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#251
Re: Insect Combat
Posted on: 2014/4/19 12:27
PVB Elite
Joined 2008/4/26
USA
870 Posts
CoderContributorTop10 PosterHOTY09 3rdLong Time User (9 Years) PVBCC 2010 EntryPVBCC 2013 Entry
It took at least 12 hours (not straight though) to put in Killipede's special move. Part of the problem was the legs not aligning with the body. So I gave up on it. But then an idea hit me. Why not get Killipede's legs in the same level as the body? So when I did that, I had another lengthy problem to solve: Killipede facing the right way when the special move was done. I think I might have solved it, so I'll post it here. I haven't tested it on real hardware yet, that's the next step.

Attach file:


zip ic04192014.zip Size: 81.33 KB; Hits: 180
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#252
Re: Insect Combat
Posted on: 2014/5/21 21:06
PVB Elite
Joined 2008/4/26
USA
870 Posts
CoderContributorTop10 PosterHOTY09 3rdLong Time User (9 Years) PVBCC 2010 EntryPVBCC 2013 Entry
OK, so my monthly visit to this game only took about one hour to implement and perfect instead of a couple. I have not tested it on real hardware yet, though. I'll do that later and report back if I see anything that needs to be fixed. Anyway, I added fire breath for Panzer Dragonfly. Seems a little ridiculous, but let's remember this isn't really supposed to be based in reality. The year in the game is 2047, though, so dragonflies may be able to breathe fire by then if they hurry up and start mutating that trait. And they are, after all, "dragon"flies. Since this is the special move, you have to be near the foe to do this, just like all the other special moves. To do next is the last special move, Slaying Mantis's head chomp.

Attach file:


zip ic20140521v2.zip Size: 95.67 KB; Hits: 119
Edited by VirtualChris on 2014/5/21 21:43
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#253
Re: Insect Combat
Posted on: 2014/6/9 18:56
PVB Elite
Joined 2008/4/26
USA
870 Posts
CoderContributorTop10 PosterHOTY09 3rdLong Time User (9 Years) PVBCC 2010 EntryPVBCC 2013 Entry
OK, so I came back to this sooner than I thought I would. Slaying Mantis's head chomp is now in the game. And do you know what that means? All 8 special moves are in the game now. And you know what else that means? I'm at the point where I need help with opponent AI, which I have no idea how to even think about doing. But not right now, though. I need to take a break. I spent 6 hours working on this. Started at 4am and it's almost 10am.

EDIT: Fixed a glitch that showed up on real hardware.

Attach file:


zip ic20140609v3.zip Size: 97.73 KB; Hits: 98
Edited by VirtualChris on 2014/6/9 19:17
Edited by VirtualChris on 2014/6/9 19:37
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#254
Re: Insect Combat
Posted on: 2014/6/23 21:39
PVB Elite
Joined 2008/4/26
USA
870 Posts
CoderContributorTop10 PosterHOTY09 3rdLong Time User (9 Years) PVBCC 2010 EntryPVBCC 2013 Entry
OK, I guess the next step is to have the health bars be removed once a fighter gets struck. For the bars, I have written "QQQQQQQQQQQQQQQQ" with a Q being a block (I don't use the letter Q anywhere else in the game, so it's only fitting.) I am wondering if I could use something easy to erase letter Qs at both ends (since the player on the right would need to have the health bar diminish on the other side from the player on the left.)
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#255
Re: Insect Combat
Posted on: 2014/6/28 1:49
PVB Elite
Joined 2008/4/26
USA
870 Posts
CoderContributorTop10 PosterHOTY09 3rdLong Time User (9 Years) PVBCC 2010 EntryPVBCC 2013 Entry
Anyone? I want to work on this game some more.
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#256
Re: Insect Combat
Posted on: 2014/7/11 21:06
VUE(xpert)
Joined 2005/9/17
USA
302 Posts
Long Time User (11 Years)
Quote:

VirtualChris wrote:
Anyone? I want to work on this game some more.


