Oiram is a Mario-like platformer for the CE:
Oiram Download: Download (https://www.cemetech.net/programs/index.php?mode=file&path=/84pce/asm/games/Oiram.zip)
Oiram Level Editor: Download (https://www.cemetech.net/programs/index.php?mode=file&path=/win/OiramLevelEditor.zip)
(http://i.imgur.com/Gt6P7J9.gif)
Looks awesome, you can tell it uses the OS input routine tho, but that's a good sign since you should be able to get things going faster without it.
Will be following progress on this as will lots of other people no doubt :).
That looks amazing Mateo. I was wondering if that project was still alive or not so I'm glad it is. Which power-ups and enemies do you plan to add? Do you also plan to add working pipes? I don't think there's any calc Mario clone with working pipes except Super Mario 68K. Keep up the good work :)
Since this is in C, adding working pipes will be a breeze. I'm almost finished with the map editior, at least for the tiles and saving/loading, enemies and other things will come later once I decide how I want to make those work.
Not meaning to nitpick, but those are Super Mario Bros. 3 sprites from Super Mario All stars. They aren't from Super Mario World. Anyhow, looks good regardless. :thumbsup:
Lol I didn't notice the SMW in the first post actually. When I first saw the screenshot it used SMB1 sprites. Also those SMB3 sprites are from the Super Nintendo version.
Will it be possible to speed up the tile mapper and add 1 pixel scrolling?
Anyways mario is something a lot of people will enjoy playing ;)
Edit: saw the note of it being 80% speed. ;)
The tile mapper can easily move at any pixel increment possible. I chose it to be blocks for the tile map editor. Remember, it is cruising faster than the old asm version.
I am definitively curious about how fast the game would be with smooth scrolling. On the CSE I remember that with some calculations, we determined that a smooth scrolling platformer would scroll at 20 FPS max horizontally due to the time it takes to redraw enemies, the character, erase them and draw the missing column of tiles. And that was in half-resolution mode. That number would drop around 8 FPS with animated tiles or vertical scrolling.
Quote from: DJ Omnimaga on September 11, 2016, 05:40:49 AM
I am definitively curious about how fast the game would be with smooth scrolling. On the CSE I remember that with some calculations, we determined that a smooth scrolling platformer would scroll at 20 FPS max horizontally due to the time it takes to redraw enemies, the character, erase them and draw the missing column of tiles. And that was in half-resolution mode. That number would drop around 8 FPS with animated tiles or vertical scrolling.
It is currently running at around 33-34 fps. The tilemap engine has no concept of scolling, it just redraws the whole thing depening on input offsets:
gfx_Tilemap( tilemap, offset_x, offset_y );
With enemies and the characters and movement and everything I predict it will go no slower than 23-25 fps or so.
Ah I see. I think it's fine to redraw everything every frame if you have enough speed to afford it, especially on that calculator. I wonder how many enemies will there be on the screen? I remember Mario 83+, SMB series and stuff slowed down when there were more than 3 in the screen.
Quote from: MateoConLechuga on September 11, 2016, 05:46:31 AM
It is currently running at around 33-34 fps. The tilemap engine has no concept of scolling, it just redraws the whole thing depening on input offsets:
I only am getting around 21-25 fps on my build (different game) I'm using 16x16 tiles is that why?
Thx
Wow! I didn't know when this was getting updated. It's awesome! Have you started thinking about what Mario sprites to use?
When Pls!!!!!!!!
Quote from: xMarminq_ on October 15, 2016, 01:14:14 AM
When Pls!!!!!!!!
Not until you make something on your own. I'm sick of having to write all the things.
Wait, does this mean you are no longer planning to work on this game? O.O Not that I am wondering when it will come out, since I'm patient enough to wait until it's done, but I'm just wondering since your reply to him implies that it's officially dead and that other members will have to take over.
Quote from: DJ Omnimaga on October 15, 2016, 01:34:24 AM
Wait, does this mean you are no longer planning to work on this game? O.O Not that I am wondering when it will come out, since I'm patient enough to wait until it's done, but I'm just wondering since your reply to him implies that it's officially dead and that other members will have to take over.
No, it is not dead. It's just that I can't support the toolchain, CEmu, work on USB, and still have time for people that just want games on their calc currently. In other words, I expect a little more effort from the community :P
Serious?
:'(
Oh ok. I was worried lol. Anyway I agree with your Mateo. That said, I doubt there will be much effort from the community due to how small it is, but I think if people wants the game to be done soon then they should at least try to give an hand (starting with smaller projects first if they never programmed before, of course, then moving up).
Updates:
(https://i.imgur.com/OP2MTaC.gif)
I would just like to thank everyone for the support; it's nice to have :D
this is really nice now i wish the 84+CE had sound
/me doesnt have a nes or snes aaaaaaarrrrgh
Looks pretty awesome! nice job :)
why is it half screen?
I like it :3 but yeah I was wondering about the half-screen as well.
Half screen to be more like the original size and because I have no idea how much slowdown I might add yet.
Anywho, added goombas, turtles, and the fire sprite, plus some power-ups, along with the flash caused by power-down. Can't shoot fireballs yet, but that's pretty easy to add. Everything is pretty much based on one structure. Also need to make it possible to pick up shells... I haven't really decided how I want to do that yet :P
(http://i.imgur.com/Q3lQ1nI.gif)
This is too amazing.
Get lost.
You could always put lives and score on the bottom, like a DS would
Quote from: xMarminq_ on November 26, 2016, 05:44:24 AM
You could always put lives and score on the bottom, like a DS would
Yeah that was also my plan :P I was thinking of having like a neat scrolling log too that logs events... could be neat.
Oooh that could be very cool! And, um, level editor and compatibility with the Monochrome Mario levels? :P
@MateoConLechuga I am sure you know by now I am a fan of your work and your soul
I see the tilemap is scrolling by only a few pixels at a time in this game
Did you update the tilemap? Because when I started experimenting it I could only scroll by TILE_SIZE (in my case 16) at a time without rendering issues.
Thankyou Oh great one He He He :P
Woah that speed is amazing O.O. Also while Mario walking speed is quite off, his walking at that speed is funny XD :3=
Quote from: DJ Omnimaga on November 26, 2016, 05:55:14 PM
Woah that speed is amazing O.O. Also while Mario walking speed is quite off, his walking at that speed is funny XD :3=
Yeah I fixed that :P
Anywho, some screenshot updates since I don't want to describe stuff :P
(http://i.imgur.com/YJfhwKP.gif)
(http://i.imgur.com/v4t6hZ4.gif)
Are you planning to have a linear level path for a story mode type thing, or is it like Mario Maker for the CE? Could you add possibility of importing levels too?
