Author Topic: [contest '13][asm] Digger  (Read 8576 times)

0 Members and 2 Guests are viewing this topic.

Offline chickendude

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 817
  • Rating: +90/-1
  • Pro-Riot Squad
    • View Profile
[contest '13][asm] Digger
« on: September 27, 2013, 07:17:40 am »
I don't know if i'll actually follow through with this, but i've been trying to come up with an idea for the contest. So far i've got a small engine written, i'm not sure what will really come of it though. Originally i wanted to try making one of those games where you have to dig in the ground to collect items/weapons, kill bad guys, etc., but i sorta tossed that idea. I haven't changed the name of the source file, though, so that's why the project's still called "Digger".

Now what i've got in mind is some sort of graffiti game, i was thinking you'd have to go around collecting paints, dodging police (and maybe rival crews), finding nice walls, etc. It's not all mapped out, but i'm thinking something like that would be feasible.

And a screenshot:


There are still quite a few glitches with the jump detection, but for now it supports tiles with variable (Z) heights (you can see the two tables, one has a height of 8 the other a height of 4, and the trash can has a height of 5).

Anyway, we'll see where it goes.

Offline TIfanx1999

  • ಠ_ಠ ( ͡° ͜ʖ ͡°)
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 6173
  • Rating: +191/-9
    • View Profile
Re: [contest '13][asm] Digger
« Reply #1 on: September 27, 2013, 07:25:28 am »
By the title, i thought this was going to be a Dig-dug clone. I think your new idea sounds pretty cool though. I'd like to see how you implement it. Would it be goal based? Open world? Randomly generated? There's a lot of different things you could do with this. :D

Offline chickendude

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 817
  • Rating: +90/-1
  • Pro-Riot Squad
    • View Profile
Re: [contest '13][asm] Digger
« Reply #2 on: September 27, 2013, 08:13:33 am »
That's actually what i originally wanted to do, but i couldn't figure out a good way to implement erasing just part of a square. I may end up going back to it later.

I'm thinking you might have to achieve certain goals before passing a level (things like painting large murals, collecting certain items, etc.) or maybe adding in a points system based on the number of "colors", size, etc. Perhaps also the longer you stay in one area painting the more likely someone is to call the cops, and if you leave an area too long what you've started to paint will get cleaned up or you'll lose reputation points for leaving too many tags half-done. I'd also like to add in some action such as fights, chases, etc.

It's not all very clear yet, but i'll be trying to figure it out as a go along. :)

Offline Xeda112358

  • they/them
  • Moderator
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 4704
  • Rating: +719/-6
  • Calc-u-lator, do doo doo do do do.
    • View Profile
Re: [contest '13][asm] Digger
« Reply #3 on: September 27, 2013, 08:25:47 am »
The graffiti game idea sounds fun and the variable tile heights are an awesome feature!

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: [contest '13][asm] Digger
« Reply #4 on: September 27, 2013, 08:45:21 am »
That is looking awesome so far, great job! :D

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

Offline Streetwalrus

  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3821
  • Rating: +80/-8
    • View Profile
Re: [contest '13][asm] Digger
« Reply #5 on: September 27, 2013, 11:32:29 am »
The graffiti game idea sounds fun and the variable tile heights are an awesome feature!
Yup. Now I feel like breakout is not gonna compete well. <_<

Offline chickendude

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 817
  • Rating: +90/-1
  • Pro-Riot Squad
    • View Profile
Re: [contest '13][asm] Digger
« Reply #6 on: September 27, 2013, 12:14:22 pm »
Well, i think you're much more likely to finish breakout than i am to finish this ;)

Anyway, for now i'm going to try to fix some of the bugs with the collision detection and add a little shadow to help make the jumps look a little better. I'm still a little unsure how to pull everything together, but i'm starting to get a vague idea. One thing at a time, i guess :)

EDIT: Also, i was thinking that this engine might work nicely for a skateboarding game...
« Last Edit: September 27, 2013, 12:15:04 pm by chickendude »

Offline Streetwalrus

  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3821
  • Rating: +80/-8
    • View Profile
Re: [contest '13][asm] Digger
« Reply #7 on: September 27, 2013, 12:23:59 pm »
If you can add slopes then definitely. ;)

Offline shmibs

  • しらす丼
  • Administrator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2132
  • Rating: +281/-3
  • try to be ok, ok?
    • View Profile
    • shmibbles.me
Re: [contest '13][asm] Digger
« Reply #8 on: September 27, 2013, 01:10:33 pm »
i love the behind-tile masking =D. how are you managing that? just drawing less of the player sprite if there's a tile in front?

Offline chickendude

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 817
  • Rating: +90/-1
  • Pro-Riot Squad
    • View Profile
Re: [contest '13][asm] Digger
« Reply #9 on: September 27, 2013, 01:35:10 pm »
Tiles that can be walked behind have a special mask. Walking behind the small table works, too, and you could also have something like a gate or a net where it's not exactly a straight line. Really i just check the tile(s) beneath the player and redraw those tiles if they are tiles that should be masked.

Offline AssemblyBandit

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 374
  • Rating: +60/-1
  • ~AssemblyBandit~
    • View Profile
    • briandm82.com
Re: [contest '13][asm] Digger
« Reply #10 on: September 28, 2013, 01:12:37 am »
That is an amazing engine! The first time I've seen jumping in a 4 way scroller!

Streetwalker: I don't think I want to compete with it either!

Offline chickendude

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 817
  • Rating: +90/-1
  • Pro-Riot Squad
    • View Profile
Re: [contest '13][asm] Digger
« Reply #11 on: September 28, 2013, 04:02:15 am »
Thanks, it's pretty simple and doesn't really slow down the engine any. I hadn't seen it in any games with jumping for the 83, either, but you've gotta check out Robot War 2 for the 82, by DigiTan!

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: [contest '13][asm] Digger
« Reply #12 on: September 28, 2013, 04:28:24 am »
wow, just wow that game O.O

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

Offline TIfanx1999

  • ಠ_ಠ ( ͡° ͜ʖ ͡°)
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 6173
  • Rating: +191/-9
    • View Profile
Re: [contest '13][asm] Digger
« Reply #13 on: September 28, 2013, 09:39:30 am »
That's actually what i originally wanted to do, but i couldn't figure out a good way to implement erasing just part of a square. I may end up going back to it later.

I'm thinking you might have to achieve certain goals before passing a level (things like painting large murals, collecting certain items, etc.) or maybe adding in a points system based on the number of "colors", size, etc. Perhaps also the longer you stay in one area painting the more likely someone is to call the cops, and if you leave an area too long what you've started to paint will get cleaned up or you'll lose reputation points for leaving too many tags half-done. I'd also like to add in some action such as fights, chases, etc.

It's not all very clear yet, but i'll be trying to figure it out as a go along. :)

That sounds pretty awesome, hope you can hash it out. :D I think this engine could potentially work for a skateboard game as well.

Offline Hayleia

  • Programming Absol
  • Coder Of Tomorrow
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3367
  • Rating: +393/-7
    • View Profile
Re: [contest '13][asm] Digger
« Reply #14 on: September 29, 2013, 03:05:00 am »
Wow, you've got a lot done already, and that screenshot sure is appealing. I hope you finish it one day, even if not in time for the contest.

I think this engine could potentially work for a skateboard game as well.
Or a(nother) MineCraft clone. You'd have to add camera rotation (not all angles, just 0°, 90°, 180°, 270°) but that could work.
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
Sorry if I answer with something that seems unrelated, English is not my primary language and I might not have understood well. Sorry if I make English mistakes too.

click here to know where you got your last +1s