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Omnimaga
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Supersonic Ball
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Topic: Supersonic Ball (Read 18281 times)
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DJ Omnimaga
Clacualters are teh gr33t
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CodeWalrus founder & retired Omnimaga founder
Supersonic Ball
«
on:
June 30, 2010, 04:06:26 am »
Ok so as you could read in one of my post lately, I've been trying to do some sort of platformer engine. I failed epically after two attempts, after both of which I lowered my standards for the project, making something more simple, in terms of backend coding. I still managed to make it run fast in 6 MHz and make my engine rather dynamic.
Basically, in this game, in each levels, which are randomized, based on pre-defined settings (allowing each level to only take around 15 bytes), you must control a ball in some sort of tunnel until the end of the "map" (which is, in fact, just data for the floor and the ceiling, meaning each level, despite being 300 x 240 ish tiles approximately, depending of the randomizing, will only take around 700 bytes of storage into L1). In the future, you'll need to get out of the map before time runs out (a counter will display at the bottom of the screen) to finish, else it's Game Over. Your final score will depend of the time remaining. Some levels randomizing settings will be very hard, because the ball bounces on walls and when walls are really close, you bounce everywhere, making the ball hard to control. You also move extremly fast.
I will need to figure out a name for this, though.
There is parralax scrolling and tiles can be animated. The game engine allows me to decide the speed of animations. The walls can be animated too. I have some screenshots below (sorry for the small images and slow framerate, but for some reasons, Wabbitemu produced insanely large GIF files at better quality settings). The sky is actually 4 different tiles making a scrolling effect). It looks much better and smoother in the emu or on calc (and this runs at 6 MHz, btw):
EDIT: I added a new screenshot at highest quality, showing walls being animated through some current tiles and the background scrolling vertically. It's a short GIF, though.
(Note: this is not for a contest)
«
Last Edit: August 28, 2010, 02:30:37 pm by Hot_Dog
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Builderboy
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Would you kindly?
Re: The Game
«
Reply #1 on:
June 30, 2010, 04:15:00 am »
That looks Hella Awesome! You really underestimate yourself, this is really cool
I especially like the paralax scrolling, and the whole physics idea is very neat. The gameplay apears simple at first, but when your ball is bouncing all over the place, this looks like it could get addicting very easily
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Deep Toaster
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Re: DJ's platformer with parralax scrolling
«
Reply #2 on:
June 30, 2010, 05:45:09 am »
Wow, that looks really nice (love the independent background
(though it seems to be a bit of
)
(never mind, my mistake)
and the jump looks realistic). Ever thought of naming it ParallAxe (I'm assuming it's in Axe, and yes, that's how you spell "parallax" -- one "r", two "l"s)?
EDIT:
Not sure about this, but wouldn't black-and-white screenshots take up a
lot
less space?
«
Last Edit: July 01, 2010, 10:11:47 pm by Deep Thought
»
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DJ Omnimaga
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Re: DJ's platformer with parralax scrolling
«
Reply #3 on:
June 30, 2010, 01:14:42 pm »
Thanks guys
and what do you mean Deep by the background being a bit off?
As for parralAxe, it would probably refer more to an engine rather than a game, though. I would probably prefer something that has a ball and speed reference.
I'Ll try b/w screenshots later.
As for the game, I had thoughts about making it faster with a 15 MHz mode and make the framerate lower in 6 MHz mode , but due to the on-calc LCD quality, it's best that it doesn't go too fast either, since it would be hard to see anything, not to mention it would be nearly unplayable.
«
Last Edit: June 30, 2010, 01:17:48 pm by DJ Omnimaga
»
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SirCmpwn
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Re: DJ's platformer with parralax scrolling
«
Reply #4 on:
June 30, 2010, 01:22:14 pm »
That looks epic. In an epic way. Holy crap.
On a side note, you could name it SpeedBall. Simple. Also, have you considered adding obstacles? Dodging swinging blades in that game sounds like fun
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DJ Omnimaga
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Re: DJ's platformer with parralax scrolling
«
Reply #5 on:
June 30, 2010, 01:29:19 pm »
I thought about obstacles. There would still be no way to die besides time running out, but I had thoughts about some enemies that could make you bounce back.
Thanks btw ^^
«
Last Edit: June 30, 2010, 01:29:38 pm by DJ Omnimaga
»
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FinaleTI
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Re: DJ's platformer with parralax scrolling
«
Reply #6 on:
June 30, 2010, 01:50:33 pm »
This looks like it could be the next fast tunnel!
Seriously, this game looks and sounds like it would extremely addicting and fun to play. Keep up the good work, I definitely would love to see this finished.
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My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...
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I will be combining Blur and Collision Course into a single gamepack. On hold.
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Prequel to Nostalgia. On hold, especially while the story is re-worked.
DJ Omnimaga
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Re: DJ's platformer with parralax scrolling
«
Reply #7 on:
June 30, 2010, 02:03:17 pm »
Thanks ^^
Now what I need to do I think is store my sprites in a BASIC pic or something, because it is getting rather hard to dechiper the hex data for them and figure out which tile was what
And I need to be careful for Wabbitemu users to not give them seizures with certain game animated backgrounds
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Eeems
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little oof
Re: DJ's platformer with parralax scrolling
«
Reply #8 on:
June 30, 2010, 02:45:36 pm »
wow! that looks epic DJ! can't wait to play it!
I like the enemies idea as well
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nemo
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Re: DJ's platformer with parralax scrolling
«
Reply #9 on:
June 30, 2010, 02:49:45 pm »
DJ that looks amazing! i love the parralax scrolling. i can't wait to play it.
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DJ Omnimaga
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Re: DJ's platformer with parralax scrolling
«
Reply #10 on:
June 30, 2010, 03:04:41 pm »
Thanks. Right now I am adding a few more sprites (some that are animated. My engine has slots for 32 in total but I doubt I will need more anyway. If I do, I can easily add an additional data element per level that will let me use more.
I also need to fix a bug with randomizing when the randomization change interval is set to something else than 1 (for the floor)
I am currently using Runer112 sprite editor in WabbitEmu and copying the data by hand on my calc. As reference, I added code (commented for now) at the beginning of my program that displays the entire sprite sheet. If it gets too hectic to remember each sprite position, I'll store it to a BASIC pic
«
Last Edit: June 30, 2010, 03:05:55 pm by DJ Omnimaga
»
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shmibs
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Re: DJ's platformer with parralax scrolling
«
Reply #11 on:
June 30, 2010, 05:53:41 pm »
looks awesome so far!
a couple questions about gameplay:
A is the jump height fixed or dynamic depending on the jump button hold time
B it looks as if this "ball" is always spinning; are you forced to move forwards when you hit the ground or do you only move with the arrow keys
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Ancient Power
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Re: DJ's platformer with parralax scrolling
«
Reply #12 on:
June 30, 2010, 06:05:23 pm »
It looks really nice and simple, and I really love the physics, they look very good.
«
Last Edit: June 30, 2010, 10:15:31 pm by Ancient Power
»
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miotatsu
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Re: DJ's platformer with parralax scrolling
«
Reply #13 on:
June 30, 2010, 07:41:56 pm »
woah this looks really good, you should add lobster enemies ;O
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DJ Omnimaga
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Re: DJ's platformer with parralax scrolling
«
Reply #14 on:
June 30, 2010, 11:44:20 pm »
Thanks.
To answer Shmibs questions, nope the jump key won't make you jump higher when holding it down longer. It would be pointless anyway since most of the time you hit the ceiling when jumping. As for moving around, you can move left or right when you want.
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