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Mario Shotgun and screenie
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Topic: Mario Shotgun and screenie (Read 12152 times)
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aeTIos
Nonbinary computing specialist
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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.
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Xeda112358
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Calc-u-lator, do doo doo do do do.
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
Good luck and I +1ed
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Thundermagnet
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Thundermagnet Productions
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!
«
Last Edit: November 10, 2011, 09:02:30 pm by Thundermagnet
»
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saintrunner
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Flogging Molly
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?
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saintrunner
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Flogging Molly
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!
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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
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saintrunner
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Flogging Molly
Re: Mario Shotgun and screenie
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Reply #36 on:
November 13, 2011, 09:21:49 pm »
Are you suggesting I shouldn't? I find them to be easier to understand.
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Re: Mario Shotgun and screenie
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Reply #37 on:
November 13, 2011, 09:22:12 pm »
Im suggesting I should sometimes
«
Last Edit: November 13, 2011, 09:22:41 pm by epic7
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Flogging Molly
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
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saintrunner
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Flogging Molly
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!!
«
Last Edit: November 14, 2011, 08:18:37 pm by saintrunner
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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?
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saintrunner
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Flogging Molly
Re: Mario Shotgun and screenie
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Reply #41 on:
November 14, 2011, 08:39:50 pm »
Personally, I went way easy and just used pxl-test.
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Re: Mario Shotgun and screenie
«
Reply #42 on:
November 14, 2011, 08:42:57 pm »
How did you do that?
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saintrunner
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Flogging Molly
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?
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Re: Mario Shotgun and screenie
«
Reply #44 on:
November 14, 2011, 09:04:35 pm »
That makes sense
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