Author Topic: TinyCraft [Axe]  (Read 63252 times)

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Offline kindermoumoute

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Re: TinyCraft [Axe]
« Reply #225 on: January 12, 2012, 04:19:04 pm »
I looked at your code, and I must admit that your way to access to string is not smaller, not faster, but really more comprehensible than mind ! x)
Unfortunately I notice you used commands that add a lot of bytes, eg. use one of rect() or rectI() but not both (-150 bytes), same thing with Pxl-Change and Pxl-Off.

Another things I didn't understand is why you removed CRAFT() argument ? Now how you plan to make the difference between INVENTORY, BENCHWORK, FURNACE, OVEN, ANVIL and CHEST lists ?
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- Map editor : 80%
- Game System : 0%

Tutoriel français sur l'Axe Parser
- 1ère partie : en ligne.
- 2ème partie : en ligne.
- 3ème partie : en ligne.
- 4ème partie : 10%
- Annexe : 100%

Offline leafy

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Re: TinyCraft [Axe]
« Reply #226 on: January 12, 2012, 04:24:59 pm »
Actually, it is faster. In addition, I am using only the routines I have used in the other parts of the game, so in the long run I'm actually saving space.
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Offline kindermoumoute

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Re: TinyCraft [Axe]
« Reply #227 on: January 13, 2012, 11:34:48 am »
Actually, it is faster. In addition, I am using only the routines I have used in the other parts of the game, so in the long run I'm actually saving space.
Display boxes didn't slow scrolling of items. And if you add to each string a pointer, it mean you keep strings in program, I don't see how you calculate it give to you more space ?

Anyway, why removed CRAFT() argument ?
Projects :

Worms armageddon z80 :
- smoothscrolling Pixelmapping : 100%
- Map editor : 80%
- Game System : 0%

Tutoriel français sur l'Axe Parser
- 1ère partie : en ligne.
- 2ème partie : en ligne.
- 3ème partie : en ligne.
- 4ème partie : 10%
- Annexe : 100%

Offline leafy

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Re: TinyCraft [Axe]
« Reply #228 on: January 13, 2012, 11:48:28 am »
No idea what you mean in the first bit, but it's easy enough to generalize the menu. Specify a first argument for the title, then another argument for the list of pointers for the items. You'll have to modify the stuff, but it's easy enough to modify.
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Offline kindermoumoute

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Re: TinyCraft [Axe]
« Reply #229 on: January 13, 2012, 12:15:21 pm »
I know my english is bad, but here this question :
why removed CRAFT() argument ?
is same question than :
how you plan to make the difference between INVENTORY, BENCHWORK, FURNACE, OVEN, ANVIL and CHEST lists ?
This question is asked separately than item list organisation.

Fortunately we have a common language, Axe :)
Code: [Select]
"STRING"=>pointer
.String is compiled in main executable.
But now, we can't get pointer with an appvars !
Code: [Select]
getCalc("appvSAVE",Y1)
.How to determinate string location ?

My idea was to get those pointer with NTH routine, and stored current list of item in L5 in this order :
Code: [Select]
.I temporary variable
{I*2+L5}
.Is the quantity of current (I) item
{I*2+L5+1}
.Is the pointer of item obtained with UNZIP and NTH routines

But you probably thought something else ?
Projects :

Worms armageddon z80 :
- smoothscrolling Pixelmapping : 100%
- Map editor : 80%
- Game System : 0%

Tutoriel français sur l'Axe Parser
- 1ère partie : en ligne.
- 2ème partie : en ligne.
- 3ème partie : en ligne.
- 4ème partie : 10%
- Annexe : 100%

Offline jacobly

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Re: TinyCraft [Axe]
« Reply #230 on: January 14, 2012, 06:40:07 pm »
I have been working on porting the map generation algorithm from the original game to axe, so I guess I should post here. >.>

Anyway, so far I have implemented enough of the algorithm to be able to generate island shapes, so I made a screenie of my progress so far. :D

Offline Builderboy

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Re: TinyCraft [Axe]
« Reply #231 on: January 14, 2012, 07:20:13 pm »
Epic job!  How did you go about porting it?  Did you transfer the code directly, or first try to understand it and based on the knowledge build something similar?

Offline Sorunome

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Re: TinyCraft [Axe]
« Reply #232 on: January 15, 2012, 03:10:21 am »
That looks cool! O.o

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Offline AngelFish

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Re: TinyCraft [Axe]
« Reply #233 on: January 15, 2012, 05:23:51 am »
I've been working a bit on my own terrain generator for Tinycraft. Here's the latest screenshot, using a new cellular automata generator that operates in 4n^2 time.



It still has some obvious flaws, but it's much better than the old version :D
« Last Edit: January 15, 2012, 05:25:01 am by Qwerty.55 »
∂²Ψ    -(2m(V(x)-E)Ψ
---  = -------------
∂x²        ℏ²Ψ

Offline Sorunome

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Re: TinyCraft [Axe]
« Reply #234 on: January 15, 2012, 05:45:48 am »
That is just far to awesome!

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Offline Hayleia

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Re: TinyCraft [Axe]
« Reply #235 on: January 15, 2012, 08:43:48 am »
O.O Back after one week and I see this

Great work :D
But...

As for the last screenshot do you think you could make it so you move ? It might look less slow, as in the previous screenshots it seemed to go at a better speed. :)
I agree with this :P
Moreover, I think that it will become even slower with enemies and all, so moving by 2 pixels at once may be better ;)


For Jacobly and Qwerty, remember that it is a community project, so you can share your codes ;)
I mean that Qwerty's island is complete, with everything on it.
But Jacobly's island is on-calc.
So a mix between both would be awesome :D
« Last Edit: January 15, 2012, 08:52:21 am by Hayleia »
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Offline leafy

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Re: TinyCraft [Axe]
« Reply #236 on: January 15, 2012, 12:20:06 pm »
O.O Back after one week and I see this

Great work :D
But...

As for the last screenshot do you think you could make it so you move ? It might look less slow, as in the previous screenshots it seemed to go at a better speed. :)
I agree with this :P
Moreover, I think that it will become even slower with enemies and all, so moving by 2 pixels at once may be better ;)

I just tuned the movement to be about what it's like in the real game. Remember, you don't want it to go too fast <<
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Offline saintrunner

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Re: TinyCraft [Axe]
« Reply #237 on: January 15, 2012, 01:05:23 pm »
Wow I like how this is coming along! Nice work guys.
My Sprites Thread   :Updated often :) for your viewing pleasure

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Offline Hayleia

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Re: TinyCraft [Axe]
« Reply #238 on: January 15, 2012, 02:27:13 pm »
I just tuned the movement to be about what it's like in the real game. Remember, you don't want it to go too fast <<
Nope, but we don't want it to be too slow either. It is not slow yet, but with all the things that will be added, it will become unplayable, and even worse on a regular 83+ without Full mode D:
(also, you seem to have a quote problem ;))
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Re: TinyCraft [Axe]
« Reply #239 on: January 15, 2012, 02:38:54 pm »
It sounds to me like he turned down the speed, and could easily turn it back up when enemies get added