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Post by Syniphas on Oct 22, 2008 22:30:57 GMT -5
While making a position map, I ran into the problem that negative values (y is 0, running y--) makes them immediately 65535 (maximum integr value). Is there how to actually use negative numbers?
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Post by Syniphas on Oct 20, 2008 21:04:34 GMT -5
Thanks for all your replies.
I have rewritten the engine and most of the menus, and I can say now that the game is at its final stage: fixing minor, last bugs (if any found) and level design.
So I'm sure the full game will be released really soon, estimated yet this week.
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Post by Syniphas on Oct 20, 2008 15:35:48 GMT -5
Hm, okay, but now the yellow doesn't look good. Is there any other way to change the color of the text without using the INK command? 0 should be white, but here it's yellow.
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Post by Syniphas on Oct 19, 2008 21:30:17 GMT -5
Cool Good job men!! You do not have the obligation to release the source code. Unless it is for educational purposes, of course... Now, some criticisms. You did an excellent work with Shiru's the sound driver. The music is great and very catchy. The detection of collisions would need a little more work. Is not bad done, but I feel is a bit "demanding". Also, if, in the initial menus, you put the background and the letters in differents planes, it would seen more nice. Keep up the good work, guys!! Thanks for the compliments. I'm rewriting the whole game part engine though, as it's draining a lot of resources. To the end-user, changes will be null. Now, a question: How do I change which background to use, in the graphic/text issue?
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Post by Syniphas on Oct 19, 2008 13:50:42 GMT -5
This is a quick tech demo preview of a game currently made under 2 days by me and my friend Sik. I've used some code found in this forum, proper credit was given to the code owners. If I used your code and you'd like it removed, just PM me. I'm afraid though that I'm not going to release the source of this game, at least not at the same time as of the ROM. Click here to download Airstriker (U) [!].binSee you next time, I hope I finish this by then! ;D
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Post by Syniphas on Oct 18, 2008 14:23:53 GMT -5
Okay, here's another question: Is there how to make pixel-per-pixel movement, not every 8 pixels?
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Post by Syniphas on Oct 18, 2008 11:16:24 GMT -5
Ok, here's a theory sub.
declare sub drawblock(til as integer, tilx as integer, tily as integer, len as integer) for ntilx = tilx to tilx+len-1 for ntily = tily to tily+len-1 drawtile til,ntilx,ntily til++ next next end sub
declare sub drawmap(til1 as integer, til2 as integer, til3 as integer, til4 as integer, til5 as integer, til6 as integer, til7 as integer, til8 as integer, til9 as integer, til10 as integer, x as integer, y as integer, len as integer) drawblock til1,x,y,len if til2 <> 0 then x = x + len drawblock til2,x,y,len endif if til3 <> 0 then x = x + len drawblock til3,x,y,len endif if til4 <> 0 then x = x + len drawblock til4,x,y,len endif if til5 <> 0 then x = x + len drawblock til5,x,y,len endif if til6 <> 0 then x = x + len drawblock til6,x,y,len endif if til7 <> 0 then x = x + len drawblock til7,x,y,len endif if til8 <> 0 then x = x + len drawblock til8,x,y,len endif if til9 <> 0 then x = x + len drawblock til9,x,y,len endif if til10 <> 0 then x = x + len drawblock til10,x,y,len endif end sub
Big and basically just a clustered drawtile, I know, but at least it'll change this:
drawtile 256,1,1,2 drawtile 260,2,1,2 drawtile 264,3,1,2 drawtile 268,1,2,2 drawtile 272,2,2,2 drawtile 276,3,2,2
into this:
drawmap 256,260,264,0,0,0,0,0,0,0,1,1,2 drawmap 268,272,276,0,0,0,0,0,0,0,1,1,2
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Post by Syniphas on Oct 18, 2008 10:58:25 GMT -5
Here's the sub I've been using:
declare sub drawblock(til as integer, tilx as integer, tily as integer, len as integer) for ntilx = tilx to tilx+len-1 for ntily = tily to tily+len-1 drawtile til,ntilx,ntily til++ next next end sub
So you use it this way:
drawblock (offset, the sub gets this and next tiles), (x), (y), (width/height in tiles (both must be the same)
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Post by Syniphas on Oct 18, 2008 10:51:56 GMT -5
Indeed, it works now. Thanks!
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Post by Syniphas on Oct 18, 2008 3:22:25 GMT -5
While making a basic movement engine for my game, I ran into the following problem:
if joypad(0).0 = 1 then heady-- endif if joypad(0).1 = 1 then heady++ endif if joypad(0).2 = 1 then headx-- endif if joypad(0).3 = 1 then headx++ endif drawblock 356,headx,heady,4 sleep 2 drawblock 372,headx,heady,4
Theoretically, the code is fine. But, upon running it, the object in question won't move up, only on the 3 other directions. Any ideas?
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Post by Syniphas on Oct 17, 2008 12:47:03 GMT -5
Some time ago I had edited DevSter's "SHNAKEEE!" into a 2-player Tron-like game, and now I decided to release it. It's pretty quick and dirty, so it has a lot of bugs. Feel free to edit and upgrade/fix the code. pastebin.ca/1229528
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