What is the current size?
1) Yes I'm planning a computer side and later on-calc editor; it won't have a storyline; but rather just different levels and the ability to import any custom ones you want.
2) The current size not including sprite data and just pure code is around 21K. I should be able to keep it under 40K, perhaps 30K with some optimizations. It has two external archived appvars whose sizes are undetermined to hold all the sprite data; but together shouldn't be more than 90K once done.
that really looks great, I wish I had a CE to try it out... >.<
that speed is impressie and I really LOVE that cute ghost ^.^ :love:
great work! :thumbsup:
Added flying koopas and star power; plus a not-so-secret easter egg :P (you have to figure out how to unlock it though :P)
(http://i.imgur.com/MLcJkvn.gif)
Lol I like it :D. I wonder how the full-size :walrii: would fit, even if it overlapped on the rest. :P
By the way, will the star and enemy death animations when knocked out with a shell be the same as in SMB3?
Quote from: DJ Omnimaga on November 29, 2016, 01:17:32 AMBy the way, will the star and enemy death animations when knocked out with a shell be the same as in SMB3?
Nah I was planning on just having a poof. I know it isn't as cool looking; but when a bunch of things start flying around like that it kind of makes my eyes hurt. I'm not even sure if I will make the score appear in the main screen; perhaps just in the bottom portion.
Quote from: MateoConLechuga on November 29, 2016, 01:14:45 AM
Added flying koopas and star power; plus a not-so-secret easter egg :P (you have to figure out how to unlock it though :P)
(http://i.imgur.com/MLcJkvn.gif)
So, uh...
Unicorn Easter Egg?
/me hides
Jokes aside, awesome job! Could you maybe make the sprite have rainbows instead of flickering?
Quote from: MateoConLechuga on November 29, 2016, 01:23:42 AM
Quote from: DJ Omnimaga on November 29, 2016, 01:17:32 AMBy the way, will the star and enemy death animations when knocked out with a shell be the same as in SMB3?
Nah I was planning on just having a poof. I know it isn't as cool looking; but when a bunch of things start flying around like that it kind of makes my eyes hurt. I'm not even sure if I will make the score appear in the main screen; perhaps just in the bottom portion.
Ah ok. As for the bottom, I think this should be more full-screen than split-screen, else it kinda looks weird. If speed is a major issue, then what I recommend doing is removing 5 colums of tiles on each side and adding a few extra rows at the top. The game would not take the full screen width, but it would take a larger portion of the screen vertically and the gameplay area would be closer to the original. For example, if you had a 240x192 resolution including the HUD (32 pixels height), then that's almost the same amount of tiles to display at once and the resolution wouldn't be too far from SNES/NES resolution. The SNES was 256x224, yet some games didn't use all of it (I think Final Fantasy III was 240 pixels large)
Just make settings for formats n' crap so we all have what we want.
:thumbsup:
I guess the issue is with performance and having a similar layout to original games.
The problem with performance is that it may run well with carefully designed levels, but when users are creating levels with too many enemies and such could kill gameplay - with an extra half of the screen even more so.
I think some static 'update when needed' information could be displayed on the bottom half to great effect. Lives, coins, world, powerups, timer etc would be perfect imo
Or have limits to enemies and blocks or settings to reduce lag, like stopping some animations and formatting
Added some more things:
(http://i.imgur.com/qCKXBnh.gif)
Also, animations do not slow the program down at all ;)
Just how often do you want me to press the +1 button here... <_< :ninja:
nah jk, it looks really nice (as always), I really like it :)
how comes there's absolutely no slowdown through animations...? (how did you do that? can you explain it a little bit? I'm curious) ^^
Animations are updated every 3rd frame, and simply require addition. So every single animated tile is updated in that frame, which takes pretty much no time since additions are super quick in assembly. The real slowdown occurs when there is more than 50 things on the visible portion of the screen, but even then it is still totally playable.
I like the utilisation of the bottom half, it looks very slick indeed!
so you dont use different animation speeds? ^^
ok then it's almost similar to how I did it in my first game xD (hoped I could learn a new method) ^^
Well I can speed up animations easily by just changing which frame I want to update in I guess. But it's easier and faster to just update everything
I added a list to the tile IDs (each animated picture got its own number "X" in the list) and change the frame of the animation after X milliseconds, using modulo on the current time (miliseconds) ^^
that way I was able to add different animation speeds (plus different number of tiles for different pics by using a second list), but it then sadly slowed down the game... :/
Your most recent update seems a bit laggy :P
Looks choppier, is that CEmu to blame or...
CEmu allows you to skip frames in order to produce smaller images. By default, it is set to 3 frame skips; I just didn't bother to change it to none. :P
Quote from: MateoConLechuga on November 30, 2016, 10:21:59 PM
Animations are updated every 3rd frame, and simply require addition. So every single animated tile is updated in that frame, which takes pretty much no time since additions are super quick in assembly. The real slowdown occurs when there is more than 50 things on the visible portion of the screen, but even then it is still totally playable.
If you ever need to display that many things at once on a regular basis near the end of the game, what you could do is only display a maximum of sprites per frame and cycle between them, so that some don't always show up each frame. They would flicker NES style, but the speed would remain constant. Or you could make it like most NES/SNES games where if there are too many sprites on the screen, then it won't show any extra one until the rest is moved out of the screen (for example, in Secret of Mana, if you get 3 enemies to follow you, then no more enemy will appear until you kill one of them or one gets out of the screen)
Nice update, by the way :). I think that if the game has different worlds, then the HUD should have backgrounds representing the world type. For example, if you're in world 2, then the sky would be orange with a gradient, the floor made of miniaturized sand floor and there would be pyramids or cactuses in the background. World 3 could be plain blue with fishes.
Finished pipes and vines:
(http://i.imgur.com/zZacDDH.gif)
Also need to work on:
Slopes
Boss
Level end
Fish
Water movement
Raccoon Oiram
Game loading
And yes scoring and timer were temporarily disabled while I move things around :P
I know this is pre-made graphics, but this is just too beautiful and it's progressing fast. :)
How is the speed on a real calc, btw? IIRC CEmu runs slightly faster than the real calc but that might have changed in recent versions.
The speed is the same. DMA is mitigated by storing the sprites in the archive. :P So it runs at exactly the same speed you see in the screenshots; maybe like 1% slower but that's about it.
Ah ok. I remember Pokéwalrus running at like 2 FPS on-calc and 2.5 on CEmu.
