I said I wouldn't work on Apocalypse Rising until Gladiators is done, but I just couldn't help myself. I'll reprogram the menu because Petit Computer has a couple syntax errors and I know good code for that.
NOOOOOOOOO!!!! Dang it! My progress on The Land of Verge got deleted!! It was probably my brother that plays on my 3DS. I had soooo much progress done on it,and each area took forever to program! Sorry guys,either its never gonna be finished or i'll just abandon it and make a different game.
D: I was looking forward to this!
Well,i'm glad at least SOMEONE was looking foward to it! Nobody else really cared for it.
Kind of what I thought for my games, but Waffle wants Gladiators out and cmart wants Apocalypse Rising out. There are more people following the development of this project than you think...
NOOOOOOOOO!!!! Dang it! My progress on The Land of Verge got deleted!! It was probably my brother that plays on my 3DS. I had soooo much progress done on it,and each area took forever to program! Sorry guys,either its never gonna be finished or i'll just abandon it and make a different game.
D: I was looking forward to this!
Well,i'm glad at least SOMEONE was looking foward to it! Nobody else really cared for it.
i was looking forward to it too ;~;
Sorry,i don't know what i should do. It took me so long to program each area,and i had a lot of them finished. I just don't feel like making all of that over again,i might just take a break from programming then i might be in the mood to make it again.
NOOOOOOOOO!!!! Dang it! My progress on The Land of Verge got deleted!! It was probably my brother that plays on my 3DS. I had soooo much progress done on it,and each area took forever to program! Sorry guys,either its never gonna be finished or i'll just abandon it and make a different game.
D: I was looking forward to this!
Well,i'm glad at least SOMEONE was looking foward to it! Nobody else really cared for it.
Kind of what I thought for my games, but Waffle wants Gladiators out and cmart wants Apocalypse Rising out. There are more people following the development of this project than you think...
Well,Apocalypse rising sounds cool.
Why thank you! Land of Verge sounded great, that must have been disappointing....
So anyway, in news that won't delay Land of Verge (D:) I updated Apocalypse Rising's code with a menu. Now there's this:
New Game
Load Game
I didn't really see a point in an "exit" button, so I didn't bother. So that's that going good. I do need properly loaded sprites, SCR backgrounds, with zombies, guns, and finally the ground items standing out so people can't somehow walk on a roof because of a glitch, and we have 1.0 in alpha. And by zombies, I mean sprites, which will be easy, as well as their AI.
EDIT: I also need all of the main program code. I've got this, considering it's an awesome game
I think I'll follow @ramstrongs advice on polishing code and re-write the BattleWoods engine for the umpteenth (←Actual word) time. When I added the limited view thing I had in Temple Raid to it, I had some notable Gui lag.
I think I'll follow @ramstrongs advice on polishing code and re-write the BattleWoods engine for the umpteenth (←Actual word) time. When I added the limited view thing I had in Temple Raid to it, I had some notable Gui lag.
Good move. @ramstrong's advice was smart when you look at it. Yeah, you're deleting a bunch of code to form a program. But who knows how many bugs you might have when you release the program? It might not seem logical to some, but it really is.
@Slayer I don't want to feel the wrath of ramstrong . Very smart move indeed.
@ramstrong so I did something like:
IF (BT AND 1) THEN INFO$="00-13"
INFO$ is sort of a DATA thingymabob in that the program reads it and sets the sprite accordingly:
First 2 digits are the X-direction (00 = →, -1 = ←)
Next two digits are the Y-direction
Last digit is the sprite number
I do not interpret the data, I use it directly like so:
X=X+MOVE*(VAL(LEFT$(INFO$,2)))
and Y=Y+MOVE*(VAL(MID$(INFO$,2,2)))
Lastly,
SPCHR 0,VAL(RIGHT$(INFO$,1))
In this case the bullet sprite is used. Your thoughts?
As of your comment on polishing, I agree. But I also take user interaction and visuals seriously. I ask myself 2 questions: "Would a 5-year old be able to understand this gui?" and "Would this pass as a DsiWare game?". My Pixel art program is a perfect example.
@Slayer I don't want to feel the wrath of ramstrong . Very smart move indeed.
Me neither. I might do it too if I have too many bugs...
