Author Topic: Jump  (Read 19925 times)

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Offline LincolnB

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Re: mrmprog's game
« Reply #45 on: July 29, 2011, 01:18:49 pm »
You should make
Code: [Select]
:clearDraw
:clearDraw^r
before showing the score.
Then the flames wouldn't be black before showing the score

And you may show the score and the text around it in the second line, not in the first line.

try not to make the jump more like on my pic.
wait betwean jumping up and falling.

Are you referring to gravity?
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Offline p2

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Re: mrmprog's game
« Reply #46 on: July 29, 2011, 01:28:24 pm »
Good reasons for it:
first: it would look more realistic
second: It would be easyer because then you'll have more time to react!
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Offline LincolnB

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Re: mrmprog's game
« Reply #47 on: July 29, 2011, 03:52:36 pm »
mrmprog, if you're interested in implementing gravity, you may want to check out builderboy's physics lessons tutorials.
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Offline mrmprog

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Re: mrmprog's game
« Reply #48 on: August 14, 2011, 04:00:01 pm »
Ok, I haven't posted here in a while...
I have been adding optimizations and ideas at a slow pace. I plan to have two modes. Survival and normal. In normal, you collect "cookies" and receive extra points per cookie. You can win by getting all the cookies required. Then you will automagically start a new game where you must collect more. In survival, you go as long as you can.

Offline Hayleia

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Re: mrmprog's game (now called Jump)
« Reply #49 on: August 15, 2011, 05:52:06 am »
Maybe you could add masked sprites or "masked sprite", I just learned that from shmibs (so if you use it, give credits to him, not to me).

a simple way to do masked sprites, if you don't feel like messing around with ptmask(, is to OR the entire area you want the sprite to take up and not be transparent, and then XOR all the white spaces. i already have the character sprite above broken into the parts to be OR'd and XOR'd.

here's another pic to help explain the OR/XOR thing better.
Spoiler For image:
the first row of sprites is displayed with PtOn(, the second is displayed on top of them with PtChange(, and the third row is the end result. those black things underneath the sprites are shadows which are displayed when he jumps down a ledge. they aren't displayed when walking normally.


Also, if you only use horizontal (or vertical lines), you can replace them with rectangles. If I am not wrong, every Line call and every Rect call takes 14 bytes, but the line routine takes 158 bytes while the rectangle one only takes 114. But I am not sure, and this is not a very important optimization (also, the rectangle is not Rect(X,Y,X,Y) but Rect(X,Y,width,heigth) so it can be hard to change in your code).
« Last Edit: August 15, 2011, 08:11:28 am by Hayleia »
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Re: mrmprog's game (now called Jump)
« Reply #50 on: August 15, 2011, 07:48:19 am »
Also, Rectangles are faster to render than lines, so when using straight lines use rectangles.

Offline runeazn

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Re: mrmprog's game (now called Jump)
« Reply #51 on: August 15, 2011, 09:58:43 am »
can you make this work on the ti nspire? touchpad

Ashbad

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Re: mrmprog's game (now called Jump)
« Reply #52 on: August 15, 2011, 10:09:07 am »
can you make this work on the ti nspire? touchpad

This is an 84+ game.  You would need the 84+ keypad.

Offline runeazn

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Re: mrmprog's game (now called Jump)
« Reply #53 on: August 15, 2011, 03:48:53 pm »
can you make this work on the ti nspire? touchpad

This is an 84+ game.  You would need the 84+ keypad.
I have!
so could you explain it then :)?

Offline DJ Omnimaga

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Re: mrmprog's game (now called Jump)
« Reply #54 on: August 15, 2011, 08:55:52 pm »
Hi and welcome on the forums. Simply connect the 84+ keypad then send the game using TI-Connect or TiLP.

By the way this game looks nice mrmprog :)
« Last Edit: August 15, 2011, 08:57:22 pm by DJ_O »

Offline mrmprog

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Re: mrmprog's game (now called Jump)
« Reply #55 on: August 15, 2011, 09:15:06 pm »
Thanks DJ :) I am working on it slowly now, because I am much more busy.

Offline LincolnB

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Re: mrmprog's game (now called Jump)
« Reply #56 on: August 15, 2011, 10:03:02 pm »
What do you mean by 'impossible places' ? As in, you need to make it so that no places occur where two platforms are so far apart you can't jump to them?
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Offline runeazn

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Re: mrmprog's game (now called Jump)
« Reply #57 on: August 16, 2011, 06:28:51 pm »
Hi and welcome on the forums. Simply connect the 84+ keypad then send the game using TI-Connect or TiLP.

By the way this game looks nice mrmprog :)
no ahck needed as ndless?
i get everytime if i try to trnasfer the file, please check connection if your cable is plugged in error
« Last Edit: August 16, 2011, 07:09:20 pm by runeazn »

Offline chattahippie

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Re: mrmprog's game (now called Jump)
« Reply #58 on: August 16, 2011, 07:11:18 pm »
no ahck needed as ndless?
It's compiled to asm, so I think you do need ndless (not sure if the 84 keypad changes this), but you also need a ti-84+ keypad for sure.

Offline runeazn

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Re: mrmprog's game (now called Jump)
« Reply #59 on: August 16, 2011, 07:22:28 pm »
how do i work it out then?
btw i am getting communcation errors on 84+ pad... with TI connect software,
the student software for nspire didnt give me any error..