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Post by Deleted on Aug 29, 2011 21:27:42 GMT -5
Since damainman69 was the only one to reply to my question, attached is a example on how to do the basics of Castlevania* style logic & collision ( without the staircases & slopes ). I tried to keep things as simple as possible while not losing sight of performance ( without using ASM ) either. Also, this example is not about animation, so that part of the code has been separated from the logic / collision ( while you normally wouldn't do this ). *Rondo of Blood instead of Bloodlines Attachments:
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Post by damainman69 on Aug 29, 2011 22:45:15 GMT -5
Thanks so much Moon!!! This is perfect!!
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Post by Deleted on Aug 30, 2011 2:12:58 GMT -5
Since damainman69 was the only one to reply to my question, attached is a example on how to do the basics of Castlevania* style logic & collision ( without the staircases & slopes ). I appreciate the effort moon. I totally missed whatever question no one replied to though. Your last topic was about basicasm.cni back in August! I wanted to make sure I didn't miff you by not replying to a question
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Post by Deleted on Aug 30, 2011 2:17:34 GMT -5
This question Perhaps msciej can pick a existing game on MegaDrive, so we can analyse & discuss a specific example? + What do you mean back in August? It's still August
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Post by damainman69 on Aug 30, 2011 8:54:41 GMT -5
Using this example, I'm actually getting somewhere. The jump is acting strange - only randomly working. And I hit a tile - velocity = 0 then starts again, sliding me through the tile and looping me from the top of the screen. Very Very close!! It's screwing up my scroll map a bit. garbage showing up... I think it has something to do with scrolling right/left while jumping.
Sitting at the airport waiting to go home. I'll see what else I can get done in my 45 minute wait. Probably not a whole hell of a lot LOL!
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Post by damainman69 on Aug 30, 2011 9:28:04 GMT -5
Bah, gonna charge my netbook before I get on the plane. Here's where I'm at. Still an issue with the jumping crap but I'm close. Decided to do jump attack while I can (minus the proper jump animations, don't worry they're there, just haven't put them back in yet ) Lots of bugs I know, but it's in a better state than it's been in at least a week. Attachments:
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Post by damainman69 on Aug 30, 2011 20:02:05 GMT -5
So I tried to compile to a sega cd after these changes and I now have a sprite flying across the screen at mach speed. As a rom it works, as a sega cd it doesn't. This one I will not get on my own unless it's something like loading from sega cd ram that needs to be done. But why is it only effecting the controls and sprite pos? The gfx are all there as far as I can tell, it may have changed a color on the pallet from black to gray... see attached iso - note that this is the same build as the rom, nothing has changed at all. Attachments:
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Post by damainman69 on Aug 31, 2011 20:46:30 GMT -5
Fixed - my error ... sort of. When compiling a bin file the integers that you do not declare at the start are automatically set to '0' when compiling a scd iso they are not. it was that simple. Heads up to any N00Bz that deleted a bunch of their integer declarations because they thought they were not doing anything. Anyhow - back to making that jump work right then climb. I wanna get to the end of the level without floating
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Post by theelf on Sept 3, 2011 3:04:39 GMT -5
Thank you too much for your great example moon This weekend i will make time to check your source code carefully to learn more and more Thanks again
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Post by memorydump on Jan 2, 2012 2:56:58 GMT -5
I have to ask, how in this example did you get it so certain tiles are read from the player_tiles.bin file for each animation frame? All this time I've depended on having all animations and their separate frames all as single .bin files, since I never understood how you can have all the animations and their individual frames in one single file to be read from. It looks like the answer is in the "a" variable, but I can't figure out what it's doing.
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Post by Deleted on Jan 2, 2012 15:08:23 GMT -5
I have to ask, how in this example did you get it so certain tiles are read from the player_tiles.bin file for each animation frame? As mentioned in the original post, the Castlevania example is not about the animation ... so, attached is a simple animation example instead All this time I've depended on having all animations and their separate frames all as single .bin files, since I never understood how you can have all the animations and their individual frames in one single file to be read from. It looks like the answer is in the "a" variable, but I can't figure out what it's doing. The only thing you need to find out is at what address the desired animation frame resides ( ROM or VRAM doesn't matter ). Take a good look at the "address" statement ( and the comments ) in the example, to see how a simple looping animation works. Attachments:
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Post by memorydump on Jan 2, 2012 23:11:44 GMT -5
Yeah, I know it isn't about animation, but I couldn't help but be drawn to that part of it This should definitely help, thanks for the further example. I now can see there's better ways of storing sprites rather than a bunch of different files. My main problem was all the bit shifting. I finally learned what it is now though(I should have bothered earlier heh), so I've got a better idea of what's going on here.
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Post by memorydump on Jan 22, 2012 21:51:36 GMT -5
Alright, so I've been trying to build off of this example since for a beginner like me it seems like the best thing to use if you're shooting for a platformer. Maybe you can weigh in on exactly how not ideal that is moon, I get the impression from anything you post that you don't think it's ever good enough as is for someone to just take and paste into their projects heh. But anyway, having observed your Link example that was previously posted(and down atm), I tried putting scrolling into this engine(only for X at the moment). It works for the most part, but my problem is I can't get the camera to stop sticking to one boundary or the other. I've attached what I've done so far. You have to keep going right and jumping to get the player to appear on screen, since I have it stuck to immediately show the right boundary apparently at the moment. I've been messing with this for several hours and can't find anything I come up with that makes it so the camera behaves like how you'd expect. Camera works fine if you move the character to the right, but anytime Xcam is 0, there it is stuck at rightboundary again. If you could let me know what I'm doing wrong, I'd appreciate it Oh yes, and there's lots of comments left from me when I was learning how to use the code, I imagine some of it makes no sense or is wrong though =p Anyway, thanks for all the examples so far! Attachments:
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Post by Deleted on Jan 23, 2012 10:12:01 GMT -5
Alright, so I've been trying to build off of this example since for a beginner like me it seems like the best thing to use if you're shooting for a platformer. Maybe you can weigh in on exactly how not ideal that is moon, I get the impression from anything you post that you don't think it's ever good enough as is for someone to just take and paste into their projects heh. You're right, most examples I post are with the intent to explain a concept .. not to be a high-performance & isolated solution that you can simply copy-paste and build upon for a range of games. I tried putting scrolling into this engine Couldn't get your version to build ( music seems to be missing ), so attached is the original Castlevania example with scrolling added By the way, good job on the comments. Shows that you really took the effort to study the example. Attachments:
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Post by memorydump on Jan 23, 2012 19:18:35 GMT -5
Well, that was relatively simple heh. I did try doing something just like that before, but was still using the idea of xcam++ or -- in order to have the camera follow the player. Guess I should have realized that that's already being taken care in the movesprite x parameter. I still need to go over more of your example and make comments, primarily how you did collision. Some of the stuff I commented on in there is a little off since I changed values etc too Thanks again! Oh yeah, and sorry about that music, forgot that was in there.
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