So I can handle some scrolling, for this game, but I am going to need SCR backgrounds. Sigh Back to work on the screen art...
Anyone up for making the maps? cough SCRED cough I CAN put you in the credits for this. That means you get... well, credit to the development of the game. I'll handle Gladiators because I definitely have the SPANIM thing worked out. I'm just wondering how many frames I should do.
Ooh, I found class images in the sprite market... Look on page 3 of CHRED and there is a sword and staff. I will have to adapt one into a bow...
Multiple images, due to scrolling and about Village-sized maps.
Can anyone spare a few minutes to put the default chred and col qrs?
You can use the sprites with SPSET, why ask people to put the default QRs? @GimmeMoreCoinz when will Petit Smash Bros. be on it's next stage? The graphics look amazing, and it looks like it's gonna be a great game...
You can use the sprites with SPSET, why ask people to put the default QRs? @GimmeMoreCoinz when will Petit Smash Bros. be on it's next stage? The graphics look amazing, and it looks like it's gonna be a great game...
I messed up all of the colours on them, so I really need the default ones.
Can anyone spare a few minutes to put the default chred and col qrs?
You can use the sprites with SPSET, why ask people to put the default QRs? @GimmeMoreCoinz when will Petit Smash Bros. be on it's next stage? The graphics look amazing, and it looks like it's gonna be a great game...
I'm still working out some issues with how I want the stages to work since I didn't have anything in place for stage interaction past a couple if statements before and I want to add proper platforming but i'm being lazy because I don't want to hard code each platform as a seperate entity.
I might do something like tile based collision but I was hoping the stages could scroll. I didn't want one screen stages. It's too bad I cant zoom out of the stage to show more. There's no bg scaling.
In other words. I don't know. But I'm definitely missing the two week mark I said I might try to hit. I had a feeling I wouldn't make it but I have been working on it you can count on that. There's just so much to do. For instance if you take a look at this:
DIM NPC_VARIABLES(5, 25) ''25 npc variables
DIM NPC_PHYSICS(4, 4) 'since ptc allows for negative numbers I dont have to worry too much
'three npc's four physics values
'1 is if their landed or not
'2 is if their falling or not
'3 is their X velocity with knockback and can be + or -
'4 is their y velocity with knockback and can be + or -
'1=npc_x ; 2=npc_y ; 3=npc_playernumber ;4=npc_control number ; 5=npc map_x ; 6=npc map_y
'7=npc_damage_percent ; 8=npc_status ; 9=npc_ai_mode ; 10=npc_held_item ; 11=npc_current_frame
'12=npc_chr_num ; 13=npc_pallete ; 14=npc_knockback ; 15=npc_level ; 16=npc_damage_ratio
'17=npc_knockback_resist ; 18=npc_pose ; 19=npc_fallspeed ; 20=npc_recover_time
'21=npc_pokeball set only if has pokeball
'22=npc_on_screen
'23=npc_scale ' for scaling and rendering the npc to offscreen slowly or foreground
'24=npc_sprite_priority 'the system will have a sprite priority i'm assuming ptc draws one sprite o
'ER ANOTHER
'25=reserved //this is reserved. don't ask why. It's just a good idea.
'NPC_Control numbers will ALWAYS be from 5 to 9. That's four npcs in total.
NPC_VARIABLES(1, 4)=5 'NPC 1 is control number 5
NPC_VARIABLES(2, 4)=6 'NPC 2 is control number 6
NPC_VARIABLES(3, 4)=7 'NPC 3 is control number 7
NPC_VARIABLES(4, 4)=8 'NPC 4 is control number 8
I still need to code the knockback which is one of the things I was working hard at.
If anyone would be willing to help me with the math of knockback (at angles) that'd be great!
I could work seperately on both the X and the Y and use positive for one direction and negative for another instead of using angles.
But I was hoping to do a parametric curve and angle calculation based on how or where a player gets hit.
Because of that , the actual programming of sprite collision in the petit smash bros game is far beyond your simple 'This sprite hits that sprite so do that" it's more point based collision so alot of things like "this sprite's offset to that sprite is this and this sprite was punching at THIS frame"
see based on the frame of attack the current character is in when the hit takes place changes the amount of damage done for instance
If mario punches yoshi or link, and link isn't shielding and mario punches link from a distance but still manages to get the hit in then it'll do less damage and knockback then if mario punches link and the punch hits dead on center, and if the punch hits link from the top link goes flying DOWN but if the punch hits link from the side and link isn't falling and he isn't already flying in a direction (given as a vector) then link will go flying another direction.
