
« Last Edit: November 07, 2013, 07:24:43 am by RedHat »

Offline Matrefeytontias

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
Re: Super Hexaspire Alpha!
« Reply #21 on: November 07, 2013, 07:27:25 am »
I don't think that putting user levels right in the compiled game is a good idea. IMO, you should build an on-calc (separate ?) level editor that can generates TNS files that can be loaded by the main game. This is easy enough, since you just have to generate files that follow the same scheme than your hard-coded levels.
« Last Edit: November 07, 2013, 07:27:33 am by Matrefeytontias »

Offline RedHat

  • LV2 Member (Next: 40)
  • **
  • Posts: 39
  • Rating: +9/-0
    • View Profile
    • GitHub (RedInquisitive)
Re: Super Hexaspire Alpha!
« Reply #22 on: November 07, 2013, 07:33:19 am »
I don't think that putting user levels right in the compiled game is a good idea. IMO, you should build an on-calc (separate ?) level editor that can generates TNS files that can be loaded by the main game. This is easy enough, since you just have to generate files that follow the same scheme than your hard-coded levels.

One day I'll get around to something like that, but I have almost no clue how to do that. For now, I think this way might be acceptable just to get the program off the ground before going crazy about it, but that does sound like an interesting concept!

Maybe someone could help me with that!
edit: as of now, I don't know any on calc c-compilers, so the possibility of this I think might be almost zero D:. Someone, quick, prove me otherwise!
« Last Edit: November 07, 2013, 07:35:18 am by RedHat »

Offline Matrefeytontias

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
Re: Super Hexaspire Alpha!
« Reply #23 on: November 07, 2013, 07:45:29 am »
I don't think that putting user levels right in the compiled game is a good idea. IMO, you should build an on-calc (separate ?) level editor that can generates TNS files that can be loaded by the main game. This is easy enough, since you just have to generate files that follow the same scheme than your hard-coded levels.

One day I'll get around to something like that, but I have almost no clue how to do that. For now, I think this way might be acceptable just to get the program off the ground before going crazy about it, but that does sound like an interesting concept!

Maybe someone could help me with that!
I sure can :P it doesn't rely on any particular language, it's just a theory that you can put in practice as you want. But I do program for Ndless in C anyway.

edit: as of now, I don't know any on calc c-compilers, so the possibility of this I think might be almost zero D:. Someone, quick, prove me otherwise!
You don't need any on-calc C compiler to generate the files I talked about, but only a fopen() function. The content of such file is up to you.

What I meant is that you could build a mini-scripting system. To do that, you must know what the content of the file refers to. For example, you know that if you encounter a 0x80 in the level file, it means that you put an obstacle at a certain position. And you carry on parsing the file as the player advances in the level. You see what I mean ?
« Last Edit: November 07, 2013, 07:46:42 am by Matrefeytontias »

Offline Sorunome

  • Fox Fox Fox Fox Fox Fox Fox!
  • Support Staff
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 7920
  • Rating: +374/-13
  • Derpy Hooves
    • View Profile
    • My website! (You might lose the game)
Re: Super Hexaspire Alpha!
« Reply #24 on: November 07, 2013, 11:51:48 am »
This games looks insaniousley awesome! O.O
mind=blown

THE GAME
Also, check out my website
If OmnomIRC is screwed up, blame me!
Click here to give me an internet!

Offline Keoni29

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2466
  • Rating: +291/-16
    • View Profile
    • My electronics projects at 8times8
Re: Super Hexaspire Alpha!
« Reply #25 on: November 07, 2013, 12:12:51 pm »
Can someone make a video of this?
If you like my work: why not give me an internet?








Offline Matrefeytontias

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
Re: Super Hexaspire Alpha!
« Reply #26 on: November 07, 2013, 12:58:12 pm »
Not me ...
* Matrefeytontias doesn't have a CX

Offline RedHat

  • LV2 Member (Next: 40)
  • **
  • Posts: 39
  • Rating: +9/-0
    • View Profile
    • GitHub (RedInquisitive)
Re: Super Hexaspire Alpha!
« Reply #27 on: November 07, 2013, 05:35:05 pm »
You don't need any on-calc C compiler to generate the files I talked about, but only a fopen() function. The content of such file is up to you.
Ahh, yes, a fopen(). I do see what you mean! I was going to use that to store a high score, but, however, I have no idea how to read an array of arrays from it. Aside from that, I'm going to add a few features and post about pre beta level creation. Soon, I (and some help of others) am going to make exactly what you speak of. I'll be back soon with a couple of levels that work! Once I get to like... 0.9, I'll start thinking about making something exactly like that then, yes, you would only have to have a lvl.txt.tns on the calc to run levels witch can be edited on the calc.

Can someone make a video of this?
Sure, I can!

This games looks insaniousley awesome! O.O
mind=blown
Thanks, that means a ton to me!

Offline RedHat

  • LV2 Member (Next: 40)
  • **
  • Posts: 39
  • Rating: +9/-0
    • View Profile
    • GitHub (RedInquisitive)
Re: Super Hexaspire Alpha!
« Reply #28 on: November 07, 2013, 09:47:57 pm »
Annd... UPDATED! It's still version 0.6, but there is now a hidden file in the zip along with many graphical changes! Quick, who can figure out the file first?! Level 2 is a proof of concept, and now I just need some creative patterns to complete it with the last ones. Almost to 0.7!

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: Super Hexaspire Alpha!
« Reply #29 on: November 07, 2013, 10:18:19 pm »
Glad to see you're continuing this project. :)