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Post by Mairtrus on Sept 5, 2008 21:33:12 GMT -5
Amazing!! Good work!! I love the detail of the train in the background. Will be more than one screen?
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Post by Mairtrus on Sept 5, 2008 11:42:28 GMT -5
I do not know if this will help somebody, but I discovered why the new SGTD collapse when try to open old SGTD files: Open the old file with Notepad or similar, and change the value of the labels TileSelect and TileScroll to zero. Done! There are no more problems of incompatibility (at least for me ).
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Post by Mairtrus on Sept 4, 2008 15:56:02 GMT -5
Well, basically, all this started this morning, when I reached by accident via SpriteMind to the page of Devster. There, I read that the first news (which is immediately below the picture of Amy and Cream ) happily announced new versions of BEX and SGTD. I know about the new version of SGTD but, that there are about the new version of BEX? What are the major improvements it have? What advantages have compared with the 1.24 version?
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Post by Mairtrus on Aug 27, 2008 8:16:29 GMT -5
Is it compatible with files created with earlier versions? Because trying to load some of my old files, I get this error:
Run-time error '5': Invalid procedure call or argument And in another, this:
Run-time error '380': Invalid property value
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Post by Mairtrus on Aug 21, 2008 7:45:18 GMT -5
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Post by Mairtrus on Aug 19, 2008 16:05:22 GMT -5
Sorry for the late response, but the last 24 hours I was looking from where download Half Life 2: Episode 1 , and makes just over 5 minutes I found a site from where it really worked!!! ;D I think I know where is your problem. The code that you posted draws an image from top to bottom, and then from left to right, while the command DrawTilesInc does just the opposite: first draws from left to right and then from top to bottom. The effect you're looking is created by the command DrawTilesInc2.
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Post by Mairtrus on Aug 18, 2008 9:59:23 GMT -5
Wow, you are asking too! But do not despair, here are some small hints: First, you need to create the camera. Basically, what the camera have to do is move the screen and the sprites in the same amount of pixels. You also need to always have the current position of the camera, because that way you can determine how close you are to a certain portion of the map that have not yet arrived, but soon you'll be there. So you could tell the engine that draw this portion (when is still not within the sector screen that you need to show, of course). All this must be done without forgetting the position on the genesis of each tile that is drawn. Regarding the detection of collisions, well, there are plenty of ways to do it, but I still can not find an efficient way and 100% error-free. This is what I did for some time back: You need to have the absolute position of the sprite, the relative position of the screen (absolute position+displacement) and the number of pixels that will move the sprite. If the absolute position of the sprite + the number of pixels that are going to move is like a free zone, then it will move; otherwise, just move the distance free. The collision between sprites I do not understand, so I can not help you with it.
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Post by Mairtrus on Aug 18, 2008 9:19:32 GMT -5
What is exactly the problem you're having?
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Post by Mairtrus on Aug 10, 2008 10:16:13 GMT -5
Well, is finally here, as I promised some post above: A tetris completely done at BEX! It took me more than expected because I was sick all week (damned flu), and my doctor recommended I rest, so I couldn't hardly use the PC in almost the entire week. The game is fully commented, so that anyone can use it to create its own tetris. Attached is a .png explaining the method I used to create the rotations of the pieces. Enjoy! PS: Excuse absences spelling of the comments in the game. www.fileden.com/files/2007/11/30/1616239/Tetrex.zip
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Post by Mairtrus on Aug 3, 2008 19:10:45 GMT -5
Easy. Add a counter that increase it value in 1 by each time the button is pressed, and clean it when you free the down button.
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Post by Mairtrus on Aug 2, 2008 10:29:22 GMT -5
I think it would be a better idea create a playfield as an array, then it is easier and faster to read the individual position of each "solid block" on the screen, and instead use a 32x32 sprite, use several of 8x8 sprites to create the piece, because the detection of collisions could become a nightmare. The detection of collisions could be carried out by calculating individually the position of each block of the piece BEFORE hit against a solid block. That way, if some of the blocks clashes whit the playfield in the next movement, sprites are destroyed and at the same place the tiles are drawn in the positions they occupied sprites above. If not (no impact), the piece moves downward. Of course, something similar applies if the moves left or right. PS: I do not know if this was exactly what you were looking for, but I felt good idea do some light on the matter. PS2: You just give me a great idea! I will start a tetris in BEX, and when it's ready I will release it, with source code and all (unless someone win me )
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Post by Mairtrus on Jul 30, 2008 18:46:59 GMT -5
I'm only a very bad gamer, or you only can do an "Ollie" the first time you are running the game?
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Post by Mairtrus on Jul 26, 2008 16:32:10 GMT -5
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Post by Mairtrus on Jul 26, 2008 9:28:07 GMT -5
Not bad. In fact, very good job!! The engine is pretty solid, the graphics are nice and the parallel scroll gives a very professional effect. About the collision detection, some time ago, while I was developing a little platforms engine to port the Super Mario Bros from NES to Genesis, I discovered that in BEX is super easy, using the function ReadTile, because you can obtain the value of VRAM of the tile which the character is above, or which has at its side.
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Post by Mairtrus on Jul 4, 2008 16:59:59 GMT -5
I think that the best way to learn is experiencing oneself, but to modify some of the examples and see what changed is a good way to learn as well. ScroGer wrote an excellent tutorial for beginners here. I think that covers the basics of managing tiles, sprites and something else.
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