Parallax Forums
  HomeLog InRegisterCommunity CalendarSearch the ForumHelp
   
Parallax Forums > Public Forums > HYDRA System & Propeller Game Development > Making a game kit for the Hydra/Demoboard  Forum Quick Jump
 
New Topic Post Reply Printable Version
57 posts in this thread.
Viewing Page :
 1  2  3 
[ << Previous Thread | Next Thread >> ] | Show Newest Post First ]

Oldbitcollector
Professional Stuntman



Email Address Not AvailablePersonal Homepage Not AvailablePrivate Messaging Not AvailableAIM Not AvailableICQ Not AvailableY! Not AvailableMSN Not Available
Date Joined Mar 2007
Total Posts : 3367
 
   Posted 11/6/2009 6:17 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
@Ariba: Exactly the direction I'm thinking.. Neat stuff! On my weekend Propeller list!

@trodoss: I haven't had a chance to try your code (although I know it was meant only for Baggers) but
I appreciate the simplicity of what you've done. I would have burned twice the code for that!
Any chance I can twist your arm into helping with the game rules stuff when I get to that point?

I'm about 1/3 of the way into a simple sprite editor using the Atari video driver. I thought I'd have
more to show of it by now, but it's been an extremely hectic week.
Wish that Parallax sold "Propeller time". Is the one item I find myself short on these days! :)

OBC


New to the Propeller?

Visit the: The Propeller Pages @ Warranty Void.

Back to Top
 

Baggers
Registered Member



Email Address Not AvailablePersonal Homepage Not AvailablePrivate Messaging Not AvailableAIM Not AvailableICQ Not AvailableY! Not AvailableMSN Not Available
Date Joined Mar 2007
Total Posts : 1773
 
   Posted 11/6/2009 8:43 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
Yeah, now that would be a great thing to sell, if only we could get more, I bet it'd be expensive, since it's a sparce commodity lol, can't touch this, song springs to mind though :D

Ariba, that Chip8 emu is great ;)

trodoss, almost finished work for the day, will have a look at it soon.


http://www.propgfx.co.uk/forum/ home of the PropGFX Lite
 

Back to Top
 

trodoss
Scrub



Email Address Not AvailablePersonal Homepage Not AvailablePrivate Messaging Not AvailableAIM Not AvailableICQ Not AvailableY! Not AvailableMSN Not Available
Date Joined Aug 2008
Total Posts : 268
 
   Posted 11/6/2009 9:18 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
@OBC,
If you get to a point and you need help, let me know and I will be more than happy to help as best as I can.

@Baggers,
No hurry. I figured it may take some thought/work, and appreciate any time/effort you can put into it.

If it would be any help (probably not) I could pass along what I had come up with. My challenge was that it was requiring a significant amount of bitwise manipulation to determine background position, and what was throwing me was that it was 5 bytes (40 bits), and then 3 additional bytes per line that had to be 'skipped'

If it was simple 1-byte x/y sort of thing I think I coiuld have gotten it to work.
Back to Top
 

Baggers
Registered Member



Email Address Not AvailablePersonal Homepage Not AvailablePrivate Messaging Not AvailableAIM Not AvailableICQ Not AvailableY! Not AvailableMSN Not Available
Date Joined Mar 2007
Total Posts : 1773
 
   Posted 11/6/2009 1:40 PM (GMT -8)    Quote This PostAlert An Admin About This Post.
Hi trodoss,
 
Here's the first pass of the collision for you, I've almost commented it, but I'm off for an early bed tonight, I'm pooped, but wanted to get it to you.
 
basically there's a PUB called check_collision(x,y,height)
 
which returns 0 or 1
 
0 for no collision and 1 for a collision
it checks all background pixels in the height, and gets a mask for X and X+4 and X+7 to do a test on.
 