Probably super uninformed thought, but: Could you write a "Black Q" in the place of the Q you want to overwrite to denote lowered health?

Alternatively, erase the bar and re-draw it, but shorter? Back in my (very limited) C++ days, doing something like that with page-flipping didn't cause it to flicker, but I don't know if there's something like that on the VB.
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#257
Re: Insect Combat
Posted on: 2014/7/12 19:23
PVB Elite
Joined 2008/4/26
USA
870 Posts
CoderContributorTop10 PosterHOTY09 3rdLong Time User (9 Years) PVBCC 2010 EntryPVBCC 2013 Entry
I was laying on the couch when an idea hit me. Why not make the end of the bar be a variable, so when the opponent gets hit, a chunk (a character block) of his health meter can be subtracted. So now whenever the opponent gets hit by a special move, his health bar will decrement by 1.

endhealthbaropponent
--, vbTextOut(3endhealthbaropponent-11" ");

Thankfully, writing spaces in code erases what was on screen (if anything) and puts a space in its place. I also changed Killipede's strike zone since he's longer than the other fighters.

Right now, when you hit your opponent 16 times with a special move, it will just loop back to the title screen. Obviously, I will replace this with some sort of victory sequence.

I just had another thought. All the code in the fighting sequence will have to be doubled for the opponent and his AI. That's going to be a tough job getting all that correct. But I'll cross that bridge when I get to it.

Attach file:


zip ic20140712v2.zip Size: 99.34 KB; Hits: 96
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#258
Re: Insect Combat
Posted on: 2014/7/15 1:14
PVB Elite
Joined 2008/4/26
USA
870 Posts
CoderContributorTop10 PosterHOTY09 3rdLong Time User (9 Years) PVBCC 2010 EntryPVBCC 2013 Entry
I worked on this for a couple more hours. I successfully re made the opponent walk back and forth over and over. The only thing that stops them in their tracks is a special move or a punch. I don't know why I did this, I guess just to see if I could. Since the zip files are getting too big and I don't want to use up PVB's server, all future ROMS will be available at the official Insecticide website, which is
http://www.atari2600land.com/banana/ic.html

So go there to get the ROM.
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#259
Re: Insect Combat
Posted on: 2014/7/21 1:36
PVB Elite
Joined 2008/4/26
USA
870 Posts
CoderContributorTop10 PosterHOTY09 3rdLong Time User (9 Years) PVBCC 2010 EntryPVBCC 2013 Entry
I was thinking how to make a "random" number appear. What I'm going to do is start adding a number at the warning screen and continue adding a number throughout the intro and fighter selection screens. My thoughts are: how fast does the Virtual Boy add? Would this be fast enough to make a "random" number? And I also need to think up of things for the opponent to do when the value reaches certain numbers. I was thinking once it got to five, reset to 0 and do that over and over again. Then I could do that if the value is zero, then do this, if it's one, do something else, etc. on up to four (or however many numbers I need.) Also, if I made a random number Void statement and put a "Random();" that in every single game loop, it would continue adding over and over again, right?
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#260
Re: Insect Combat
Posted on: 2014/7/21 19:43
Virtual Freak
Joined 2011/1/21
USA
52 Posts
10+ Game RatingsLong Time User (6 Years) Donator
According to the manual for the processor, the VB should be able to add a full int to another within approximately one cycle, though this can depend on exactly how often the code is called of course. ;)

To help add more 'randomness' to it too, here's an idea I had a bit back. Do your original idea of constantly adding to a value. Then, save this value into the save ram, and then reuse it every time you do this. That way even if they leave that screen at the same time each time, you'll end with a different value.

Taking a step further, you can use this number as an index into a lookup table of random values. That way when you call your Random() it won't be so linear in return value.

DOOM used a similar lookup table technique actually for random values... uh, as a random fact-of-the-day I guess. :P
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