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| Parallax Forums > Public Forums > HYDRA System & Propeller Game Development > Making a game kit for the Hydra/Demoboard | Forum Quick Jump
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 |  Baggers Registered Member

       Date Joined Mar 2007 Total Posts : 1773 | Posted 11/1/2009 2:30 PM (GMT -8) |   | OBC, What about
byte $0_1 , $2_3 , $4_5 , $6_7 ' row0
so
byte $0_0 , $1_1 , $1_1 , $0_0 ' row0 byte $0_1 , $0_0 , $0_0 , $1_0 ' row1 byte $1_0 , $0_0 , $0_0 , $0_1 ' row2 byte $1_0 , $0_0 , $0_0 , $0_0 ' row3 byte $1_0 , $0_0 , $0_0 , $0_0 ' row4 byte $1_0 , $0_0 , $0_0 , $0_1 ' row5 byte $0_1 , $0_0 , $0_0 , $1_0 ' row6 byte $0_0 , $1_1 , $1_1 , $0_0 ' row7
Will come out like a letter C :) http://www.propgfx.co.uk/forum/ home of the PropGFX Lite
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 |  trodoss Scrub

       Date Joined Aug 2008 Total Posts : 268 | Posted 11/1/2009 2:43 PM (GMT -8) |   | @OBC, LOL! I saw you posted a pic of Joust. I will have to put up a screen shot of what I have so far when I get a little time ;) | | Back to Top | | |
    |  trodoss Scrub

       Date Joined Aug 2008 Total Posts : 268 | Posted 11/2/2009 8:04 AM (GMT -8) |   | @Baggers,
Do you have something in the works for collision detection? For the moment it looks like the best bet is to compare sprite positions with each other and/or compare against 'known' positions for background screen elements to use the driver. | | Back to Top | | |
 |  Baggers Registered Member

       Date Joined Mar 2007 Total Posts : 1773 | Posted 11/2/2009 12:41 PM (GMT -8) |   | OBC, Cool glad you're liking it, and getting to grips with it. and yes, I'll do a print function.
trodoss, Joust looks brilliant :) well done, loving the bits under the platforms :) and yes, I was planning to do some sprite to sprite/background collisions etc. Quick question, can we afford another Cog? so I can put the funcs in PASM for speed and pixel collisions, or should I do approximations in SPIN to save a cog?
Edit: PS, sorry for delays in replying in past few days, I've been down to London and Oxford in the past couple of days, so been AFK a LOT! :( or is that AFP :) http://www.propgfx.co.uk/forum/ home of the PropGFX Lite
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 |  trodoss Scrub

       Date Joined Aug 2008 Total Posts : 268 | Posted 11/2/2009 2:05 PM (GMT -8) |   | Thanks! I like the look of the arcade version, and am trying to bring a litte of that to this game. The original, with it's 1-color sprites would not do the driver justice ;)
I am working through some odd 'artificating' issues that have started occuring when I added elements like the ComboKeyboard object. Not discounting yet that it may be long-alignment issue somewhere in the code. I am sure I will find the cause sooner or later.
I would think another cog would work. 5 rendering cogs + 1 keyboard/joypad cog + 1 sound cog + 1 main(game)? | | Back to Top | | |
   |  potatohead 640 Pixels... :)

       Date Joined Sep 2006 Total Posts : 1340 | Posted 11/2/2009 8:18 PM (GMT -8) |   | | | |
    |  neoteric Registered Member
        Date Joined Dec 2005 Total Posts : 136 | Posted 11/3/2009 8:55 AM (GMT -8) |   | | | |
    |  trodoss Scrub

       Date Joined Aug 2008 Total Posts : 268 | Posted 11/4/2009 1:14 PM (GMT -8) |   | @Baggers, Thanks for the offer!
I have one other thing that I will try this evening when I get home. I had a wild hare of testing colors of the 4 corners of where the sprite would move (with the background) to see if that location is a non-zero color. That would work much more elegantly than the current method (setting the background elements to align 8x8, and testing if the player's x and y would fall on that element in the grid).
If that does not work (or, if I cannot get it to work) I will certianly PM, or just post what I have (if the attachments do not work). | | Back to Top | | |
     |  Baggers Registered Member

       Date Joined Mar 2007 Total Posts : 1773 | Posted 11/5/2009 3:01 PM (GMT -8) |   | | | |
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