Also what are those random pixels in the HUD? ???
Quote from: DJ Omnimaga on December 02, 2016, 04:25:45 AMAlso what are those random pixels in the HUD? ???
I blame whatever optimization program I ran the gif through :P
they are slowly appearing, more and more of them... I wonder what would happen if you let it go on like this for an hour ^^
The dots appear after random time delays (>40 frames to 1 frame)
They dont just appear but also disappear, bot only a few of them
Drawing lines from dot ot dot in the order of their appearance results in some rnadom c...
looking at the coordinates of the appearing dots gives no results (random data it seems)
looking at the timingsof the appearing dots gives no results (random data it seems)
looking at the colors of the appearing dots gives no results (80% white, the rest is colors used in the game like the darg green from the pipes)
@MateoConLechuga: You suck at creating hidden messages :P
But dont worry ur still a great game dev ;D
Wubba Lubba Dub Dub!
Will you add the tanooki suit next, along with its >>>>>>P?
Thabks for explaining the random pixels. I thought it might have been memory areas in the screen used for in-game flags. After all, some shells and compilers draw random junk on the LCD from time to time :P
Big update or dead project? :-[
Quote from: xMarminq_ on December 10, 2016, 07:41:13 PM
Big update or dead project? :-[
It's not dead :P I just have a lot of stuff going on this past week.
It's dead? O.O No update since last three minutes
Finally got slopes and stuff working how I want them to; sliding into enemies takes them out.
(http://i.imgur.com/qq2zVcx.gif)
Had to rewrite pretty much the entire collision routines.
that look sick
Woah that looks very nice and smooth. It looks so much like the real thing :D
Added water, fish, jellies, quicksand, and a pipe at the end to the next stage. Also added a difficult (yet beatable) boss and the awesome 1up mushroom (not shown). Current code size is just under 30K.
(http://i.imgur.com/p3qQc2k.gif)
TODO:
Main Game:
Minor fixes to slope calculations
Racoon Oiram -- lol such hard tho
Design a future-proof level format
Implement level loading/appvar selection
Implement some form of saving
Design splash screen
Level editor:
Actually make one :P
see he is insane
i didn't think you were going to do this mateo
Woah nice additions. Also I see you are adding new type of blocks. :P
:thumbsup:
I'm happy to announce that everything in the main game (including the boss which I won't post in a screenshot, it is a surprise), is complete! I just have to do a few more bug tests routines, add in level saving/loading to the main screen, and then we will see what happens next.
Added Racoon Oiram and score things: (yes, you can do tail whip, didn't show it for some reason though :P)
(http://i.imgur.com/XgdhjCV.gif)
Current code base size is about 33K, I should easily be able to keep it under 35K after everything and optimizations :)
Can't Wait!
:thumbsup:
Wow, so beautiful. I'm glad you managed to get this to run at such smooth speed despite being complex. Good luck with level making :)
Release is finally here! Enjoy! :D
Oiram Download: Download (https://www.cemetech.net/programs/index.php?mode=file&path=/84pce/asm/games/Oiram.zip)
Oiram Level Editor: Download (https://www.cemetech.net/programs/index.php?mode=file&path=/win/OiramLevelEditor.zip)
(http://i.imgur.com/Gt6P7J9.gif)
(http://i.imgur.com/ChCW5sc.png)
(http://i.imgur.com/BoXxKUX.png)
What's the bar?
Could you add how oiram's run cycle is slower then gets to top speed?
Congrats on 20 downloads in 2 hours!
Wow I'm so amazed at the work that was put into this. The only issue is how Avast hates (or eats) the level editor because it thinks it's a virus when it's not. So for now I have to disable my antivirus in order to make levels :P
ANyway I think I'm gonna have fun for a bit, especially that I just got back into Super Mario Maker lately *pokes
@JWinslow23 *. Hopefully the KNIght of Cease aNd DesisT LEtters aND DMCA TakedOwN NoTices won't notice so that we can continue playing Oiram with those nice Mario graphics (although I would settle for :walrii: or something else if necessary)
Congrats MateoC and thank you a lot for the hard work :)
So download it asap!
Save anything else you have on your CE!
Known Bugs:
-Standing on red shell on the second level where you get a mushroom or fireflower (first platform) on the support wooden sprite makes you lose health
-Getting the first leaf powerup on the first level (?) on ground
-Black Screen (Lit screen, no response, have to reset)
-Random RAM clear
-Get Leaf Power and get max speed. Hold run, up and right to fly to the end
That's all I know right now
A few other bugs:
-If you press left and right at the same time, Mario acts funny (although not as much as in Mario All Stars for the SNES)
-Wall jumping seems to happen (at least on pipes. I haven't tried with anything else). Unless it's actually a feature?
-Sometimes, when you try to exit the game menu, it enters the selected stage instead.
-Collision detection with lava and spikes seems extremely sensitive (if you stand on a block right next to them and are just 1 single pixel on the lava or spike, you get hit)
I didn't get any random RAM Clear so far tho.
Do downward faced pipes work?
Checkpoints ASAP pls
EDITOR HELP!
I saved a level to my computer, but then I made changes and won't change.
(sorry for double post)
Nvm i dumb :-[ :-X
Thanks guys! I'll be sure to fix the above bugs asap :)
do not fix the bug repeat do not fix the bug
some of the people on this site like foxes
thx
Quote from: xMarminq_ on January 06, 2017, 12:18:24 AM
So download it asap!
Save anything else you have on your CE!
Known Bugs:
-Standing on red shell on the second level where you get a mushroom or fireflower (first platform) on the support wooden sprite makes you lose health
-Getting the first leaf powerup on the first level (?) on ground
-Black Screen (Lit screen, no response, have to reset)
-Random RAM clear
-Get Leaf Power and get max speed. Hold run, up and right to fly to the end
That's all I know right now
Random ram clear fixed; caused by tile handler jump to invalid code
Black screen fix; caused by doubling the malloc amount without a free on accident
First one cannot reproduce.... But that's probably not a bug. Shells even when stationary make you lose health.
