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[TI-83+/84+] This is the Only Level

b/Game Downloads Started by JWinslow23, March 05, 2016, 07:23:09 PM

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u/JWinslow23 March 08, 2016, 10:23:11 PM
Bump.

Now, I have stages! This is a 9 stage demo (ending at "Arrow control", even though the name "Heavy headwind, here" is programmed and will show up). Try it, see if you're smarter than the elephant!



Download attached. Source will become available upon request, even though I'm ashamed of it because it is ugly. Tell me what you think!
u/Dream of Omnimaga March 10, 2016, 07:57:45 PM
I like what I see so far. I don't have time to try it right now but I'll download now for later. :3=
u/JWinslow23 March 12, 2016, 06:42:27 PM
Bump.

I now have 11 more stages programmed in! Well, technically 10, because I still can't figure out how to program Stage 18. Any programming help at all would be greatly appreciated.

As well, I have added game saving (so far, it only saves your timer and your current stage), and have added GRAPH as a panic button.



Download attached, as well as a .8xg file containing all the sources and the compiled program. Again, any programming help for Stage 18 would be greatly appreciated!
u/Dream of Omnimaga March 12, 2016, 06:55:19 PM
What is stage 18? By the way, I like how many features this gsme have for a calculator. It makes it one of the most elaborate calc game.
u/Dudeman313 March 12, 2016, 10:11:06 PM
Quote from: DJ Omnimaga on March 12, 2016, 06:55:19 PM
What is stage 18? By the way, I like how many features this gsme have for a calculator. It makes it one of the most elaborate calc game.
Stage 18 is collapse. @JWinslow23 's been having trouble with it for awhile now.
And yeah, it's a real feature-rich game.
u/Dream of Omnimaga March 13, 2016, 02:30:24 AM
Platforms are basically collapsing?
u/Dudeman313 March 13, 2016, 10:30:20 AM
Essentially, yes. In the game, on that stage, everywhere you stand crumbles under you after a few seconds in Character-sized blocks.
Looks like this:

u/Dream of Omnimaga March 13, 2016, 07:29:44 PM
Thanks for the pic and explanation. Seems challenging but it must be hard to code without slowdowns
u/Dudeman313 March 13, 2016, 09:40:39 PM
Yeah, it'd explain why he's somewhat stumped.
I think @JWinslow23 should first see if he can "grid" the whole game screen, and make some blocks just stop being drawn
first, so that a fall-away animation could be made later if it's not too much of a slowdown.
u/Dream of Omnimaga March 13, 2016, 10:05:26 PM
That said, I doubt slowdowns would bother people much. They know it's a calculator, after all. You could add frame skipping maybe to reduce slowdowns. Or limit how many blocks can fall in one frame.
u/JWinslow23 March 13, 2016, 10:08:00 PM
Quote from: Dudeman313 on March 13, 2016, 09:40:39 PM
Yeah, it'd explain why he's somewhat stumped.
I think @JWinslow23 should first see if he can "grid" the whole game screen, and make some blocks just stop being drawn
first, so that a fall-away animation could be made later if it's not too much of a slowdown.
I'm having trouble already making it so they disappear when you stand on them. I don't want them to fall instantly, either, there has to be a few frames at least of leeway, and that's proving kinda hard as well. I'm trying making a huge array with frame timers for the blocks that I set to count down to 0 whenever the elephant stands on it, and while it's counting down it turns grey, and it disappears on-screen and in the level memory when the timer reaches 0, but not only does it seem slow, it isn't working for some reason. Neither aspect. It's frustrating me.
u/Dream of Omnimaga March 14, 2016, 03:36:57 AM
Yeah that must be hard as hell. The only way I think of is having each tile on the map have their own registered coordinates, then when you stand on a thin platform that tile is then registered as about to fall (1 instead of 0). Each loop, 4-8 tiles vertical positions are updated and what's behind is redrawn if it got erased (if applicable in your case). On loop iteration 1, it updates tile 0 to 3, then iteration 2 updates 4-7 and so on, then once it reaches tile 97 it loops back to 0. The floor tiles that are marked as about to fall (1) are then marked as falling (2) and they fall by 4 pixels at a time. It might look choppy but I think it would be fine per calculator standards.
u/aetios March 14, 2016, 09:05:23 AM
I think it's best to spawn an entity when you get on a tile, then draw that over (instead of??) the tile. That way you can easily manage using an entity array.
(relatively easy)
u/JWinslow23 March 16, 2016, 03:38:34 AM
Alright, now blocks can be deleted easily. Now to test if I haven't screwed up the rest of my game :P , and then I'll polish and finish Stage 18. :D
u/Dudeman313 March 16, 2016, 03:43:14 AM
Hooray! A breakthrough! :thumbsup:
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