The contract here is that if a character gets hit depending on HOW they are hit it changes everything. There's also resistance, and the force of gravity to be applied . I'm trying to figure out how to do all the math on these vectors without somehow messing up and from my testing with cos/sin it isn't all I need.
When cos/sin applied to a single angle with dirx and diry the angle is consistent so I can rely on that but modifying the speed at which the character moves is harder. and I didn't notice a very large change in speed. or a very measurable one. When testing in playbasic the same math here so it's kind of hard to be able to come up with a way to do modified speed values (in other words anything past 1 or 2 seems to be too fast)
and anything at a floating point number with a multiplier IE if I did
new_angle=direction_angle 'defind previous @moveplayer
new_dirx=cos(new_angle)+speed#-/resistance#+previousvelocity#
new_diry=sin(new_angle)+speed#-resistance#+previousvelocity#
plx=plx+new_dirx
ply=ply+new_diry
return
I haven' t seen anyone try to do physics like this in petit computer yet. so I have no examples to base it off of except what I've learned in algebra and geometry classes.
Got a project? PM ME on here!
Youtube: lostkitty64x
Want help with coding? PM ME! PM ME PM ME!! XD
FC: WIll post later.
Systems I own: ds lite, 3DS, PC/gaming, steam platform. I play alot of games. Just ask ! Minecraft anyone? :D
Can anyone spare a few minutes to put the default chred and col qrs?
You can use the sprites with SPSET, why ask people to put the default QRs? @GimmeMoreCoinz when will Petit Smash Bros. be on it's next stage? The graphics look amazing, and it looks like it's gonna be a great game...
I'm still working out some issues with how I want the stages to work since I didn't have anything in place for stage interaction past a couple if statements before and I want to add proper platforming but i'm being lazy because I don't want to hard code each platform as a seperate entity.
I might do something like tile based collision but I was hoping the stages could scroll. I didn't want one screen stages. It's too bad I cant zoom out of the stage to show more. There's no bg scaling.
Oh... Zooming out to show more would be a lot better... Too bad. Petit Computer is a bit too good to be true, but it's so limited some of our hopes have to be coded in new software.
Can anyone spare a few minutes to put the default chred and col qrs?
You can use the sprites with SPSET, why ask people to put the default QRs? @GimmeMoreCoinz when will Petit Smash Bros. be on it's next stage? The graphics look amazing, and it looks like it's gonna be a great game...
I'm still working out some issues with how I want the stages to work since I didn't have anything in place for stage interaction past a couple if statements before and I want to add proper platforming but i'm being lazy because I don't want to hard code each platform as a seperate entity.
I might do something like tile based collision but I was hoping the stages could scroll. I didn't want one screen stages. It's too bad I cant zoom out of the stage to show more. There's no bg scaling.
Oh... Zooming out to show more would be a lot better... Too bad. Petit Computer is a bit too good to be true, but it's so limited some of our hopes have to be coded in new software.
read up I edited that post
Got a project? PM ME on here!
Youtube: lostkitty64x
Want help with coding? PM ME! PM ME PM ME!! XD
FC: WIll post later.
Systems I own: ds lite, 3DS, PC/gaming, steam platform. I play alot of games. Just ask ! Minecraft anyone? :D
So I wasn't working on my projects because I was editing a post about whether R4 and flashcarts are illegal. If you want to back up the side you think is right, don't you dare do that here. Post it where the news is, you can find that on my profile and apparently @Gimmemorecoinz's profile as well.
Anyway, I absolutely need a good M1911 sprite with other weapons I will put in-game:
Desert Eagle
Revolver
SCAR-H
M16
AK-47
Not many, but I will definitely add more in future updates.
Can anyone spare a few minutes to put the default chred and col qrs?
You can use the sprites with SPSET, why ask people to put the default QRs? @GimmeMoreCoinz when will Petit Smash Bros. be on it's next stage? The graphics look amazing, and it looks like it's gonna be a great game...
