Author Topic: The Slime  (Read 10218 times)

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Offline leafy

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The Slime
« on: March 12, 2011, 12:11:39 am »
I'm going to be starting a new scrolling platformer called THE SLIME.
It's just a concept now, but it's going to be a side project to Graviter. I'm working on the basic elements of the physics system at the moment.
In-progress: Graviter (...)

Offline DJ Omnimaga

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Re: The Slime
« Reply #1 on: March 12, 2011, 12:15:30 am »
Will you use the same engine as in Graviter? What will be the theme? Will it be more like an adventure game with enemies and power ups like Mario?

Offline leafy

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Re: The Slime
« Reply #2 on: March 12, 2011, 12:35:42 am »
I will use a similar engine to Graviter, but it will be more adventure-oriented rather than puzzle-oriented.
In-progress: Graviter (...)

Offline DJ Omnimaga

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Re: The Slime
« Reply #3 on: March 12, 2011, 02:59:53 am »
Cool to hear. We need some more of these games on calc. :D

Offline ztrumpet

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Re: The Slime
« Reply #4 on: March 12, 2011, 12:07:56 pm »
Sounds cool.  Good luck! ;D

Offline aeTIos

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Re: The Slime
« Reply #5 on: March 12, 2011, 12:09:38 pm »
wut?
This has actually like the same name as a casio rpg...
I'm not a nerd but I pretend:

Offline leafy

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Re: The Slime
« Reply #6 on: March 12, 2011, 01:25:55 pm »
really? I may have to change the name, but i don't think it should be an issue since this is a ti-84 game
I'm going to work on the tilemapper first, then move onto physics elements such as walking, running, jumping, and wall-jumping.
I'm also debating using greyscale, but greyscale often doesn't go well with scrolling.
Also, if I wanted to use /256 with scrolling tilemappers, how would I do it? I thought variables only go to 256.
In-progress: Graviter (...)

Offline squidgetx

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Re: The Slime
« Reply #7 on: March 12, 2011, 01:38:53 pm »
Vars and other two-byte pieces go to 65535. So if you're using 256 precision, you have a range of 0-255

Offline leafy

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Re: The Slime
« Reply #8 on: March 12, 2011, 03:11:27 pm »
Hm. I'll try posting my results in a couple of days. If fractional movements don't work, I guess i'll have to go with a less-smooth integral movement.
In-progress: Graviter (...)

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Re: The Slime
« Reply #9 on: March 12, 2011, 03:42:28 pm »
well, I actually encourage you to do simple one-pixel-at-a-time movement -- fractional movement could look really clunky, and it would be a little bit slower to do all the calculations.

Offline leafy

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Re: The Slime
« Reply #10 on: March 12, 2011, 10:48:55 pm »
True that.
I've used a modified version of squidgetx's scrolling tilemapper, and I decided to make the menu FIRST this time. The tilemapper is reasonably fast at 15mHz.
How do you store a large tilemap (say, 40 by 40) into L1 if you're using full-byte tiles? Because it ends up being 1600 bytes and that's over L1's 768 or so byte limit?
Also, I'm modeling The Slime after Super Meat Boy, which by the way is an awesome game. It's not going to be the same at all, but much of the physics and maybe some of the sprites will be similar.
In-progress: Graviter (...)

Offline DJ Omnimaga

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Re: The Slime
« Reply #11 on: March 13, 2011, 04:22:36 am »
Monochrome would be fine I think. It's possible to make good looking monochrome games. Also I think the name is fine, since the other game was a RPG anyway. As for L1 I think for anything larger than L1 you need to use an arbitrary buffer in your program or split the data accross multiple safeRAM areas, such as L1, L3, L4 and L5. However that could be a bit tricky to get to work. X.x

Also please make sure the first levels are reasonably easy/medium difficulty, like in SMB for example, then increase in difficulty later, rather than starting immediately with hard levels. X.x We have to take in account not everyone can beat Kaizo style games. :P
« Last Edit: March 13, 2011, 04:24:01 am by DJ_O »

Offline leafy

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Re: The Slime
« Reply #12 on: March 13, 2011, 10:39:45 pm »
Haha no worries, this will be aimed at everybody and not just "hardcore" gamers.
I'll post a screenshot as soon as I get this tile detection working.
In-progress: Graviter (...)

Offline DJ Omnimaga

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Re: The Slime
« Reply #13 on: March 13, 2011, 11:33:28 pm »
Cool to hear. How will be detection btw? Is it pixel-based?

Offline leafy

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Re: The Slime
« Reply #14 on: March 13, 2011, 11:40:05 pm »
I'm deciding between actual tile detection or back-buffer based. I think I'll go with tile detection so that I won't have to draw sprites twice.
I don't like front buffer pixel detection because you can't decide what to detect and what not to :)
In-progress: Graviter (...)