Author Topic: Supersonic Ball  (Read 18278 times)

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Offline tr1p1ea

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Re: DJ's platformer with parralax scrolling
« Reply #30 on: July 03, 2010, 12:54:08 pm »
Looks magnificent DJ!
"My world is Black & White. But if I blink fast enough, I see it in Grayscale."


Offline DJ Omnimaga

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Re: DJ's platformer with parralax scrolling
« Reply #31 on: July 03, 2010, 01:34:37 pm »
Keep in mind that although interrupts are convenient, they are much slower, larger, and require more control than just calling the routine from your main loop.  Not to mention, they prevent you from using certain commands like the OS getkey or mirage's [on] break.  You should only use interrupts when it can't be done easily any other way or when exact timing is extremely important.
oh ok, thanks for letting me know. It might be best then, that I stay away from them for now, unless they are really needed. I try to keep my program as fast as possible.

And thanks tr1p1ea!
« Last Edit: July 03, 2010, 01:35:17 pm by DJ Omnimaga »

Offline DJ Omnimaga

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Re: DJ's platformer with parralax scrolling
« Reply #32 on: July 04, 2010, 12:54:28 am »
ATM I am getting some help from Quigibo on making the game faster. He plans to change the collision detection so it checks from the level data instead of pixel test. I am unsure how he'll do it, though, so he is gonna do that part since I don't get it. He also figured out other tricks to make the game faster, altough one will make the game a bit larger. It involves a different way to do the parralax scrolling, but it will require two copies of each tile I got. Hopefully, the speed gain will help me add new stuff easier without having to worry too much about slow downs, though. Many thanks to him for the help.

I am not sure if this version will have enemies and the like, though. The challenges of this game will mostly lie in the way levels are randomized. Later levels will often be narrower and have more parts that goes up or down rapidly, causing you to bounce on walls more often when trying to go through. You will need to control the speed of the ball as much as possible. Later levels might also sometimes use tiles making the path much harder to see, such as having both the background and foreground set to the star tile or even have the light turn ON and OFF back and forth every second, like in one of the Donkey Kong Country level:



Such thing would simply requires the animation speed to be set to like 9 or maybe a lil more and have two animation frame where I display both walls and bg with a black tile, like in one of the screenshot attached below. The other screenshot shows both bg and foreground quickly alternating between white and black, creaTing a nice special effect, but I don't know if it will be a very good idea to play on emulators with LCD settings set to no blur, due to seizures :P

Offline TIfanx1999

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Re: DJ's platformer with parralax scrolling
« Reply #33 on: July 04, 2010, 01:22:47 am »
I know I didn't comment originally, but this is looking pretty damn cool. Second screen shot looks gray since the backgrounds are alternating so quickly. O_o I also like in the first screen shot on this page where the "lights" go out for a moment.

Offline DJ Omnimaga

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Re: DJ's platformer with parralax scrolling
« Reply #34 on: July 04, 2010, 01:34:17 am »
Thanks, and yeah for the lights going out, I was trying an effect like in Donkey Kong Country blackout basement level

Offline ztrumpet

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Re: DJ's platformer with parralax scrolling
« Reply #35 on: July 05, 2010, 09:39:23 pm »
These screenies are awesome!  By far the coolest thing I've seen today.  Excellent work! ;D

Offline DJ Omnimaga

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Re: DJ's platformer with parralax scrolling
« Reply #36 on: July 06, 2010, 12:07:28 am »
Thanks ^^

Offline Builderboy

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Re: DJ's platformer with parralax scrolling
« Reply #37 on: July 06, 2010, 01:08:41 am »
Definetaly very high on the awesome factor :) * bounce bounce *

Offline DJ Omnimaga

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Re: DJ's platformer with parralax scrolling
« Reply #38 on: July 06, 2010, 01:55:41 am »
Thanks again.

Btw Quigibo has optimized about 100 bytes in the code, thanks to him :D

No speed gain, but still awesome and I can still read the code :P

Next step will be to apply his other trick he talked about, which will cause an increase in file size since I'll need twice the amount of sprites for sprites used as background image, but make parralax scrolling even faster (since it would now only display 13 sprites instead of 26)

Offline DJ Omnimaga

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Re: Porn
« Reply #39 on: July 06, 2010, 09:07:59 pm »
I finally decided of an official name for the game, after searching for synonyms of speed-related stuff and getting help from people on IRC (Michael.3545 posted a pretty nice online dictionary site, thaks a lot), I decided that the game name would be "Supersonic Ball". I initially thought about Sonic Ball and someone suggested Sphere instead of ball, but Sonic Ball would probably mislead people elsewhere thinking it's an actual Sonic The Hedgehog game and anger some, and Supersonic/Hyperspeed Sphere just didn't sound right to me.

Offline ztrumpet

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Re: Supersonic Ball
« Reply #40 on: July 06, 2010, 09:31:21 pm »
Nice.  I'm glad you decided on a name. ;D

Offline DJ Omnimaga

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Re: Supersonic Ball (DJ's Platformer)
« Reply #41 on: July 06, 2010, 10:53:56 pm »
Now a title screen...

Altough for now I need to focus a bit on the rest of the engine. First, I need to implement Quigibo trick to speed up parralax scrolling, then I'm gonna start coding end of tracks. I might modify the ending randomizing so you have an indication that you might have reached the end easier on tracks that randomizes frequently. Once done, I'll need to implement the timer and multiple levels support. For now I am unsure about allowing the user to select the level at which he wants to start when he runs the game, providing he finished that level, because I feel it may make the game too easy to beat. I may have this feature be unlocked only once you beaten the game, or I may split the game in multiple worlds and allow the user to restart from a specific world. The price to pay when doing that will be a lower total score at the end. (since your total score is based on how much time is remaining at the end of each level)

Now I just fixed two bugs, one that caused problems with the ball starting location and the other with the floor.

Offline Madskillz

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Re: Supersonic Ball (DJ's Platformer)
« Reply #42 on: July 06, 2010, 11:53:11 pm »
Looks great, glad to see you coding again. I like the name change as well. Keep it up DJ, I cant wait to see how it turns out!

Offline DJ Omnimaga

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Re: Supersonic Ball (DJ's Platformer)
« Reply #43 on: July 07, 2010, 12:13:46 am »
Thanks a lot ^^

Btw, now I am implementing the faster parralax scrolling

I'll brb then make a backup, though. I think I also need to reorganize some sprite data

Offline Quigibo

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Re: Supersonic Ball (DJ's Platformer)
« Reply #44 on: July 07, 2010, 12:22:05 am »
By the way, I think it would be cool to have the parallax scrolling 3 or 4 times slower than the foreground instead of 2 times becasue when you go at the maximum speed it kinda gets blurry on the calculator.  This would also make it seem like the background is further away in the distance and would be less distracting (although I think you mentioned that the distraction can be used as an intentional way to increase the difficulty when the tiles are similar)

Great game so far.  I wish you good luck with the new parallax engine.
___Axe_Parser___
Today the calculator, tomorrow the world!