Prop Invaders & Other '80s Games [Need people who've played the Originals]
ProcessingData...
Posts: 208
Announcing: Propeller Invaders (Okay, so sort of. Kinda not finished. But it at least works! Sort of. )
I've worked on this game the past few nights, and got it to the point of working. However, I've tried to add shooting and making the aliens disappear when the shot hits them several diffrent ways, and the Prop goes absolutly nuts! Attached is a version of it, the best working one so far. Each alien has a variable that makes them disappaear when it is equal to 1. The bullets are tracked, but so far only one can be shot at a time.
The end goal is to have an '80s game pack, with Prop Invaders(I've played only this one)·, (P)Asteroids,
(P)Pitfall, and maybe (P)Galactica.
Any help would be apprecciated.
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Basic Stamp,···· Propeller,·· · SX,·· FUN!
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Post Edited (ProcessingData...) : 6/16/2009 9:23:34 PM GMT
I've worked on this game the past few nights, and got it to the point of working. However, I've tried to add shooting and making the aliens disappear when the shot hits them several diffrent ways, and the Prop goes absolutly nuts! Attached is a version of it, the best working one so far. Each alien has a variable that makes them disappaear when it is equal to 1. The bullets are tracked, but so far only one can be shot at a time.
The end goal is to have an '80s game pack, with Prop Invaders(I've played only this one)·, (P)Asteroids,
(P)Pitfall, and maybe (P)Galactica.
Any help would be apprecciated.
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Basic Stamp,···· Propeller,·· · SX,·· FUN!
START:·
>Proccessing Data. . . .··
>Task Complete. . .·.
>Saving Data. . . .
>Entering SLEEP Mode. . . .
>Signing OFF
Post Edited (ProcessingData...) : 6/16/2009 9:23:34 PM GMT
zip
32K
Comments
I may work on astroids, concidering it is great fun, but I only have a demo board (and no sound... it's broken). So if you want sound/music and gamepad/joystick control you will have to add that part.
I can put sound into all of them.
Any way, if you could start on asteriods, that would be great, as that is one of the 2 games I haven't played. (The other is galactica) I just got the "shields" up and running for prop invaders, just have to work out a few minor glitches.
(Why won't the aliens move down????)
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Definately off to a good start! Certianly looks the part.
Are you hand-coding the font? Certianly one way of doing it [noparse];)[/noparse]
Also, reminds me...Need to add keyboard support to MythicFlight... [noparse];)[/noparse]
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the variable 'ax' needs to be of type 'long' instead of 'byte'
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Basic Stamp,···· Propeller,·· · SX,·· FUN!
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Post Edited (ProcessingData...) : 6/15/2009 11:05:14 PM GMT
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If it will make your life any easier, you might consider downloading/using the FontGenerator utility that I wrote for AIGeneric.· If you look at the first post in the Mythic Flight thread, you will find a .zip file with the utility:
http://forums.parallax.com/showthread.php?p=766328
Keep up the great work [noparse];)[/noparse]
--trodoss
It looks good so far though, from what I saw of it! [noparse]:)[/noparse]
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Re: Mythic Flight
It runs pretty fast, so if you didn't move the character away from the obstacles, or shoot the arrows at the enemies, it would die almost right away.
When the character gets 'pushed' back to the back edge of the screen they 'die', which sounds like is what is happening. The game is more geared at 'gamepad' gameplay. I have been told that the first level is a little too difficult. I need to go back and adjust it, or it may end up as the 'final' level in the game. It should at least be 'playable' (even if it is annoyingly hard).
One thing you can do if you find it too difficult is adjust the "waitcnt(8_000_000 + cnt)" (at line 326) to something slower, and you should be able to play it easier. I might at some point have a 'configuration' screen, or something along those lines. The other option would be to comment out lines 613-619 (in the "PlayerDead" routine), so that the main character never 'dies' -- always ways to 'cheat' when you have the source code [noparse];)[/noparse]
It...is definatly not finished. There were lots of things as "to do's" for myself that I had in there that needed to be done. One of which was to add back in sound.
Also I have the latest version of Prop Invaders, It has better sound, and the little spaceship that shows up every so often. It also has the speeding up of the aliens, Although it needs to be slowed waay down. I put a little Pub routine in it too, that is supposed to make the alien disappear, but it doesn't work for some reason. Maybe a variable is too small? [noparse];)[/noparse]
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Basic Stamp,···· Propeller,·· · SX,·· FUN!
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Post Edited (ProcessingData...) : 6/16/2009 6:28:57 PM GMT
FontGenerator.exe requires either the Mono or .Net 2.0 runtime. If you do not have either one of those installed, you would most likely get an error.
I will take a look at your latest code and see what might be causing your problem.
if fire == 1
...and I think you might have meant:
if fire[noparse][[/noparse]0] == 1
also, you have the 'repeat' statement following the 'if'
I think you would need to indent the if firey[noparse][[/noparse]0]... statement, so that it takes place in your loop.
I will have to check/test further to see if it is retaining the value in the alien[noparse][[/noparse]g] array. It may need a pointer reference to the array in order to update it.
I've been working on the main program, and now it has·a help menu, and a color screen option menu. Thanks for your help, trodoss.
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I'll post the code in a minute, after I do a victory dance.--an Ecstatic ProccessingData...
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Basic Stamp,···· Propeller,·· · SX,·· FUN!
START:·
>Proccessing Data. . . .··
>Task Complete. . .·.
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>Entering SLEEP Mode. . . .
>Signing OFF
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Basic Stamp,···· Propeller,·· · SX,·· FUN!
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At least going through the process of rewriting sections of the code will give you a fresh perspective.
Just a few observations (to take with a grain of salt):
I noticed there are lots of blocks of similar code that you might think about making a parameterized routine to handle (like drawing the aliens/shields/etc.). Helps to minimize headaches when you only have 1 place to change something (instead of 4). Also, if you have a value like 20 is the maximum number of aliens, or 10 aliens in a row, I would recommend making a constant for those. Again, easier to manage the code when it changes. It also helps a little with readability of the code.
Anyway (and above all) have fun working on your project!
If you want to make the motion of the laser a little smoother, you could use sub-tile animation. It's explained better somewhere·in the HYDRA book, but basically you would display a series of tiles that start with the laser in the bottom of the tile and end with it at the top. Just an idea.
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