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Author Topic: Jumping/Parkour  (Read 1918 times)

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Offline Unicorn

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Jumping/Parkour
« on: April 21, 2016, 05:12:43 am »
I've been experimenting with C again, and I think I'm going to attempt to create some sort of shooting game. Not sure how this going to work, but if it gets to complicated, I'm gonna make it into something of a level by level jumping/parkour/portal type thing (without portals)

So here's a screenshot...



Tell me what you think!
« Last Edit: April 22, 2016, 06:02:29 am by Unicorn »


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Offline DJ Omnimaga

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Re: A Game
« Reply #1 on: April 21, 2016, 03:39:18 pm »
I always liked how the screen looked like in 8 bits mode in the TI-OS. :P

But more seriously, I'm glad that you plan to make some Zombie Gun clone or some run and jump game. Good luck @Unicorn and feel free to ask for C help on the forums if you need any. :)
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Re: A Game
« Reply #2 on: April 21, 2016, 07:46:43 pm »
That looks cool! :D

Maybe a bouncer weapon could be an actual thing in the completed game?
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Re: A Game
« Reply #3 on: April 22, 2016, 05:43:43 am »
Yeah, hopefully I can do this!

So I've decides to doaway with the zombie gun idea, I'm gonna create a jumping style game, with different blocks that do different things. Once I get deaths and things working, I hope to maybe build a level sditor of sorts... We'll see...
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Re: A Game
« Reply #4 on: April 22, 2016, 05:53:44 am »
Maybe it could be like Ztrumpet's Jump game for the 84+? It was quite simple to start with as a new language project. You could add power-ups later.

Also, everytime I see this topic, I think of "The Game", then I lose :P
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Offline Unicorn

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Re: A Game
« Reply #5 on: April 22, 2016, 06:02:01 am »
Maybe it could be like Ztrumpet's Jump game for the 84+? It was quite simple to start with as a new language project. You could add power-ups later.
Yeah, I've seen that, but the only thing is that I don't know how to do side scrolling... Otherwise, I would do that...
Quote
Also, everytime I see this topic, I think of "The Game", then I lose :P
Haha, I'll change that now :P
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Re: Jumping/Parkour
« Reply #6 on: April 22, 2016, 06:34:26 am »
That's good. Clear topic titles are your friend anyway :)

ALso feel free to make a side-scrolling help topic if you need help on that. Perhaps scrolling help might be better, but make sure to do your homework first (eg checking Google in case you find something relevant there first)
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Re: Jumping/Parkour
« Reply #7 on: April 22, 2016, 06:26:06 pm »
Oh, that's a much better title. :P

Yeah, hopefully I can do this!

So I've decides to doaway with the zombie gun idea, I'm gonna create a jumping style game, with different blocks that do different things. Once I get deaths and things working, I hope to maybe build a level sditor of sorts... We'll see...
Alright. Level editors are always welcome. :)
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Offline Unicorn

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Re: Jumping/Parkour
« Reply #8 on: April 28, 2016, 04:52:12 am »
Progress! Colossion and lava (?) work, somewhat. I haven't figured out a way to check the entire rectangle for colors, so if you have suggestions, please post :)

Screenshot:



Code: [Select]
//--------------------------------------
// Program Name:
// Author:
// License:
// Description:
//--------------------------------------

/* Keep these headers */
#include <stdbool.h>
#include <stddef.h>
#include <stdint.h>
#include <tice.h>

/* Standard headers - it's recommended to leave them included */
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <graphc.h>
#include <keypadc.h>
#include <debug.h>
/* Other available headers */
// stdarg.h, setjmp.h, assert.h, ctype.h, float.h, iso646.h, limits.h, errno.h, debug.h

