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Omnimaga
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TI Z80
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Jumper for the +C
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Topic: Jumper for the +C (Read 9291 times)
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Hayleia
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Re: Jumper for the +C
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Reply #30 on:
December 01, 2013, 06:53:12 am »
It looks great and smooth
Will you implement "realistic" movement ? I mean continuous velocity and not 0 to 1 in 0 seconds ?
(I am talking about horizontal movement)
«
Last Edit: December 01, 2013, 06:53:32 am by Hayleia
»
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AssemblyBandit
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Re: Jumper for the +C
«
Reply #31 on:
December 01, 2013, 08:05:47 am »
@Sorunome:
@Hayleia: Thanks! I don't think I'll change the horizontal movement though. When I first started it, I wanted to have realistic physics. I searched around here for some routines but came up with nothing. Then I created some sin and tan tables to be used for horizontal and vertical movement. I tried out the horizontal routine first but I didn't like it so it got scrapped. I made vertical movement to have instant acceleration with velocity gradually changing. In the later levels when you *have* to land on a specific platform its a lot quicker to swap directions without horizontal de/acceleration. Its also easier to land on moving platforms (a little exaggerated in the above video!)
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Sorunome
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Re: Jumper for the +C
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Reply #32 on:
December 01, 2013, 08:07:12 am »
Oh, that are awesome modes
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DJ Omnimaga
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Re: Jumper for the +C
«
Reply #33 on:
December 02, 2013, 12:19:50 pm »
Awesome game, I just tried it and it's pretty fun. My highscore is 86956 by the way
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Streetwalrus
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Re: Jumper for the +C
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Reply #34 on:
December 02, 2013, 12:52:49 pm »
Yup, the secret modes seem to be quite challenging.
Nice job again.
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DJ Omnimaga
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Re: Jumper for the +C
«
Reply #35 on:
December 03, 2013, 02:39:24 am »
Oh wow I didn't notice the secret modes part. They are quite fun but hard lol.
Also what's with the sprite turning into a frog?
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AssemblyBandit
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Re: Jumper for the +C
«
Reply #36 on:
December 03, 2013, 03:49:46 am »
Thanks everyone! DJ, what do you mean the sprite turning into a frog?
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DJ Omnimaga
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Re: Re: Jumper for the +C
«
Reply #37 on:
December 10, 2013, 12:17:18 pm »
Yeah after playing the game once or twice, the little jumping guy became a frog on both the title screen and during the game. It lasted through about 5 or 6 gameplays, ending after I tried the secret modes.
Edit: oh wait I just realized we could change the character!
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AssemblyBandit
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Re: Jumper for the +C
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Reply #38 on:
December 10, 2013, 05:14:32 pm »
Lol! Yeah, press left or right during the title to change the character. I was hoping he wasn't changing while you were playing the game!
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chickendude
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Re: Jumper for the +C
«
Reply #39 on:
December 10, 2013, 09:15:44 pm »
How do you do acceleration? I've never bothered with sine/cosine tables, i generally just give it an initial value and subtract gravity from velocity. Those other modes look pretty wild, a mixture of the moving and disappearing platforms would be great!
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AssemblyBandit
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Re: Jumper for the +C
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Reply #40 on:
December 10, 2013, 10:08:58 pm »
The proper way to do it would be to add acceleration to velocity then velocity to Y but I limit it to only increment the characters position by 2 pixels or scroll the screen if the character is at the top every interrupt. I set H to 100 and increment L by H every interrupt until it carries, then I increment Y twice and decrement H and repeat until it slows down. If I initially set H to 200, it carries every interrupt for a while sending the character moving faster/higher up. You could use a table for acceleration to make the character follow a curve or add some random numbers to simulate wind disruption or equipment failure or something.
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chickendude
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Re: Jumper for the +C
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Reply #41 on:
December 11, 2013, 12:54:00 am »
It's an interesting idea, i generally give coordinates 2 bytes, where the last 5 bits are used as a fraction. You could use the entire 2nd byte for the fraction, but i like having 256 tiles to work with (vs. 256 pixels) and being able to find the character's position in the map quickly by just reading the MSB. I guess the CSE has a larger screen, too, so you'll need to work with a larger area than i do.
It's essentially the same idea you've got, just instead of varying how often to update the Y coordinate, i update it every frame, but with a fraction. So if i add 32 (%00100000), that moves the character one pixel (the first five bits are fractions, changing them won't change the sprite's position). But if i add 16, it moves the character half a pixel (ie. it takes two frames to move the character one pixel). I might start the velocity at 80 (2.5 pixels per frame) with a gravity of 8 (ie. it would take 10 frames for the player to come to a complete stop, though the last few frames the sprite would update very slowly, giving it a nice arc). I'm not sure how sound the physics are, but it looks nice to me
Also, that wind idea is really interesting. It'd be cool to have gusts of wind pop up from time to time blowing you one way or another.
Your projects are all really inspiring, you never cease to amaze me!
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DJ Omnimaga
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Re: Jumper for the +C
«
Reply #42 on:
December 11, 2013, 01:59:49 am »
By the way, I wonder if it's just a coincidence, but it seemed like with the orange character and some others, the gap between platforms was much larger when starting than with the frog or the main character. Is there a different difficulty per character?
Regardless, one nice idea I had was a different mode assigned to each character. For example, the default char would use the current mode, another character would loop through the screen sides, another would have left-right physics and another would lack any jumping physics.
«
Last Edit: December 11, 2013, 02:01:36 am by DJ Omnimaga
»
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AssemblyBandit
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Re: Jumper for the +C
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Reply #43 on:
December 11, 2013, 06:28:55 pm »
@chickendude: Thanks! I like the 11 bit coordinates, I'll have to try that out.
@DJ: No but changing modes with characters sounds like a good idea!
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JWinslow23
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Re: Jumper for the +C
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Reply #44 on:
December 25, 2013, 10:26:16 pm »
I just got 181,673 points! Beat the default high!
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Jumper for the +C