There's a bit in Main that checks the bird, and also checks the feet for platform and sets the border to a colour depending on what it's collision is
 
That should give you enough to play around with now :)
 
Jim.


http://www.propgfx.co.uk/forum/ home of the PropGFX Lite
 



File Attachment :
TRO_Joust_001 - Archive [Date 2009.11.06 Time 21.34].zip   28KB (application/x-zip-compressed)
This file has been downloaded 8 time(s).
Back to Top
 

trodoss
Scrub



Email Address Not AvailablePersonal Homepage Not AvailablePrivate Messaging Not AvailableAIM Not AvailableICQ Not AvailableY! Not AvailableMSN Not Available
Date Joined Aug 2008
Total Posts : 268
 
   Posted 11/6/2009 2:04 PM (GMT -8)    Quote This PostAlert An Admin About This Post.
@Baggers,

Thanks! That should be just what I needed. Also, thanks for re-structuring the config a bit (since that was needed as well). I had not yet set up the NES pad config for Hybrid/Hydra.

Now, to correct those lingering issues... ;)
Back to Top
 

Ariba
Registered Member



Email Address Not AvailablePersonal Homepage Not AvailablePrivate Messaging Not AvailableAIM Not AvailableICQ Not AvailableY! Not AvailableMSN Not Available
Date Joined Apr 2007
Total Posts : 495
 
   Posted 11/6/2009 10:06 PM (GMT -8)    Quote This PostAlert An Admin About This Post.
OK, here is the demo for the 16color Driver

It shows Sprites on an partly animated background.
Every pixel of the Background and the Sprites can have one of 16 different colors, they use
the same palette.

The attached pictures shows how the animation is drawn. On every Vertical sync a buffer
with the background is copied to the screen, and then the sprites are drawn over that.
This must be fast, so I have made an Assemby driver for that.
This uses 2 * 6 kByte RAM (for the buffer and the screen), but allows flickerless animation
of the background.

This driver also does a collision detection:
1 color of the sprites can be defined as transparent. And some colors of the screen can
set to be collision sensitiv. You set just a color limit, all lower color numbers are
not collision sensitiv, the higher are.
When a not transparent sprite pixel covers a screen pixel, which is collision sensitiv,
a collision is detected, and the covered screen color is returned.
So you can easy decide which object forced the collision, if you give theme different
colors.

All the pictures are made with my Paint program, parts of the background will look familiar ;)

The Demo is a little playable game, you can move the Helicopter around with the cursor keys,
and get points if you touch the blue Ball. But be wary of the red Ball !

NOW i will add sound. I try it first with my MIDI synth and hope it fits in the Memory.

Andy
Image Attachment :
Image Preview
v_sprite.gif
  3KB (image/gif)
This image has been viewed 28 time(s).

File Attachment :
gamedemo2.zip   23KB (application/x-zip-compressed)
This file has been downloaded 12 time(s).
Back to Top
 

Baggers
Registered Member



Email Address Not AvailablePersonal Homepage Not AvailablePrivate Messaging Not AvailableAIM Not AvailableICQ Not AvailableY! Not AvailableMSN Not Available
Date Joined Mar 2007
Total Posts : 1773
 
   Posted 11/7/2009 2:38 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
trodoss, no worries, have fun doing the next part.

Ariba, Excellent demo :)


http://www.propgfx.co.uk/forum/ home of the PropGFX Lite
 

Back to Top
 
[ << Previous Thread | Next Thread >> ]
New Topic Post Reply Printable Version
57 posts in this thread.
Viewing Page :
 1  2  3 
 
Forum Information
Currently it is Friday, November 20, 2009 8:35 PM (GMT -8)
There are a total of 393,723 posts in 55,520 threads.
In the last 3 days there were 84 new threads and 703 reply posts. View Active Threads
Who's Online
This forum has 17685 registered members. Please welcome our newest member, Steve H.
59 Guest(s), 5 Registered Member(s) are currently online.  Details
Mike Green, aconz2, Cluso99, Rich_W8VK, Franklin