/* Put your function prototypes here */

/* Put all your globals here. */
int x = 1, y = 149, a = 1, key, key1, keyPress, getPixel;
bool jump = false, shoot = false;
void main(void) {
gc_InitGraph();
gc_SetColorIndex(37);
gc_FillScrn(0);
gc_NoClipRectangle(0,162,350,350);
gc_SetColorIndex(245);
gc_NoClipRectangle(40,162,16,16);
gc_SetColorIndex(59);
gc_NoClipRectangle(x,y,6,12);
gc_SetColorIndex(37);
gc_NoClipRectangle(100,146,16,16);
while (kb_ScanGroup(kb_group_6) != kb_Clear) {
gc_SetColorIndex(59);
gc_NoClipRectangle(x,y,6,12);
      if (keyPress % 15 == 0) {
        if (key & kb_Left && y > 149 && gc_ClipGetPixel(x-1,y) != 37) {
        gc_SetColorIndex(0);
        gc_NoClipRectangle(x,y,6,12);
            x = x-4;
        }
        if (key & kb_Right && y > 149 && gc_ClipGetPixel(x+7,y) != 37) {
        gc_SetColorIndex(0);
            gc_NoClipRectangle(x,y,6,12);
            x= x+4;
            getPixel = gc_ClipGetPixel(x, y+14);
dbg_sprintf(dbgout, "Get_Pixel Color: ");
dbg_sprintf(dbgout, "%d\n", getPixel);
          }
        if (key & kb_Left && y < 150 && gc_ClipGetPixel(x-1,y) != 37) {
        gc_SetColorIndex(0);
        gc_NoClipRectangle(x,y,6,12);
            x = x-2;
            getPixel = gc_ClipGetPixel(x, y+14);
dbg_sprintf(dbgout, "Get_Pixel Color: ");
dbg_sprintf(dbgout, "%d\n", getPixel);
        }
        if (key & kb_Right && y < 150 && gc_ClipGetPixel(x+7,y) != 37) {
        gc_SetColorIndex(0);
            gc_NoClipRectangle(x,y,6,12);
            x= x+2;
            getPixel = gc_ClipGetPixel(x, y+14);
dbg_sprintf(dbgout, "Get_Pixel Color: ");
dbg_sprintf(dbgout, "%d\n", getPixel);
        }
        if (key & kb_Up && y > 147 && gc_ClipGetPixel(x,y-1) != 37) {
        jump = true;
        getPixel = gc_ClipGetPixel(x, y+14);
dbg_sprintf(dbgout, "Get_Pixel Color: ");
dbg_sprintf(dbgout, "%d\n", getPixel);
        }
        if (jump == true) {
        gc_SetColorIndex(0);
        gc_NoClipRectangle(x,y,6,12);
        y = y-2;
        }
        if (y <= 122) {
        gc_SetColorIndex(0);
        gc_NoClipRectangle(x,y,6,12);
        jump = false;
        }
        if (jump == false && gc_ClipGetPixel(x+3,y+13) != 37) {
        gc_SetColorIndex(0);
        gc_NoClipRectangle(x,y,6,12);
        y= y+3;
        }
}
if (gc_ClipGetPixel(x+3,y+14) == 245)
break;
keyPress++;
key = kb_ScanGroup(kb_group_7);
    key1 = kb_ScanGroup(kb_group_1);
}/* Fill in the body of the main function here */
    gc_CloseGraph();
pgrm_CleanUp();
}
/* Put other functions here */
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Re: Jumping/Parkour
« Reply #9 on: April 28, 2016, 06:27:47 am »
GLad you are making progress. :) Hopefully you can manage to fix some of the display bugs in future updates :) (for example when the guy falls slightly inside the ground)
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Re: Jumping/Parkour
« Reply #10 on: April 28, 2016, 06:31:26 am »
Yup. That has something to do with the coordinates system I'm using for physics, but the landing will be getpixel soon enoigh.

And as Mateo said on irc, I have some optimizing to do :P
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Re: Jumping/Parkour
« Reply #11 on: April 28, 2016, 06:40:32 am »
I was thinking you could maybe make this a kind of 2d Mirror's edge :D
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Re: Jumping/Parkour
« Reply #12 on: April 28, 2016, 06:52:50 am »
If its anything like the google images for those terms, probably not. (yet) For now, probably just a game with squares that do things. Then, sprites, then select thing like sliding and ziplining and things *.*
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Re: Jumping/Parkour
« Reply #13 on: April 28, 2016, 06:56:49 am »
Sqùares that can behave differently, such as making you dash horizontally, up, down, warp elsewhere on the screen, etc, would be a nice addition.
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Re: Jumping/Parkour
« Reply #14 on: April 30, 2016, 08:32:23 pm »
What sort of engine do you use? I know that V3 of mateo's C libraries contains a tilemaper, and ime also working on one. (Albeit mine is definitely not going to be as fast as Mateo's :P )
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