Last one: It's up to you to decide; is indefinite flying a bug or a feature? I don't know what is preferred :p
DJ: Also fixed lava and spike handling so it must be fully over. Pressing left and right together behaves as intended :p Wall jump isn't a feature: but if it happens it is :p Links have been updated as well :)
" Wall jump isn't a feature: but if it happens it is "
well dealt with mateo
Let's play a game : spot the difference between Oriam CE and Super Mario Bros 3 ! :D
Level 1 and World 1 Level 1 :
(http://i.imgur.com/70Oz1WK.png)
(https://i.imgur.com/2DEV0xu.png)
Level 7 and World 2 Level 3 :
(https://i.imgur.com/szwr7W9.png)
(https://i.imgur.com/OFb8ZZA.png)
Level 8 and World 5 Level 3 :
(https://i.imgur.com/Pjpvlqd.png)
(https://i.imgur.com/tRVGyGL.png)
End of Level 9 and end of World 7 Level 2 :
(https://i.imgur.com/2v2rgHf.png)
(https://i.imgur.com/0sKfglO.png)
Level 12 and end of World 8 Castle :
(https://i.imgur.com/PncGclK.png)
(https://i.imgur.com/FwYDrlS.png)
Quote from: MateoConLechuga on January 06, 2017, 06:14:00 AM
Last one: It's up to you to decide; is indefinite flying a bug or a feature? I don't know what is preferred :p
It might make certain levels too easy if flying is infinite like the P-Wing in SMB3, if that's what you guys mean :P
Quote from: DJ Omnimaga on January 06, 2017, 05:12:28 PM
Quote from: MateoConLechuga on January 06, 2017, 06:14:00 AM
Last one: It's up to you to decide; is indefinite flying a bug or a feature? I don't know what is preferred :p
It might make certain levels too easy if flying is infinite like the P-Wing in SMB3, if that's what you guys mean :P
Okay, flying is no longer infinite :)
Actually what Mario Maker does is making the first row of block infinite so you can't go over walls, but that removes the possibility to have secret passages like SMB2 and 3 had
By the way, do you think it would be hard to add control options in the game like SNES Mario All Stars and maybe also a feature allow people to map both special and dashing to the same key? A lot of people were used to using 2nd and Alpha to jump and dash (although I personally prefer Alpha to jump and 2nd to dash, since I can hold the dash key more easily while jumping). I don't think people would have many issues if the power-up key was the same as the dash key, as this is how it used to work in Mario.
I know it's possible to use different controls, since someone on TI-Planet forked Oriam to use 2nd to jump, but it's up to you.
I was going to add the ability to define one's own control scheme; but I've gotten fed up with people talking about it and don't really feel like doing it. Since obviously people can just fork it and do how they see fit; I don't see the problem.
Ah sorry to hear D:, and yeah I understand. Sorry for asking again >.<. But yeah if the project is open-source then I don't see why they can't implement such feature themselves or add improvements (although there isn't that much else to improve in the game IMHO).
Also I hope many people makes levels. I have made one but I want to add more to my pack. The current level in the works is even harder than Rainbow Road, though <_<
EDIT: I didn't know about the weird keypad hardware thing (I don't own a TI calculator), so check the posts below!Switching the keys is as easy as manipulating the interrupt isr_keyboard in the main.c (https://github.com/MateoConLechuga/Oiram/blob/master/src/main.c) file.
Just exchange:
pressed_up = (g7_key & kb_Up);
with
pressed_up = (SOMETHINGELSE);
if you don't like jump being on up and recompile. And if you want bonus-points, just make a fork which allows changing keys ingame and everyone will give you a nice karma++ ;)
Please note that I don't have a CE so I won't even bother setting up Mateo's SDK.
[spoiler]On a side note, it is sad to see how very active users like
@MateoConLechuga,
@DJ Omnimaga and so on are forced to 'produce content' and 'work hard' especially by users who don't do anything at all and not even check out the source code. Why even set up a project as open source if noone cares at all? After all, calc programming is a hobby which should be funny and relaxing, not exhausting.[/spoiler]
Quote from: Adriweb
Having it bound to that key is not as simple as one may think when dealing with other behaviour that can happen, for instance when holding keys etc. Technically, blame "weird keypad hardware" (Mateo said "I can only generate an interrupt on a data change, so if you are holding the jump key and press a different key, it will register as a jump"). I've heard it's similar, in a way, to the current "hold [up] and press any key to jump", although I've never actually had any issue with this one with [up] as jump ; maybe this conflicts with other key groups if it's put on [2nd]?
Reposting here another post of mine...
_______________________________
The "[2nd] for jump" matter has come up quite a few times already on community forums, and there's already a fork (https://tiplanet.org/forum/archives_voir.php?id=795953) that has it changed that way. I had already discussed it with Mateo a few days ago, and it's not like he hasn't tried different keybindings already and refusing to change that to piss people off, you know :P
Having it bound to that key is not as simple as one may think when dealing with other behaviour that can happen, for instance when holding keys etc. Technically, blame "weird keypad hardware" (Mateo said "I can only generate an interrupt on a data change, so if you are holding the jump key and press a different key, it will register as a jump"). I've heard it's similar, in a way, to the current "hold [up] and press any key to jump", although I've never actually had any issue with this one with [up] as jump ; maybe this conflicts with other key groups if it's put on [2nd]?
But anyway, indeed Oiram is open-source, making it a great opportunity for everyone to learn from the code, and try experimenting with it if they so desire...
And if someone ends up being able to make a version that actually has "better" controls by default (rather: liked by more people, since there's no universal truth in all this...) while having no weird issues under specific circumstances (key holding and whatnot), then it's great, and they can (should) also submit a PR on Mateo's repo on Github. Contributing, sharing ideas/improvement/feedback (constructive criticism) on the code etc. is what open-source is all about.
Black screen happened again! Current version
+1
Seems to happen more.
Was just playing my custom lvl and it did that. There were not a lot of enemies on the screen either.
Edited this post because of quote below me
Quote from: xMarminq_ on January 07, 2017, 02:11:54 PM
Black screen happened again! Current version
This is not how to file a bug report.
What have you done before the black screen happened, are you able to reproduce that behaviour?
Red koopas don't have restrictions to where they walk on the red/blue/green semi-blocks
Quote from: p4nix on January 07, 2017, 12:14:17 PM
[spoiler]On a side note, it is sad to see how very active users like @MateoConLechuga, @DJ Omnimaga and so on are forced to 'produce content' and 'work hard' especially by users who don't do anything at all and not even check out the source code. Why even set up a project as open source if noone cares at all? After all, calc programming is a hobby which should be funny and relaxing, not exhausting.[/spoiler]
The TI community needs at least 10000 more users active at the same time in order to be able to sustain team projects. Normally, about 1-3% of the people in a community do something, meaning that if we got about 100 active users across all sites then this means only about 2-3 people will do stuff. I do notice plenty of cool projects by other people, though. The problem is that many projects don't get finished and I saw the same problem happen in every community I've been to (such as those Mario and Metroid fan game forums). That's the way of life, sadly, and even crowdfundscrewed projects are affected.
