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Topic: Petit Computer

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damolii

randomous wrote:

@damolli Errr but I just repeated what you all said, and then added whether or not I did the same thing lol. Is that profiling? I'll remove it if you're uncomfortable or anything.

What? No, I was just kidding.......

I don't have a 3DS so what do I put here? -Damolii

swordx

@Randomous I program in PTC for a few reasons:

1. It's my first (and only) programming experience.
2. It is, at times, hard to find solutions to problems. I love a challenge, which school doesn't give me. In this sense, it's the same reason I love many videogames, and this could also be a reason I like to run so much.
3. I like making games. I've wanted to make them since I was around 5 or 6 years old. PTC finally gave me a chance to do that.
4. I want to see people happy. I probably haven't done that with my games so far, but I'm hoping my next game will allow me to do so.
5. I'm hoping that when I buy a nice computer in th near future, I can use what I learned from PTC to help me learn languages that I can sell my games in so that I can have a fun job for the rest of high school.

[Edited by swordx]

swordx

Discostew

Leviceljir wrote:

Why When I Try To Load Multiple COLs It doesn't load them? I use multiple sprite COLs in terraria DS but it doesn't load all of them.

There are only 3 COL slots that can be loaded. 1 for BGs, 1 for sprites, and one for GRPs. All COL files contain a full 256 colors, and loading into a slot replaces what is currently there. So as you load up a COL for each sprite, you're essentially replacing what you previously loaded. Are you working with COLs that use just the first 16 colors? If you aren't using one of the COL slots (like for GRPs), you can load it into there, and then manually copy the colors into the appropriate area of another slot (like for sprites), using COLREAD and COLSET.

Discostew

Switch Friend Code: SW-6473-2521-3817

GraphicGenius

What game should I start working on?

If Facebook, Myspace, Twitter, Instagram, and Snapchat were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy & paste this into your signature and hope it happens. Wait was that just a joke?

LeviCelJir

Discostew wrote:

Leviceljir wrote:

Why When I Try To Load Multiple COLs It doesn't load them? I use multiple sprite COLs in terraria DS but it doesn't load all of them.

There are only 3 COL slots that can be loaded. 1 for BGs, 1 for sprites, and one for GRPs. All COL files contain a full 256 colors, and loading into a slot replaces what is currently there. So as you load up a COL for each sprite, you're essentially replacing what you previously loaded. Are you working with COLs that use just the first 16 colors? If you aren't using one of the COL slots (like for GRPs), you can load it into there, and then manually copy the colors into the appropriate area of another slot (like for sprites), using COLREAD and COLSET.

Wait. So There Aren't An Infinite amount of COLs you can use? That May Be A Problem... Is there any way to work around that and have more than 3 COLs?

Hi I'm Levi and I like Bloopys :^)

Discostew

Leviceljir wrote:

Discostew wrote:

Leviceljir wrote:

Why When I Try To Load Multiple COLs It doesn't load them? I use multiple sprite COLs in terraria DS but it doesn't load all of them.

There are only 3 COL slots that can be loaded. 1 for BGs, 1 for sprites, and one for GRPs. All COL files contain a full 256 colors, and loading into a slot replaces what is currently there. So as you load up a COL for each sprite, you're essentially replacing what you previously loaded. Are you working with COLs that use just the first 16 colors? If you aren't using one of the COL slots (like for GRPs), you can load it into there, and then manually copy the colors into the appropriate area of another slot (like for sprites), using COLREAD and COLSET.

Wait. So There Aren't An Infinite amount of COLs you can use? That May Be A Problem... Is there any way to work around that and have more than 3 COLs?

With the exception of GRPs, all BG tiles and sprites are all 4-bit, meaning they can only use up to 16 colors (technically 15 colors are the first of each is the transparency index). Since each COL slot is 256 colors, you have up to 16 "rows" in each slot, each made up of 16 colors(the first transparency color for BG tiles is also the background color). So, up to 16 different color combinations for BG tiles, and up to 16 combinations for sprites, at any given time. No more. If you design your entire game to use no more than 16 different color combinations, you can store an entire palette into one COL, and work off that. If you end up having more than 16 combinations, you're going to have to swap some out for when they are needed. As mentioned in my previous post, if you have the GRP COL unused, you can load into there, retrieve each color row, and set them into the COL slots you are using.

