Author Topic: Mario Shotgun and screenie  (Read 12118 times)

0 Members and 1 Guest are viewing this topic.

Offline aeTIos

  • Nonbinary computing specialist
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3915
  • Rating: +184/-32
    • View Profile
    • wank.party
Re: Mario Shotgun and screenie
« Reply #30 on: November 10, 2011, 07:14:29 am »
Hey Thundermagnet! Welcome on the forums, have you already introduced yourself? Also there are some pretty good tutorials on tilemapping around.
I'm not a nerd but I pretend:

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: Mario Shotgun and screenie
« Reply #31 on: November 10, 2011, 07:28:13 am »
Wow, this looks really nice! I am sure this could turn addictive XD Good luck and I +1ed :)

Offline Thundermagnet

  • LV3 Member (Next: 100)
  • ***
  • Posts: 69
  • Rating: +9/-0
  • Thundermagnet Productions
    • View Profile
Re: Mario Shotgun and screenie
« Reply #32 on: November 10, 2011, 05:16:57 pm »
I have introduced myself.  I have also taken a look at the array tutorials.  They did not help much...
I am finally done with the menu...  But I lost (the game) and my calc!   :w00t:
« Last Edit: November 10, 2011, 09:02:30 pm by Thundermagnet »
Look me up on iTunes!  =D

Offline saintrunner

  • Custom Spriter: You ask it! I'll Make it!
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1787
  • Rating: +115/-11
  • Flogging Molly
    • View Profile
    • Jonny K Music
Re: Mario Shotgun and screenie
« Reply #33 on: November 12, 2011, 09:32:22 pm »
Yeah, I don't know how to use tile mapping..... Good tutorial?
My Sprites Thread   :Updated often :) for your viewing pleasure

GAMES:

Offline saintrunner

  • Custom Spriter: You ask it! I'll Make it!
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1787
  • Rating: +115/-11
  • Flogging Molly
    • View Profile
    • Jonny K Music
Re: Mario Shotgun and screenie
« Reply #34 on: November 13, 2011, 09:10:03 pm »
Level two (medium) is being worked on right now, but I won't release it until hard is also finished. It looks good, and if any of you try it and find problems, please tell me and I will fix them! Thanks a lot!
My Sprites Thread   :Updated often :) for your viewing pleasure

GAMES:

Offline epic7

  • Chopin!
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2200
  • Rating: +135/-8
  • I like robots
    • View Profile
Re: Mario Shotgun and screenie
« Reply #35 on: November 13, 2011, 09:14:10 pm »
Ive never used a pxl-test pt-off or pt-change in my codes :P

Offline saintrunner

  • Custom Spriter: You ask it! I'll Make it!
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1787
  • Rating: +115/-11
  • Flogging Molly
    • View Profile
    • Jonny K Music
Re: Mario Shotgun and screenie
« Reply #36 on: November 13, 2011, 09:21:49 pm »
Are you suggesting I shouldn't? I find them to be easier to understand. :P
My Sprites Thread   :Updated often :) for your viewing pleasure

GAMES:

Offline epic7

  • Chopin!
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2200
  • Rating: +135/-8
  • I like robots
    • View Profile
Re: Mario Shotgun and screenie
« Reply #37 on: November 13, 2011, 09:22:12 pm »
Im suggesting I should sometimes :P
« Last Edit: November 13, 2011, 09:22:41 pm by epic7 »

Offline saintrunner

  • Custom Spriter: You ask it! I'll Make it!
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1787
  • Rating: +115/-11
  • Flogging Molly
    • View Profile
    • Jonny K Music
Re: Mario Shotgun and screenie
« Reply #38 on: November 13, 2011, 09:25:20 pm »
AH I see. The only problem is that sometimes it gets confusing which points you've already pxl-tested, and which you haven't which equals, hours (less) on end of test after test after test! But always remember, PT-change is your friend!

Edit: Also it is easier to share with others, because it is a little less confusing to read and fix.
« Last Edit: November 13, 2011, 09:30:30 pm by saintrunner »
My Sprites Thread   :Updated often :) for your viewing pleasure

GAMES:

Offline saintrunner

  • Custom Spriter: You ask it! I'll Make it!
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1787
  • Rating: +115/-11
  • Flogging Molly
    • View Profile
    • Jonny K Music
Re: Mario Shotgun and screenie
« Reply #39 on: November 14, 2011, 08:18:18 pm »
The newest version of Mario Shotgun is complete! Now with 3 levels of difficulty, and 3 levels, it is just about done! Actually, if their aren't too many bugs, it IS done! What I'm thinking about adding though is a level editor, just for fun :) But that will take a while, and I'm borderline/always lazy! Anyways, here is the newest source code, so just compile it and SHOOT THE LIVING DAYLIGHTS OF OF THOSE GOOMBAS!! :w00t:
« Last Edit: November 14, 2011, 08:18:37 pm by saintrunner »
My Sprites Thread   :Updated often :) for your viewing pleasure

GAMES:

Offline epic7

  • Chopin!
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2200
  • Rating: +135/-8
  • I like robots
    • View Profile
Re: Mario Shotgun and screenie
« Reply #40 on: November 14, 2011, 08:33:45 pm »
Whats your strategy for collision detect for the different floor levels?

Offline saintrunner

  • Custom Spriter: You ask it! I'll Make it!
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1787
  • Rating: +115/-11
  • Flogging Molly
    • View Profile
    • Jonny K Music
Re: Mario Shotgun and screenie
« Reply #41 on: November 14, 2011, 08:39:50 pm »
Personally, I went way easy and just used pxl-test.
My Sprites Thread   :Updated often :) for your viewing pleasure

GAMES:

Offline epic7

  • Chopin!
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2200
  • Rating: +135/-8
  • I like robots
    • View Profile
Re: Mario Shotgun and screenie
« Reply #42 on: November 14, 2011, 08:42:57 pm »
How did you do that?

Offline saintrunner

  • Custom Spriter: You ask it! I'll Make it!
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1787
  • Rating: +115/-11
  • Flogging Molly
    • View Profile
    • Jonny K Music
Re: Mario Shotgun and screenie
« Reply #43 on: November 14, 2011, 08:56:35 pm »
well, technically, he is pxl-tested on the lines only when he jumps. but it looks like this:

:if getkey(4) and ((pxl-Test(X,Y+8) or pxl-Test(X+7,Y+8))    //checks too see if mario is touching the line
: 13->J    //J= the jump variable, it was originally set at 0->J
:END
:If (J>0)   //Also like if getkey(4) was pressed
:Y-1->Y   //move sprite up
:J-1->J    //J variable will go down
:If (pxl-Test(X+7,Y+8) or pxl-Test(X,Y+8)=0) and (J=0)   // checks if there isn't a line under it and J is zero
:Y+1->Y    //move down
:pause 5    // set speed
:end



That's how I did it in my game, basically it just checks to see if a line is under it, and if it is the it will =1 if not it =0, Do you understand this or shall I rephrase?
My Sprites Thread   :Updated often :) for your viewing pleasure

GAMES:

Offline epic7

  • Chopin!
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2200
  • Rating: +135/-8
  • I like robots
    • View Profile
Re: Mario Shotgun and screenie
« Reply #44 on: November 14, 2011, 09:04:35 pm »
That makes sense :)