Quote from: xMarminq_ on January 07, 2017, 06:53:44 PM
Red koopas don't have restrictions to where they walk on the red/blue/green semi-blocks
Is that what causes the black screen?
Quote from: Adriweb on January 07, 2017, 01:14:07 PM
Reposting here another post of mine...
_______________________________
The "[2nd] for jump" matter has come up quite a few times already on community forums, and there's already a fork (https://tiplanet.org/forum/archives_voir.php?id=795953) that has it changed that way. I had already discussed it with Mateo a few days ago, and it's not like he hasn't tried different keybindings already and refusing to change that to piss people off, you know :P
Having it bound to that key is not as simple as one may think when dealing with other behaviour that can happen, for instance when holding keys etc. Technically, blame "weird keypad hardware" (Mateo said "I can only generate an interrupt on a data change, so if you are holding the jump key and press a different key, it will register as a jump"). I've heard it's similar, in a way, to the current "hold [up] and press any key to jump", although I've never actually had any issue with this one with [up] as jump ; maybe this conflicts with other key groups if it's put on [2nd]?
But anyway, indeed Oiram is open-source, making it a great opportunity for everyone to learn from the code, and try experimenting with it if they so desire...
And if someone ends up being able to make a version that actually has "better" controls by default (rather: liked by more people, since there's no universal truth in all this...) while having no weird issues under specific circumstances (key holding and whatnot), then it's great, and they can (should) also submit a PR on Mateo's repo on Github. Contributing, sharing ideas/improvement/feedback (constructive criticism) on the code etc. is what open-source is all about.
I seem to recall something about monochrome ASM/Axe games having issues detecting keys not grouped in a specific way, making it difficult to make games such as Fruit Ninja to work properly. Is that what you mean? Also, those who make ASM libraries like xLIB and Celtic always seemed to have serious difficulties allowing support for multi-keypresses other than arrows + 2nd.
Possibly - I don't know myself the technical details of what's going on on the hardware side that's making this limitation/annoyance.
Yeah same. So I can't really understand what your post mean, but I did hear tidbits about grouped key issues related to the keypad hardware in the past on monochrome models. Is there any visual chart or wiki documentation about this?
Maybe, but here's a textual view of the groups: https://github.com/CE-Programming/toolchain/blob/master/CEdev/include/lib/ce/keypadc.h#L97
That looks kinda bad (the numpad not even being in the same group, if I understand correctly). Casio does what TIn't.
Sorry for the double post but MateoC I found a new bug in the level editor (I don't know if it was fixed yet) which involves level corruption: I don't know how to reproduce it, but basically, once I got done with my 2nd stage, I added a 3rd one to my level pack which was 20x253, but when saving it, Mario always started at the last stage no matter if the new level was 1st with a start position setup.
So I closed the level editor then restarted it, only to find out that whenever I try to reload my level pack, it now says "OriamLevelEditor has stopped working". I can no longer open it to edit it, so in other words, I lost everything unless there's a way to repair my level pack D:
I am attaching the level pack below (it works fine on-calc but it starts at the wrong level):
EDIT: I just noticed that Oiram saves the last stage you're in, so this is why I started at level 3 lol, although it's weird since the previous version I have beaten had 2 levels. Anyway this is what my level looks like on-calc now that I can play it: The width seems wrong (it's supposed to be the default 20)
(https://img.ourl.ca/oirambug.gif)
A few remarks:
-The star lasts way too short, I've noticed that in level 3, I think you should add 3-4 more seconds :p
-The Pirhana plants and fire Piranha plants shouldn't be able to go out from their pipes while you are on it or simply toouching it.
-That leads us to the main point: the Fire Pirhana Plants are completely BROKEN. In levels 4 and 5 that makes impossible to cross some paths unless you justbruteforce it by using some items. The fireballs are waaaay too fast and can cross bricks and even ground, which should not be possible. Furthermore, the plants themselves also go in and out their pipes way too fast. And finally, the fireballs' hitboxes are Strange and broken. in the same exact spot in the brick block stairs in level 5, Mario sometimes get killed while the fireballs are like, 2 millimeters away from Mario.
Quote from: STV on January 08, 2017, 03:59:50 PM
A few remarks:
-The star lasts way too short, I've noticed that in level 3, I think you should add 3-4 more seconds :p
-The Pirhana plants and fire Piranha plants shouldn't be able to go out from their pipes while you are on it or simply toouching it.
-That leads us to the main point: the Fire Pirhana Plants are completely BROKEN. In levels 4 and 5 that makes impossible to cross some paths unless you justbruteforce it by using some items. The fireballs are waaaay too fast and can cross bricks and even ground, which should not be possible. Furthermore, the plants themselves also go in and out their pipes way too fast. And finally, the fireballs' hitboxes are Strange and broken. in the same exact spot in the brick block stairs in level 5, Mario sometimes get killed while the fireballs are like, 2 millimeters away from Mario.
The main reason that it is impossible is because you stink at playing :P If it is so BROKEN BROKEN then maybe you should fix it. Learn how to make a pull request.
(http://i.imgur.com/oZbKAeX.gif)
Anywho, sure I'll fix those bugs. Also yeah DJ, Pieman reported the same thing, I'm rewriting a large portion of the level editor.
erre er
mateo was baing naughty
This reminds me how neither juju nor his bro could get past world 1 in SMB1 and I could reach 8-3 in a breeze. Kids these days... :trollface:
8-3 on the other hand is freaking annoying, though, with those hammer bros <_<
As for pirhanna plants I didn't mind the speed and fireballs going through walls, but yeah them going out of pipes even when standing on them in kind of an issue :P
Quote from: DJ Omnimaga on January 08, 2017, 05:37:47 PM
This reminds me how neither juju nor his bro could get past world 1 in SMB1 and I could reach 8-3 in a breeze. Kids these days... :trollface:
8-3 on the other hand is freaking annoying, though, with those hammer bros <_<
As for pirhanna plants I didn't mind the speed and fireballs going through walls, but yeah them going out of pipes even when standing on them in kind of an issue :P
Well technically they come out when you are standing on them. When you are beside them though the counter restarts. Personally I found this to be annoying though; it's a lot harder to time anything.
I promise I was sometimes killed as small Mario in these stairs :P And I was kinda frustrated to be killed by a Pirhana plant just after passing an annoying portion of the level :P Thank you at least for replying :P
I know I'm making the hitbox a little smaller just in case :) Thanks for the bug reports, I really like them but I also hate them :p
So I just tried the update from Jan 8th and it's quite easier to play with the control options. :) As I said before, awesome job on this game :)
Added some updates, links will be updated as soon as the update on the archives is later than the date this was posted.
