Author Topic: YAMGT  (Read 97093 times)

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Offline squidgetx

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Re: Tio
« Reply #210 on: February 12, 2011, 12:11:52 pm »
Ok, it seems Tokens was auto tokenizing a few things it shouldn't have been (like ...) which might explain the ReAlloc() thing.

Here is a version that *should* behave like the original in terms of tile detection...

edit: oh wait, I see that if you hit an enemy block from above you won't die until you've fallen a couple pixels into it...
« Last Edit: February 12, 2011, 12:15:19 pm by squidgetx »

Offline Darl181

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Re: Tio
« Reply #211 on: February 12, 2011, 12:26:53 pm »
Okay, thanks.
I've tested it, and the way it detects the finish is kind of what I'm looking for with the um, boost tiles (something other than bouncies :P).  If it touches, it activates.  Is there a way to do that?  I tried taking out the +24 on both so it says If {F}=2 or ({G}=2) but it still doesn't seem to detect...
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Offline squidgetx

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Re: Tio
« Reply #212 on: February 12, 2011, 12:30:06 pm »
It should work, as long as 2 is the correct tile number you're trying to detect. (Isn't 2 the bouncy's though)?

Offline Darl181

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Re: Tio
« Reply #213 on: February 12, 2011, 12:34:22 pm »
Correct, and that's what I'm trying to detect.  So you could touch the bouncy 'boost' tile from any side, be it top, bottom or side--and it jumps.
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Offline squidgetx

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Re: Tio
« Reply #214 on: February 12, 2011, 12:53:06 pm »
In addition to removing the +24, you'd have to move the section of code dealing with boosties after the section that deals with gravity/downward collision detection, otherwise if you have a boost tile on top of a solid tile and you walk into it nothing will happen :)

Offline Darl181

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Re: Tio
« Reply #215 on: February 12, 2011, 01:13:03 pm »
So I moved it to just above the If Z just above the getKey(54) detection and it flew into the air, then up through the ground...

EDIT nvm Move it to just before Lbl 9 and it works fine now ;D

Okay, I've made the bottom row definable just like the other 360 squares.
What am I doing wrong, though?
Code: [Select]
Copy(P,L1,384)
1→{L1+384}r
Fill({L1+384},24)
This should make the bottom row of the screen like the ground but it doesn't work ???
I'm this close to releasing Tio 5...
« Last Edit: February 12, 2011, 03:10:54 pm by Darl181 »
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Offline squidgetx

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Re: Tio
« Reply #216 on: February 12, 2011, 03:42:41 pm »
Get rid of the braces, Fill() takes the pointer as input not the value of the pointer :) Also you'll note that I already had that in my Tio4.1 :P (it copied to P, but then P copied to L1)
« Last Edit: February 12, 2011, 03:44:29 pm by squidgetx »

Offline Darl181

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Re: Tio
« Reply #217 on: February 12, 2011, 05:45:09 pm »
Did that, works now ;D
It's about ready for release, just need to screenshot.

Changed the level format so the bottom row is editable, that's why the above was needed.
« Last Edit: February 13, 2011, 09:37:35 pm by Darl181 »
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Offline Darl181

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Re: Tio
« Reply #218 on: February 12, 2011, 10:52:21 pm »
Ok, i'm open for requests as to what people would like to see added to Tio.  Keep it reasonable though please :P
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Offline leafy

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Re: Tio
« Reply #219 on: February 12, 2011, 10:55:40 pm »
Water tiles.
In-progress: Graviter (...)

Offline Darl181

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Re: Tio
« Reply #220 on: February 12, 2011, 10:57:13 pm »
That is possible...I'll look into that.
* Darl181 is getting sprite ideas already

*A few hours later*
Okay, water's implemented completely.
Anything else?

Whoa, just noticed this project's only like a week old and it's already this far...I kind of like going at this speed ;D
« Last Edit: February 13, 2011, 01:30:29 am by Darl181 »
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Offline Munchor

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Re: Tio
« Reply #221 on: February 13, 2011, 10:21:23 am »
Darl181, in response to our previous IRC discussion, I'll be making a level pack as soon as I can.

Offline Darl181

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Re: Tio
« Reply #222 on: February 13, 2011, 04:35:35 pm »
Ok, thanks.

New tiles added: Conveyor belt tiles.  They act like ground tiles, but if you're on top of them you move left/right.
As for the water tiles, you kind of float around.  Think of the super mario 2.0 from way back.
Also, the level editor's gone through a GUI change.  Now, you press ALPHA to select a block.

Pending tile type is collapsing. clarification: The next type of tile I plan on adding are collapsing tiles.

Oh and the format has changed.  Now the bottom row is editable.  I'll add something to the source that automatically fixes it.
Just to confirm, look at the code below
Code: [Select]
"appvEXAMPLE"→Str1
GetCalc(Str1)→P
{P-2}r→A
.two-byte number
A is the size of the appvar, IIRC?
« Last Edit: February 13, 2011, 09:59:18 pm by Darl181 »
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Offline DJ Omnimaga

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Re: Tio
« Reply #223 on: February 13, 2011, 11:58:21 pm »
Argh, typing on my calc gets more and more annoying, some of the keys keep on sticking :mad:
How do you open a calc?  I can get the screws out, but I dont want to make some sort of stupid mistake trying to open it :P so I'd rather be sure.
Thi is kind of urgent...
You might want to ask this in another thread, so people won't miss this again. X.x

This project looks nice by the way. I also like how there's a level editor. I love platformers :D

Offline Darl181

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Re: Tio
« Reply #224 on: February 14, 2011, 12:11:37 am »
Yeah, at the time I wasn't able to find a hardware topic.  Not that I searched thoroughly though :P

And thanks :D
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