IMO, if you do the above mentioned method, I would suggest you compile all your color combinations together so instead of each COL having just 16 colors, it'll have 16x16 colors, and you retrieve each "row" as needs be. It'll save on the number of COL files you use (as each COL is always going to have 256 colors)

Discostew

Switch Friend Code: SW-6473-2521-3817

LeviCelJir

Discostew wrote:

Leviceljir wrote:

Discostew wrote:

Leviceljir wrote:

Why When I Try To Load Multiple COLs It doesn't load them? I use multiple sprite COLs in terraria DS but it doesn't load all of them.

There are only 3 COL slots that can be loaded. 1 for BGs, 1 for sprites, and one for GRPs. All COL files contain a full 256 colors, and loading into a slot replaces what is currently there. So as you load up a COL for each sprite, you're essentially replacing what you previously loaded. Are you working with COLs that use just the first 16 colors? If you aren't using one of the COL slots (like for GRPs), you can load it into there, and then manually copy the colors into the appropriate area of another slot (like for sprites), using COLREAD and COLSET.

Wait. So There Aren't An Infinite amount of COLs you can use? That May Be A Problem... Is there any way to work around that and have more than 3 COLs?

With the exception of GRPs, all BG tiles and sprites are all 4-bit, meaning they can only use up to 16 colors (technically 15 colors are the first of each is the transparency index). Since each COL slot is 256 colors, you have up to 16 "rows" in each slot, each made up of 16 colors(the first transparency color for BG tiles is also the background color). So, up to 16 different color combinations for BG tiles, and up to 16 combinations for sprites, at any given time. No more. If you design your entire game to use no more than 16 different color combinations, you can store an entire palette into one COL, and work off that. If you end up having more than 16 combinations, you're going to have to swap some out for when they are needed. As mentioned in my previous post, if you have the GRP COL unused, you can load into there, retrieve each color row, and set them into the COL slots you are using.

IMO, if you do the above mentioned method, I would suggest you compile all your color combinations together so instead of each COL having just 16 colors, it'll have 16x16 colors, and you retrieve each "row" as needs be. It'll save on the number of COL files you use (as each COL is always going to have 256 colors)

What do you mean? 16x16? rows? wuttttttt.....

[Edited by LeviCelJir]

Hi I'm Levi and I like Bloopys :^)

GraphicGenius

GraphicGenius wrote:

What game should I start working on?

Seriously answer somebody!

If Facebook, Myspace, Twitter, Instagram, and Snapchat were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy & paste this into your signature and hope it happens. Wait was that just a joke?

InsertPi

GraphicGenius wrote:

GraphicGenius wrote:

What game should I start working on?

Seriously answer somebody!

Part of programming is creativity. We don't have the time to constantly give other people ideas. Think of a cool idea that hasn't been made into a game yet, and make it! That's kinda my mindset when making new games.

If Facebook, Myspace, Twitter, Instagram, and Snapchat were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy & paste this into your signature and hope it happens.

X:

Discostew

Leviceljir wrote:

What do you mean? 16x16? rows? wuttttttt.....

What I mean is this. Each COL slot has 256 colors, but each BG tile and sprite can only access 16 colors at any given time. So every group consists of 16 colors, and there are 16 groups/rows to make up the 256 colors. When setting a sprite with something like SPSET, the input for the palette is a value between 0 and 15, inclusive. If you set it to 0, the sprite uses the first set of 16 colors (palette index 0 to 15). If set to 1, then it uses the second set of 16 colors (16 through 31). And so on until index 15, which sets the sprite to use the 16th set of 16 colors (240 through 255). Remember, the first palette index for each group (0,16,32,...) is the transparency.

Same goes with BG tiles using BGPUT.

Discostew

Switch Friend Code: SW-6473-2521-3817

damolii

GraphicGenius wrote:

GraphicGenius wrote:

What game should I start working on?

Seriously answer somebody!

What if I told you to make a Magi-Nation clone? One, you probably would not have a clue what that is, and you most likely wouldn't make it. Don't ask people to tell you what you should make when you haven't shown a product of your abilities (none that I've seen or heard). Make a game, and if people respect and admire your abilities, they will tell you themselves the game of their choosing.

[Edited by damolii]

I don't have a 3DS so what do I put here? -Damolii

TexMurphy

@GraphicGenius I am working on an RPG. First, the tools have to be built. On the qr code forum, I have created a background editor, Now I'm working on a graphics program to create a collision and trigger map using GRP files. Other things that need to be done are: inventory system, Intro, splash, music, faces with dialog, and combining all of these together. @Randomous and morph have made games closest to an RPG (PTC villiage and PTC Farm). There is alot of talk about pokemon and zelda clones. Why not make a CLUE game?