- Fixed [mode] control switch bug
- Falling blocks no longer fall instantly, they wait for a bit and then fall
- Jumping must be performed by pressing the jump button, can no longer just hold
- The counter counts down from 600 and Oiram fails once it reaches 0
- Bounding boxes on fireballs has been fixed
- When crouching and being forced through blocks, movement is in the facing direction
- Falling shells on top of Oiram are kicked rather than cause a fail
- Shells work properly on slopes and move faster
- Shells, tail, and fireballs no longer affect Reswob
- Star lasts longer
Level Editor fixes:
- Toggle grid option
- Added ability to export level image
- Less memory overhead
- Fixed bug with corrupted levels caused by pipes
- Shouldn't trigger antivirus software anymore
- Smaller program zipped size
Now can I please be left in peace :P
@MateoConLechuga I tried the new level editor and it still crashes when I try to open my level pack D: . I assume you need to repair the appvar yourself?
Regarding Piranha Plants and Venus Fire Traps (yes, that's their name), they are not supposed to come out when you are within 1 block of the pipe from which they come, or if you are standing on top of them. Within the code, they do spawn, but until you move sufficiently away, they stay in their spots.
And the fire IS supposed to go through bricks and ground. Here's fire-proof (recorded on an emulator):
(http://i.imgur.com/PlTuZjs.gif)
However, the Piranha Plants, if you are within 1 block of them, or on top of them, are supposed to wait to come out no matter what:
(http://i.imgur.com/uCxPpB8.gif)
Quote from: DJ Omnimaga on January 12, 2017, 11:22:52 PM
@MateoConLechuga I tried the new level editor and it still crashes when I try to open my level pack D: . I assume you need to repair the appvar yourself?
I just sent you a PM with your fixed level pack. Looks really nice! :)
JWinslow: Hm okay then :)
Tried the game yesterday and i was very surprised by how smooth it is.
It's best played on real hardware though... controls suck on CEmu unless i use something like AntiMicro.
I wish there was something like the Wondercoin for the TI 84 CE
(http://www.wonderswan.co.uk/images/wonder_coin.jpg)
Perhaps i should make a libSDL port of Oiram and port it back to the Nspire... but it looks like it's going to be a little tricky... ;D
Nice job
Is Antimicro one of those softwares that lets you map a gamepad to anything? I remember using something like that for Wabbitemu, but unfortunately for some reasons it did not work with the d-pad on my Saitek gamepad, so I was forced to use my analog sticks <_<
Oiram for the Nspire would rule, even though it already got PocketSNES and NESpire, because it would be the first original Nspire game release in two years.
Quote from: JWinslow23 on January 13, 2017, 12:45:34 AM
Regarding Piranha Plants and Venus Fire Traps (yes, that's their name), they are not supposed to come out when you are within 1 block of the pipe from which they come, or if you are standing on top of them. Within the code, they do spawn, but until you move sufficiently away, they stay in their spots.
And the fire IS supposed to go through bricks and ground. Here's fire-proof (recorded on an emulator):
(http://i.imgur.com/PlTuZjs.gif)
However, the Piranha Plants, if you are within 1 block of them, or on top of them, are supposed to wait to come out no matter what:
(http://i.imgur.com/uCxPpB8.gif)
Regarding Pirahana plants, something to keep in mind is that in SMB2J there were two kinds of them and one of them actually came out of pipes even when you were next to them. Maybe Mateo is going for SMB2J style?
EDIT Mateo I tried the fixed level and it works perfectly. Thank you a lot :D
Quote from: DJ Omnimaga on January 13, 2017, 07:04:51 AM
Is Antimicro one of those softwares that lets you map a gamepad to anything? I remember using something like that for Wabbitemu, but unfortunately for some reasons it did not work with the d-pad on my Saitek gamepad, so I was forced to use my analog sticks <_<
Oiram for the Nspire would rule, even though it already got PocketSNES and NESpire, because it would be the first original Nspire game release in two years.Quote from: JWinslow23 on January 13, 2017, 12:45:34 AM
Regarding Piranha Plants and Venus Fire Traps (yes, that's their name), they are not supposed to come out when you are within 1 block of the pipe from which they come, or if you are standing on top of them. Within the code, they do spawn, but until you move sufficiently away, they stay in their spots.
And the fire IS supposed to go through bricks and ground. Here's fire-proof (recorded on an emulator):
(http://i.imgur.com/PlTuZjs.gif)
However, the Piranha Plants, if you are within 1 block of them, or on top of them, are supposed to wait to come out no matter what:
(http://i.imgur.com/uCxPpB8.gif)
Regarding Pirahana plants, something to keep in mind is that in SMB2J there were two kinds of them and one of them actually came out of pipes even when you were next to them. Maybe Mateo is going for SMB2J style?
EDIT Mateo I tried the fixed level and it works perfectly. Thank you a lot :D
Yes, I remember those Red Piranha Plants; however, given the art style, powerup choice, and game mechanics that work already, I doubt that he meant for that to be the behavior.
Could you update the links pls
Mateo said he updated the game, but the links were out of date
Oh, he meant that he uploaded the file to Cemetech, but the Cemetech admins did not update the file yet. When you upload files there or on ticalc.org, you have to wait for admins to approve them. So the download link remains the same, but the file remained the old one until the new one got approved and replaced the old one.
Oh poo
Just check the links regularly when an update is announced so hopefully they get updated. That said the version currently available does the job very well as a Mario clone. :)
@Mateo Are you planning to add buzzy beetles, ice slopes, and hammer bros soon?
Anyone can add them on Github
@xMarminq_ :P
I'm a lazy mofo
Any chance you could add texture pack support? You could have it in the editor and have it send as an appvar. The Oiram program would have a screen that lets you select what texture pack you want. Here's one I made, but cannot add. Consider it or shoot it down if you want.
To add it to the level editor, you must recompile the entire editor yourself (there are probably tutorials to do that online) for now. But that won't solve the issue of animated tiles, as you would still need to provide them somewhere.
Congratulations for the ticalc.org feature
@MateoConLechuga . It was very well-deserved. :3=
QuoteMateoC I kind of feel like adding something to Oiram tonight what should it be...
