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Metal Slug: Assault

b/Calculator Development Started by matrefeytontias, March 14, 2015, 11:52:39 PM

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u/Dream of Omnimaga March 19, 2015, 01:01:19 PM
Quote from: matrefeytontias on March 18, 2015, 08:04:12 PM
Well the problem is that I do way too many backups. Like, I erase all my working backups with backups of broken source because I backup before testing, and when I see it doesn't work it's too late. That's what happened, so I'm restarting from scratch (like I said, it's only 2 kB worth of code so it should be fast).
A suggestion I have would be to copy your backups in a different folder elsewhere like how for example I got a folder for FFMF called March 17th backup. That way, if you overwrite a good backup afterward you can simply go a few days back.

Anyway good luck matref!
u/Snektron March 19, 2015, 01:53:35 PM
i backup tool less. And if i backup i overwite the old backup :P
u/novenary March 19, 2015, 02:09:53 PM
Git ftw ? :P

Ok I know you can't exactly use it in axe but still.
u/Snektron March 19, 2015, 02:11:50 PM
I don't really like to use git unless i'm uploading source to the public / workng on a project with someone else
u/novenary March 19, 2015, 02:13:11 PM
Oh really ? I love it personally, it's very convenient.
u/Duke "Tape" Eiyeron March 19, 2015, 03:30:22 PM
Very convenient and useful. If you know enough git, you can swiotch over three (or more) feature programing, bug fixing and documenting! :p

But well, How is Metal SLug going on after the source code loss?
u/matrefeytontias March 19, 2015, 03:41:11 PM
I got back to where I was, with one single bug left instead of an indefinite number like before. This one seems to be tricky though. I'll definitely post a screenshot once I fix this one.
u/Snektron March 19, 2015, 03:57:17 PM
Ah great :)
u/matrefeytontias March 19, 2015, 06:00:11 PM
Alright :D finally it's fixed and working. I even show you the size of the program, how nice is that. Also, note that the size includes that fat clipped line routine I wrote and all of Axe's routines.



As I said, levels can have virtually infinite length since coordinates are converted to screen coordinates before any test that might result in an overflow.
Last Edit: March 19, 2015, 06:01:46 PM by matrefeytontias
u/CKH4 March 19, 2015, 06:03:50 PM
Oooh, that looks amazing. The size is quite incredibly small. Do you slide if the line is slanted?
u/matrefeytontias March 19, 2015, 06:07:52 PM
You don't in Metal Slug, so I didn't want to implement it. I know how to do it, but I'm afraid it will slow things down too much (remember Metal Slug is a cataclysm worth of sprites).

If you want to know how to implement sliding on steep slopes, here's the theory : when an object hits a surface with a certain velocity, this velocity is reflected according to the normal vector of the surface (ie the vector that's orthogonal to the surface on the point where the object hit it), and eventually reduced according to surface hardness factors.. Steep slopes make you slide because the weight vector of the object is reflected in such a way that it pushes the object away from the surface, which then falls with augmented velocity.
u/Dream of Omnimaga March 19, 2015, 06:07:59 PM
Nice Metal Slug sprite and textures. :P

Kidding aside this looks quite good and I'm glad you got slopes working. Making levels like this should spice the game up. :)
u/matrefeytontias March 19, 2015, 06:10:39 PM
I know right, I worked hard on those visuals :P

Actually you won't see those lines in the final game because they are actually hitboxes, not ground. On the other hand, you'll see nicely tilemapped levels, magically matching with the underlying physics system.
u/Duke "Tape" Eiyeron March 19, 2015, 06:13:44 PM
Hehe, why not making a tilemapper which would cook the line boundbing box it self? (And how will you manage multiple lines if you ever want to do that?)
u/matrefeytontias March 19, 2015, 06:16:06 PM
Because that's not possible :P and by the way there are multiple lines, I don't really understand what you're asking.
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