Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email
?
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Home
About
Team
Rules
Stats
Status
Sitemap
Chat
Downloads
Forum
News
Our Projects
Major Community Projects
Recent Posts
Unread Posts
Replies
Tools
SourceCoder3
Other Things...
Omnimaga Radio
TI-83 Plus ASM File Unsquisher
Z80 Conversion Tools
IES TI File Editor
Free RAM areas
Comprehensive Getkeyr table
URL Shortener
Online Axe Tilemap Editor
Help
Contact Us
Change Request
Report Issue/Bug
Team
Articles
Members
View the memberlist
Search For Members
Buddies
Login
Register
Omnimaga
»
Forum
»
Calculator Community
»
Other Calc-Related Projects and Ideas
»
TI Z80
»
Supersonic Ball
« previous
next »
Print
Pages: [
1
]
2
3
...
7
Go Down
Author
Topic: Supersonic Ball (Read 18276 times)
0 Members and 1 Guest are viewing this topic.
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
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
»
Logged
+1/-0 karm for this message
Builderboy
Physics Guru
CoT Emeritus
LV13
Extreme Addict (Next: 9001)
Posts: 5673
Rating: +613/-9
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
Logged
Deep Toaster
So much to do, so much time, so little motivation
Administrator
LV13
Extreme Addict (Next: 9001)
Posts: 8217
Rating: +758/-15
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
»
Logged
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
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
»
Logged
SirCmpwn
Guest
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
Logged
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
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
»
Logged
FinaleTI
Believe in the pony that believes in you!
CoT Emeritus
LV10
31337 u53r (Next: 2000)
Posts: 1830
Rating: +121/-2
Believe in the pony that believes in you!
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.
Logged
Spoiler
For
Projects
:
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...
Spoiler
For
Pokemon TI
:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.
Spoiler
For
Nostalgia
:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.
Spoiler
For
Finale's Super Insane Tunnel Pack of Doom
:
I will be combining Blur and Collision Course into a single gamepack. On hold.
Spoiler
For
Nostalgia Origins: Sky's Story
:
Prequel to Nostalgia. On hold, especially while the story is re-worked.
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
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
Logged
Eeems
Mr. Dictator
Administrator
LV13
Extreme Addict (Next: 9001)
Posts: 6266
Rating: +318/-36
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
Logged
/e
nemo
LV9
Veteran (Next: 1337)
Posts: 1203
Rating: +95/-11
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.
Logged
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
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
»
Logged
shmibs
しらす丼
Administrator
LV11
Super Veteran (Next: 3000)
Posts: 2132
Rating: +281/-3
try to be ok, ok?
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
Logged
Ancient Power
LV3
Member (Next: 100)
Posts: 45
Rating: +0/-0
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
»
Logged
miotatsu
LV6
Super Member (Next: 500)
Posts: 332
Rating: +11/-1
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
Logged
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
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.
Logged
Print
Pages: [
1
]
2
3
...
7
Go Up
« previous
next »
Omnimaga
»
Forum
»
Calculator Community
»
Other Calc-Related Projects and Ideas
»
TI Z80
»
Supersonic Ball