A copy of the sprite sheet in PNG format in the level editor zip file
An option to import said tiles to the Oiram Level Editor
An option to convert it to 8xk (as replacement for the existing tilesheet if anyone wants custom tiles)
That will probably be more user-friendly for people who wanted custom graphics (or replacement sprites if Nintendo pulls a Nintendont) :)
@MateoConLechuga I ran into this in the Feb 16th version D: (and the one before)
(http://i.imgur.com/SCRJY5v.gif)
WTF! That's really weird.
Maybe I had too many files :P
well it's definitely not the scroling method itself killing it, it only happened after the third scrolling event... which actually is really weird... 9_9
I THINK I figured out why the "Turtles" keep falling off the semi-solid blocks. I think there is no collision, which is why they fall off
"only very few turtles were hurt in the making of this game" <_<
glad you found the cause for the bug :) I hope you can also fix it? :)
@xMarminq_ do you mean the red turtles or do you mean that they all fall through the block?
all fall, there's like no hitbox
Quote from: xMarminq_ on February 27, 2017, 02:49:40 AM
all fall, there's like no hitbox
The descriptiveness in this post is kind of lacking. What happens, when, and where? Screenshots if applicable please. :)
The Koops seem to have no pathing or the tiles for the block edges have no hitbox for enemies
Quote from: xMarminq_ on February 27, 2017, 03:20:35 AM
The Koops seem to have no pathing or the tiles for the block edges have no hitbox for enemies
Again, your post is super undescriptive :P What koopas? Where? When does this happen? What edges? Huh? I honestly have no idea what you are talking about.
Screenshot or it didn't happen
Sorry to beat a dead horse but any chance we could have coins that have a water background? The ones we have now create air bubbles when collected. Also new blocks from the NES version would be awesome! It would fill in the fray boxes in the editor too. ;)
Thanks if you read it, powerful Oiram God
Uploaded a new release of the level editor and game! Here's some new features:
P switch which activates blue bricks and blue coins
Water coin tiles (These are automatically generated; no need to implement in the editor)
Fix homescreen glitch when you have a lot of files
Save state of keypad mode when exiting
Fix fireball bouncing glitch
Fix sliding down slopes glitch
Add snow tiles
Add ice blocks; which are more slippery and sometimes have coins in them which can be defeated with fire Oiram
Add doors to act as portals
Add more random tiles for more fun (and an end pipe tile)
Make Reswob a little bit easier to defeat
Thanks all and enjoy!
Download: https://tiplanet.org/forum/archives_voir.php?id=123456
Download editor: https://github.com/MattWaltz/oiram-editor/releases/latest
Wow those are great additions, especially the P switch. Making levels will be even more fun
That looks very spicy O.O
DO NOT PLACE A P SWITCH IN THE EDITOR AND PUT THE BLUE BLOCKS NEAR IT! It crashed or maybe bricked me! :'( :-\
Edit:Froze it. Manual reset fixed it. The P switch looks weird too
Quote from: xMarminq_ on May 20, 2017, 10:24:12 PM
DO NOT PLACE A P SWITCH IN THE EDITOR AND PUT THE BLUE BLOCKS NEAR IT! It crashed or maybe bricked me! :'( :-\
Edit:Froze it. Manual reset fixed it. The P switch looks weird too
Um care to explain more? :P You do realize I can fix things right haha :P
Well it was like this:
P-Switch on the wooden middle tile and had
B=Blue P Bricks
c=Blue P Coins
P=P Switch
W=Wooden middle tile
BBBBB
BCCCB
BCCCB
BCCCB
BCPCB
wwwww
I don' now if the coins spawning where you currently are when you hit the switch crashes the game. ???
Quote from: xMarminq_ on May 21, 2017, 01:45:39 PM
Well it was like this:
Snip
Maybe a screenshot of the level setup in the level editor may help a bit more than a textual representation so Mateo can test it out?
Com's weird about screenshots so here's a file of it. First P switch froze my Calc (But an easy reset fixed it) Next one has the coin and brick around it. The photo attached shows the weird looking p switches. Next is when I hit the second one.
This is caused because you did not transfer all the files in the zip like it said to do. You need to transfer *all* the files; not just the main program man... I don't know what else to tell you. ;)
Works fine here:
(https://usercontent.irccloud-cdn.com/file/2ek9K32r/asdasd.gif)
LOL >:(
I'm a dummy HAHAHA
Glad it wasn't anything else. :thumbsup:
(Not on my meds today LOL) shhhh don't tell anyone I posted that on a public forum shhhh
Lol we got a private subforum xMarminq :P
Hey
@MateoConLechuga how's this? ;) 8)
https://www.youtube.com/watch?v=f8yqwmT8wqs
Here's the level pack if you wanna try yourself...
Haha I really enjoyed that video; nice work :P This is actually the intended behavior; I thought crouching would be nice in case you had walls close together or something :P
hehe great video
@xMarminq_ ;D
except the fact u didnt rotate ur cam D:
I had to use legos to prop up my phone fight me :D
Quote from: MateoConLechuga on May 30, 2017, 08:13:47 AM
Haha I really enjoyed that video; nice work :P This is actually the intended behavior; I thought crouching would be nice in case you had walls close together or something :P
But what about the others, like the hill crouch and block clips?
I can't help but notice that the wireframe toggle (The thing that separates the tiles) and screenshot buttons are missing from the new editor. Explanations
@MateoConLechuga?
Quote from: xMarminq_ on June 05, 2017, 12:26:27 AM
I can't help but notice that the wireframe toggle (The thing that separates the tiles) and screenshot buttons are missing from the new editor. Explanations @MateoConLechuga?
Redownload it :P
Derp
Any current update plans?
Glitch repost after server downtime
How many more tile slots do you have left?
Just asking for a friend ;)
Could someone help me? My Oiram is working but i cant move mario or do anything besides start the level
Quote from: Dino_Horse on August 02, 2017, 10:33:56 PM
Could someone help me? My Oiram is working but i cant move mario or do anything besides start the level
Perhaps reset your calc and re-download the files.
This is a known issue. You can track it here:
https://github.com/mateoconlechuga/oiram/issues/2
Basically; TI broke support for Oiram. Would you mind posting your revision ID code just to be sure?
Revision ID code? What's that?
Oh wait NVM, should have clicked the link first. Wait a sec.
The P-0000X like datestamp at the right of your serial number on the back.
L-04171
Thanks.
The last character is supposed to be a letter, the hardware revision.
So probably L-0417I.
@MateoConLechuga What are the affected hardware revisions ?
As far as I know everything on and after 3/17. So revision I and onwards.
Fml, rip me in math class.
Yeah, at least 3 reports on rev I and not a single one before... yet.
