Author Topic: [Axe] Robbox  (Read 7397 times)

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Offline Hayleia

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[Axe] Robbox
« on: October 19, 2012, 11:33:37 am »
[offtopic]
TinyCraft is not dead, I just can't work on it without holidays.
[/offtopic]

Technical features:
- 6 MHz (runs on 83+, 84+, 83+SE, 84+SE, 84 Pocket.fr, 84+Pocket SE)
- 4 levels of grayscale
- smoothsrolling

Now that you want my game, let's start talking about it :P

So, it is a port of Robbox, the reflexion game for PC (free demo available). You control Robo (a robot) and you suscribed to a tournament. You now have to get out of mazes in which can be found crates to push, killing lasers, etc (really, it is a fun game, try it out if you have time).

For now, I only have the tilemapper working, with dynamic uncompression for walls. It is fast as light when going downwards or upwards, but a bit slower when moving horizontally. That is not really a problem since I don't need pixel-by-pixel movement (which is what I am currently doing) so I can make it faster whenever I want ;)

You may wonder why I make a topic about a project I just started yesterday, well it is because I thought about that topic. I thought it might be a good idea to post my project even just started to bring some activity maybe :)

Please share your thoughts and comments :)

Screenshot and demo (compiled for Ion) below.
« Last Edit: October 19, 2012, 12:22:48 pm by Hayleia »
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline stevon8ter

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Re: [Axe] Robbox
« Reply #1 on: October 19, 2012, 11:48:19 am »
Wow, looks really cool :o
Good job so far... I hope this will work out great like tinycraft
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Offline Hayleia

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Re: [Axe] Robbox
« Reply #2 on: October 19, 2012, 12:58:10 pm »
Wow, looks really cool :o
Good job so far... I hope this will work out great like tinycraft
Thanks, I hope so too :)
I just replayed it now and figured out there are plenty of things to do O.O (and 50 levels to make *.*)
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline Stefan Bauwens

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Re: [Axe] Robbox
« Reply #3 on: October 19, 2012, 01:21:56 pm »
I wish you good luck with this new project. :)
Glad you got the tilemapper working. I used to have a lot of problems trying to figure that out, but currently I think I've got a bit the hang of it. :)


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Offline Hayleia

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Re: [Axe] Robbox
« Reply #4 on: October 19, 2012, 01:53:38 pm »
I wish you good luck with this new project. :)
Thanks :)

Glad you got the tilemapper working. I used to have a lot of problems trying to figure that out, but currently I think I've got a bit the hang of it. :)
Seems like the tilemapper is not going to be the most difficult part of it to do :P
Moreover, I already made a basic tilemapper with Pokemon and a pixel-by-pixel tilemapper with TinyCraft so this one didn't need a lot of thinking to do (even though I use a completely different method for this one) :)

Anyway, I got the second compression to work, now levels are stored as nibbles instead of bytes :D
That was not hard either but it is very useful considering I have 50 levels to fit.
Now you can see what the first level will look like, even if there is nothing to do inside and you can go through walls :P

Screenshot and download below ;)
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline stevon8ter

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Re: [Axe] Robbox
« Reply #5 on: October 19, 2012, 02:01:12 pm »
Ok looks really really cool, tommorow i'm gonna download it and play it :D
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Offline DJ Omnimaga

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Re: [Axe] Robbox
« Reply #6 on: October 19, 2012, 06:24:34 pm »
At first I misread this as Roblox the building game and was gonna say "inb4 troll invasion on Omni" but this looks very nice :D

Offline Hayleia

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Re: [Axe] Robbox
« Reply #7 on: October 20, 2012, 09:26:27 am »
At first I misread this as Roblox the building game and was gonna say "inb4 troll invasion on Omni" but this looks very nice :D
I didn't even know about that game before you mention it :P

UPDATE
-You can't walk on walls anymore
-There is now a goal: you must now collect all the screws before going into the end portal to win
-Press F1 to explore the map (please don't explore all your RAM, there is no limitation) and press F1 again to quit the exploring mode

I also optimized the vertical scrolling, still at one pixel at a time. Notice how fast it is now *.*
I had to make horizontal scrolling at 4 pixels at a time so the vertical speed seems less shocking :P

As usual, screenshot and demo :)
« Last Edit: October 20, 2012, 09:27:03 am by Hayleia »
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Offline Stefan Bauwens

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Re: [Axe] Robbox
« Reply #8 on: October 20, 2012, 10:28:46 am »
Looking good. Sadly Newprog isn't that fast at scrolling.


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Offline Hayleia

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Re: [Axe] Robbox
« Reply #9 on: October 20, 2012, 02:52:30 pm »
Looking good. Sadly Newprog isn't that fast at scrolling.
Thanks :)
But mine is only fast when scrolling vertically, I have to cheat to have the same speed when moving horizontally.

I also got the level 2 working but it is empty :P
So I am not making an update, you won't do more things in the level two than in the level one ;)
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Offline DJ Omnimaga

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Re: [Axe] Robbox
« Reply #10 on: October 21, 2012, 12:19:00 pm »
Looks very nice and fast. By the way will those custom fonts be required for the game? Also Stefan Bauwens one challenge in Axe Parser is that if the tilemapper is aligned properly in the screen, it scrolls much faster vertically, which can be rather problematic if you try to keep speed constant. This is probably one reason why Hayleia had his tilemapper only allow the player to be aligned with tiles and why he had to cheat to have the same speed horizontally.

I am shocked by how fast it manages to be even with grayscale, though, let alone in Axe instead of ASM.

Offline Hayleia

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Re: [Axe] Robbox
« Reply #11 on: October 21, 2012, 01:42:02 pm »
Looks very nice and fast.
Thanks, but the final version won't be that fast ;)
I just prefer to have something that I can slow down than something that I can't speed up.

By the way will those custom fonts be required for the game?
Nope, I just use Spyro's font because I like it :P
(I made the cursors myself but he made the rest)

Also Stefan Bauwens one challenge in Axe Parser is that if the tilemapper is aligned properly in the screen, it scrolls much faster vertically, which can be rather problematic if you try to keep speed constant.
In fact, the way I did it, the tilemapper would still be that fast even if it was not aligned properly ;)
The only thing that would slow it down too much would be diagonal movement.
And if I only allowed the pleyer to be aligned with tiles is because the original game is done like that :)

I am shocked by how fast it manages to be even with grayscale, though, let alone in Axe instead of ASM.
In fact, since I use interrupts for my grayscale, the screen is not updated every loop run so maybe this is why it is a bit too fast :P
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Re: [Axe] Robbox
« Reply #12 on: October 21, 2012, 02:38:50 pm »
Yeah I mean in Super Sonic Ball I was planning to artificially slow the speed down for when it's aligned so it doesn't look weird. Why would diagonal movement be much slower though? ???

Offline stevon8ter

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Re: [Axe] Robbox
« Reply #13 on: October 21, 2012, 05:05:01 pm »
Just guessing here but maybe pythagoras-calculations taking a little bit time? + movement has to be done diagonally so y and x at te same time? Idk just guessing (please don't shoot me xD )
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Offline TIfanx1999

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Re: [Axe] Robbox
« Reply #14 on: October 21, 2012, 06:53:05 pm »
As always your work looks very pretty Hayleia. :)