Can someone explain background screen width and height. I thought it was 511 x 511 pixels. I used that in my background maker. But, my graphics maker does not scroll so I jump from one quadrant to another (4 total). I miss some sections of my background when adding graphic colors. Should I limit my background maker in the y axis to screen size 192 pixels x 2?

[Edited by TexMurphy]

TexMurphy

damolii

TexMurphy wrote:

@GraphicGenius I am working on an RPG.

That's great! I did not realize that someone other than myself has shown interesting in creating one. What's the story?

I don't have a 3DS so what do I put here? -Damolii

TexMurphy

@damolii Story? Story? There has to be a story. Man, I thought I was missing something! lol idk We just need to get the tools and examples where we can create these types of games. It will probably be the typical, find magic sword, shield, armor, bow — gain experience — save kingdom type of game. NO Elf needs food badly game. Ofcourse Guantlet was a cool game.

TexMurphy

Discostew

TexMurphy wrote:

Can someone explain background screen width and height. I thought it was 511 x 511 pixels. I used that in my background maker. But, my graphics maker does not scroll so I jump from one quadrant to another (4 total). I miss some sections of my background when adding graphic colors. Should I limit my background maker in the y axis to screen size 192 pixels x 2?

The background layers are 512x512 pixels in size, but the viewable screen area is 256x192 pixels in size. What I did for my editor for MM2PTC is scrolled by the size of the tiles used (mine are meta tiles that are made of 2x2 group of 8x8 tiles to form a 16x16 pixel tile). I limited the y-axis to 240 pixels because that is the limit for that game. If you feel 384 pixels vertical is good enough, then go with that, but then that's 128 pixels going unused.

Discostew

Switch Friend Code: SW-6473-2521-3817

ShadowGame

Hello,
after a long time I'm back and I need help again.
I have problems with loading two or more sprites that are drawn by me.
I would load sprites with
LOAD "SPU0:Sprite"
SPSET
and so on.
This works, but if i would load another Image with:
LOAD "SPU0:Sprite2"
Then it changes my first sprite to the picture of Sprite2.
If i would load it with:
LOAD "SPU1:Sprite2"
then i get two sprites with the image of Sprite1...
Why?
Please help me.
Thanks

ShadowGame

ShadowGame

Thanks.
But how can I draw 2 or more Sprites on the screen?
Can someone please give me the code?
I really have to know this, because I need this for my game.
Thanks for answers

ShadowGame

Discostew

ShadowGame wrote:

Thanks.
But how can I draw 2 or more Sprites on the screen?
Can someone please give me the code?
I really have to know this, because I need this for my game.
Thanks for answers

The first parameter in each of the sprite functions is related to the sprite index to be manipulated. You can have up to 100 sprites on-screen, using index 0 to 99. So, you make with SPSET, and then adjust the sprite with other sprite functions. Whatever number you use for SPSET is the number you need to keep using when you want to adjust that particular sprite.

SPSET 0, ..... - Makes a sprite using index 0
SPSET 78, ..... - Makes a sprite using index 78
.
.
.
SPOFS 78, x, y - Moves the sprite with index 78 to the (x,y) coordinates on the screen (If index 78 wasn't made with SPSET prior, it will return an error)

Discostew

Switch Friend Code: SW-6473-2521-3817

SmokedSausage

Oh, wow I haven't posted recently...
Anyway I have <i>Almost</i> finished Pixelli 1.2 and a full changelog will be listed below...Changes with stars by them are complete.
*Collision detection with terrain.
*Terrain will now just draw random "elements" (E.G. IF RND(2) THEN GOSUB @MAP_MOUNTAIN)
Reason: My array is currently not possible with completely random terrain but will be in the future hopefully
*Added the "Switch B/P touch button (When pressed it will switch between breaking and placing blocks which are both done with the "L" button
*Added the ability to break blocks
Inventory management
Preperation for "Survival" mode...
*Changed the sky to BG tiles
*COMPLETELY redid the world simulator


For Pixelii 1.3 Pixelli will feature the long talked about survival mode. Since this is not a full on Terraria port I will add an actual story with different bosses and such, but is completely optional to complete. I will need some help though with some things first of which is enemy sprites for different creatures. I need some Origonal MML that will fit to the style and gameplay of the game as well. If anyone can help me out with this please do. You will be given where credit is due inside of the game.

Hi, I'm SmokedSausage and i like meemoos :^)

X:

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