Maybe over the next few days/weeks with back-to-school we'll have more user reports, but in any case, it's a pain to debug/fix :/
Be sure to "subscribe" to that github issue to know about updates when this gets fixed (there's another more technical issue on the toolchain repo too)
Quote from: MateoConLechuga on August 02, 2017, 11:48:31 PM
This is a known issue. You can track it here:
https://github.com/mateoconlechuga/oiram/issues/2
Basically; TI broke support for Oiram. Would you mind posting your revision ID code just to be sure?
That sucks D: Is that fixable and what hardware change did happen?
Quote from: xlibman on August 04, 2017, 07:10:10 PM
Quote from: MateoConLechuga on August 02, 2017, 11:48:31 PM
This is a known issue. You can track it here:
https://github.com/mateoconlechuga/oiram/issues/2
Basically; TI broke support for Oiram. Would you mind posting your revision ID code just to be sure?
That sucks D: Is that fixable and what hardware change did happen?
Also, is Oiram the only program affected?
Nope. All programs which use the same way to redefine interrupt handlers, e.g. for reading the keyboard, are affected.
Darn that sucks. I hope it's fixable. The sucky part is especially those programs that are no longer maintained by their respective authors and (if any) are closed source.
Once the proper fix is found though (might be a matter of "just" a few bytes) it should be fixable even for close source stuff - I'm not sure there are that many programs affected anyway, let alone closed-source ones.
But yeah "that sucks". At least it was caught relatively early thanks to user reports, pretty much all in a few days. Hopefully things will be all good for when school starts or so.
I'm definitively curious if any program I made is affected, as two of my games use ICE Compiler, which is heavily based around the C libraries. I doubt First Fantasy and Wal-Rush now fails since they use TI-BASIC key input but I hope TI doesn't change anything else that could break compatibility (remember the missing 84+ RAM pages in 2007?)
I have an issue. My project Super Marm World has hit a serious roadblock. The first level is corrupted and impossible, and guess what? I think I got there by inserting a new level into the 5th slot of 8 levels. So I was like "Maybe if I change a tile like Oiram's position by one tile up, it will fix the level". So I did that. Didn't fix a thing. And guess what? THE PACK WON"T OPEN IN ANY OIRAM EDITOR VERSION ANYMORE!!! I really need help w/ this. If anyone knows how to fix this is
@MateoConLechuga. Mateo, if you can change Oiram's position down one again PLEASE send it back to me. Here is the file of the corrupted world:
Calm down
@xMarminq_ , this isn't entirely hopeless. Do you have any stray backups? Can you extract the .8xv from your calculator? If worse comes to worse, you can always re-download the program from the archives, load that, then rebuild the new levels. Don't worry, we'll it working again! :thumbsup:
famous last words...
No backups, only copies are on my calc/com but those are the bad ones, extract doesn't work from com or calc, re-download doesn't work AND I downloaded the latest editor.
F***
Wha-what? How could re-downloading not work? Have you tried ~powercycle? (I dunno if this works in CW IRC)
On my other computer here. Guess what I found. An 11k 6 level copy of my pack, no joke. The thing is is that the airship level is pretty big and it would be a shame to do it over. First to reply what they want I'll do it. It's getting late here and I have a flight tomorrow...
I suppose it might not be too hard for
@MateoConLechuga to debug/step-through the editor's loading function to see at which point the file is corrupt. One byte is probably enough to make the whole thing "crash".
It probably is! Mat could try to move Oiram's spawn in the first lvl down a tile, if that's what you meant. (Not resolved)
If you wouldn't mind sending me the 11KB 6 level pack you found I can fix this all pretty easily. Sorry about the wait I've been rather busy myself...
It's ok. I'm currently on a phone and gmail isn't being so great so maybe in 2 hours I'll have the unfinished file posted on my Super Mark World thread. Thank you in advance for helping me with my problem.
I wonderif the file corruption is the same as what I got with my level pack a few months ago? Mateo had to repair it
I really enjoy this calc game, but my situation is that I don't know how to use/access the level editor. I would love some help with this.
NVM just figured out xd
Welcome SuperSteve729!
Here is the recent editor:
https://github.com/mateoconlechuga/oiram-editor/releases/tag/v1.3
Please be sure to say "hi" at the welcoming thread found here:
https://codewalr.us/index.php?topic=32.0
Welcome to Codewalr.us!
@MateoConLechuga any progress?
Did you see my posts on Cemetech about how Oiram cannot hold onto the vines on his upper half of his body when he was Big Oiram? My guess is that the hitbox for detecting vines stays the same when you go in between modes (Small Oiram, Super Oiram, etc.). Maybe change it when you are in the bigger modes of Oiram.
Thanks for helping me with my pack!
-xM
Bump because I want it fixed :D
Fixed it and sent you a PM sorry about the wait :P
I wonder if auto-scrolling levels would be hard to implement?
Quote from: xlibman on September 08, 2017, 04:34:51 AM
I wonder if auto-scrolling levels would be hard to implement?
How do you mean?
I think he means those levels which scroll to the right at a fixed speed. If the screen overtakes you - you die
Thank you so much! ;D
I was getting worried n stuff but there it is in my inbox!
What was the problem with it?
Any chance you could add autoscrollers? I think it would be easy to implement, but i'm not a programmer so IDK what i'm taking about.
Quote from: xMarminq_ on September 23, 2017, 11:45:21 PM
Any chance you could add autoscrollers? I think it would be easy to implement, but i'm not a programmer so IDK what i'm taking about.
What is an autoscroller?
It's like this https://www.youtube.com/watch?v=cmmMiljSRZw
Basically, it's like World 1 stage 4 in SMB3. The screen is locked in and scrolls slowly and you must survive
Any plans on implementation? :)
Added autoscrolling for left/right behavior. Should be updated in the archives whenever an admin has a chance.
You'll need the latest level builder here: https://github.com/mateoconlechuga/oiram-editor/releases/latest
Note that old versions of Oiram may crash if they encounter these newer types of levels. So be sure to update. Enjoy all :)
(https://i.imgur.com/3hT3P9E.png)
Great. :D
I can take care of the editor since it's available.
But could you update the program on TI-Planet, so that players won't have to wait for Cemetech admins ?
https://tiplanet.org/forum/archives_voir.php?id=123456
Thanks. :)
Thank you very much. It's a great Christmas present for all of us. :)
Thank you Mateo! Sorry I wasn't stalking Oiram CE forums all day for the past few days (I don't do it btw hehe) or I would have noticed sooner. I heard you had finals soon (Or are they in the future?) and I hope you are or are going to do well on them. Please fix my Oiram pack! :)