I'm still working out some issues with how I want the stages to work since I didn't have anything in place for stage interaction past a couple if statements before and I want to add proper platforming but i'm being lazy because I don't want to hard code each platform as a seperate entity.
I might do something like tile based collision but I was hoping the stages could scroll. I didn't want one screen stages. It's too bad I cant zoom out of the stage to show more. There's no bg scaling.
In other words. I don't know. But I'm definitely missing the two week mark I said I might try to hit. I had a feeling I wouldn't make it but I have been working on it you can count on that. There's just so much to do. For instance if you take a look at this:
DIM NPC_VARIABLES(5, 25) ''25 npc variables
DIM NPC_PHYSICS(4, 4) 'since ptc allows for negative numbers I dont have to worry too much
'three npc's four physics values
'1 is if their landed or not
'2 is if their falling or not
'3 is their X velocity with knockback and can be + or -
'4 is their y velocity with knockback and can be + or -
'1=npc_x ; 2=npc_y ; 3=npc_playernumber ;4=npc_control number ; 5=npc map_x ; 6=npc map_y
'7=npc_damage_percent ; 8=npc_status ; 9=npc_ai_mode ; 10=npc_held_item ; 11=npc_current_frame
'12=npc_chr_num ; 13=npc_pallete ; 14=npc_knockback ; 15=npc_level ; 16=npc_damage_ratio
'17=npc_knockback_resist ; 18=npc_pose ; 19=npc_fallspeed ; 20=npc_recover_time
'21=npc_pokeball set only if has pokeball
'22=npc_on_screen
'23=npc_scale ' for scaling and rendering the npc to offscreen slowly or foreground
'24=npc_sprite_priority 'the system will have a sprite priority i'm assuming ptc draws one sprite o
'ER ANOTHER
'25=reserved //this is reserved. don't ask why. It's just a good idea.
'NPC_Control numbers will ALWAYS be from 5 to 9. That's four npcs in total.
NPC_VARIABLES(1, 4)=5 'NPC 1 is control number 5
NPC_VARIABLES(2, 4)=6 'NPC 2 is control number 6
NPC_VARIABLES(3, 4)=7 'NPC 3 is control number 7
NPC_VARIABLES(4, 4)=8 'NPC 4 is control number 8
I still need to code the knockback which is one of the things I was working hard at.
If anyone would be willing to help me with the math of knockback (at angles) that'd be great!
I could work seperately on both the X and the Y and use positive for one direction and negative for another instead of using angles.
But I was hoping to do a parametric curve and angle calculation based on how or where a player gets hit.
Because of that , the actual programming of sprite collision in the petit smash bros game is far beyond your simple 'This sprite hits that sprite so do that" it's more point based collision so alot of things like "this sprite's offset to that sprite is this and this sprite was punching at THIS frame"
see based on the frame of attack the current character is in when the hit takes place changes the amount of damage done for instance
If mario punches yoshi or link, and link isn't shielding and mario punches link from a distance but still manages to get the hit in then it'll do less damage and knockback then if mario punches link and the punch hits dead on center, and if the punch hits link from the top link goes flying DOWN but if the punch hits link from the side and link isn't falling and he isn't already flying in a direction (given as a vector) then link will go flying another direction.
The contract here is that if a character gets hit depending on HOW they are hit it changes everything. There's also resistance, and the force of gravity to be applied . I'm trying to figure out how to do all the math on these vectors without somehow messing up and from my testing with cos/sin it isn't all I need.
When cos/sin applied to a single angle with dirx and diry the angle is consistent so I can rely on that but modifying the speed at which the character moves is harder. and I didn't notice a very large change in speed. or a very measurable one. When testing in playbasic the same math here so it's kind of hard to be able to come up with a way to do modified speed values (in other words anything past 1 or 2 seems to be too fast)
and anything at a floating point number with a multiplier IE if I did
new_angle=direction_angle 'defind previous @moveplayer
new_dirx=cos(new_angle)+speed#-/resistance#+previousvelocity#
new_diry=sin(new_angle)+speed#-resistance#+previousvelocity#
plx=plx+new_dirx
ply=ply+new_diry
return
I haven' t seen anyone try to do physics like this in petit computer yet. so I have no examples to base it off of except what I've learned in algebra and geometry classes.
Cool. Nice to know how another smart project is doing.
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