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[CSE Basic] Flatforme

Started by 123outerme, January 09, 2015, 11:52:46 pm

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DJ Omnimaga

January 11, 2015, 11:06:12 pm #15 Last Edit: January 12, 2015, 04:01:24 am by DJ Omnimaga
Cool to hear. :D I'll give it a try later :)


EDIT: Ok I tried it now and it's pretty good so far. My suggestion would be to make each level more diverse, such as having two platforms sometimes, holes in the ground, etc. :)

123outerme

Quote from: DJ Omnimaga on January 11, 2015, 11:06:12 pm
Cool to hear. :D I'll give it a try later :)


EDIT: Ok I tried it now and it's pretty good so far. My suggestion would be to make each level more diverse, such as having two platforms sometimes, holes in the ground, etc. :)

Thanks! I just modified the engine to allow differing platform heights.

DJ Omnimaga

Oh it will support height too?

123outerme

Quote from: DJ Omnimaga on January 12, 2015, 05:32:07 pm
Oh it will support height too?

Yeah, so instead of being one "layer" (one set of 8 pixels) tall, I can change that to make walls and boxes and stuff. Going back to my example:
                                  ( XXXXXXXX
                                  ( XXXXXXXX

                                  I
                              This is a variable now also.

DJ Omnimaga

Ooh I see, but will this allow platforms to actually be higher in the screen too, forcing the player to jump from one platform to another in other to reach the highest platform?

123outerme

January 13, 2015, 10:06:01 pm #20 Last Edit: January 14, 2015, 02:36:42 am by 123outerme
Quote from: DJ Omnimaga on January 13, 2015, 01:15:04 am
Ooh I see, but will this allow platforms to actually be higher in the screen too, forcing the player to jump from one platform to another in other to reach the highest platform?

So far I only have 1 platform per screen, but theoretically, yes.

Edit: What I mean, is that now platforms can have their top surface in the air and the bottom touching the ground. Differing heights with the same dimensions was always possible.

DJ Omnimaga

Would having two or three or one platform with an hole in the middle slow things down too much?

123outerme

Quote from: DJ Omnimaga on January 13, 2015, 11:47:18 pm
Would having two or three or one platform with an hole in the middle slow things down too much?

Probably, seeing as it's pretty laggy already, but still barely playable (which is why I haven't released the next alpha). I could probably try, but I think the most feasible one would be a hole in the ground, since that doesn't require you to go through multiple sets of coordinates to get the collision.

DJ Omnimaga

Aaah ok, sorry to hear. D: I guess maybe variable height platforms as I suggested would have to be kept for the TI-84 Premium CE then >.<

123outerme

Quote from: DJ Omnimaga on January 14, 2015, 02:51:22 am
Aaah ok, sorry to hear. D: I guess maybe variable height platforms as I suggested would have to be kept for the TI-84 Premium CE then >.<

When it comes out ;)
(And if I'm gonna get it)

DJ Omnimaga

I plan to get it but I need to save money first, plus I most likely won't buy it if its speed is identical to the CSE (for example, if they just emulate a CSE Z80 ROM on a modified TI-Nspire hardware and forgot to remove speed throttling, assuming the Clickpad Nspire 84+ emu didn't run at full speed). Otherwise I am interested since it might give more freedom to TI-BASIC programmers (faster simple games, for example).

I still wish that dual layer ASCII worked on the CSE so that we could use two text characters as a shortcut to draw fast BASIC sprites like on monochrome models. You could even have used them in your game if they would have worked.

AssemblyBandit

The o 0 jumping animation is pure genius!

123outerme

Quote from: DJ Omnimaga on January 14, 2015, 11:11:16 pm
I plan to get it but I need to save money first, plus I most likely won't buy it if its speed is identical to the CSE (for example, if they just emulate a CSE Z80 ROM on a modified TI-Nspire hardware and forgot to remove speed throttling, assuming the Clickpad Nspire 84+ emu didn't run at full speed). Otherwise I am interested since it might give more freedom to TI-BASIC programmers (faster simple games, for example).

I still wish that dual layer ASCII worked on the CSE so that we could use two text characters as a shortcut to draw fast BASIC sprites like on monochrome models. You could even have used them in your game if they would have worked.

Yeah. I'm mostly not sure that I'll get it because it's money I could use to replaced some of my breaking/broken tech, and I could always do with saving up for the future.
Quote from: AssemblyBandit on January 18, 2015, 03:50:17 am
The o 0 jumping animation is pure genius!

Thanks! Like I said earlier, it was because it was near impossible to tell when you could input a direction to affect your momentum, as is required for some jumps. I thought that your character needed to "telegraph" the input timing. However, mechanically, I might not need this anymore, because I am trying to get real-time jumping to work, where your momentum will be freely controllable. Until now, I've been using a small For( loop to propel you upwards and check your collision.

DJ Omnimaga

That said, if you are able to you could always sell your CSE then buy a CE with that money, but it is still a money loss either way. Maybe Kerm could add a speed mode in jsTIfied that makes jsTIfied run approximately twice faster in CSE mode so BASIC programmers can test their games and see if they run too fast or not at CE speed.


That said, for jumping I felt that jumping was kinda fine. The only issue was that jumpind left or right was sometimes hard because you had to tap the arrow then jump key quickly, since the game is quite fast. Maybe you could make it so that when you move left or right it waits two frames instead of one before reseting the jump direction to 0? That said, maybe it could get annoying.

123outerme

Quote from: DJ Omnimaga on January 20, 2015, 07:11:24 am
That said, if you are able to you could always sell your CSE then buy a CE with that money, but it is still a money loss either way. Maybe Kerm could add a speed mode in jsTIfied that makes jsTIfied run approximately twice faster in CSE mode so BASIC programmers can test their games and see if they run too fast or not at CE speed.


That said, for jumping I felt that jumping was kinda fine. The only issue was that jumpind left or right was sometimes hard because you had to tap the arrow then jump key quickly, since the game is quite fast. Maybe you could make it so that when you move left or right it waits two frames instead of one before reseting the jump direction to 0? That said, maybe it could get annoying.

Thanks for the advice! As for jumping, I feel like all that code is slowing the main loop down, so I'm trying to get rid of a lot of it. Another idea I had was to get rid of the jumping "animation" entirely, sorta like how Block Dude didn't animate the blocks falling.
I think that if that doesn't help, I'll drop it for now, and come back when I've learned a lot more ASM, and try to make this an ASM project. But, as far as I am in ASM now, that sounds like a bit of a stretch. :P

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