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#21
Re: CAPITAN SEVILLA II GAME
Posted on: 2010/10/22 21:34
PVB Elite
Joined 2003/7/26
USA
967 Posts
PVBCC EntryCoderContributorSpecial AchievementTop10 PosterHOTY09 EntryLong Time User (9 Years) App Coder20+ Game Ratings
Quote:

rubengar wrote:

hello, your code I had seen him days ago, but I did not work.


Can you post what you did? Maybe I can see your error (or, more likely, my error ).

Quote:

I hope you can help me. you could include in my code your jump code??, maybe something I did wrong
:(


Well, I really don't have time right now, and without the graphics I can't recompile to test. Also, I think it would be a good learning experience for you to get it working yourself. You're doing very well so far for a "non-programmer"

Maybe you should just forget my code, and try to understand and then implement the algorithm yourself. Maybe a physics text-book would help?

Quote:
the glitch I'll fix it when the char animation ends!!

thank you very much!!!!


You're very welcome.
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#22
Re: CAPITAN SEVILLA II GAME
Posted on: 2010/10/23 2:07
Virtual Freak
Joined 2008/5/30
Spain
73 Posts
CoderLong Time User (4 Years) PVBCC 2010 2nd
Quote:

RunnerPack wrote:
Quote:

rubengar wrote:

hello, your code I had seen him days ago, but I did not work.


Can you post what you did? Maybe I can see your error (or, more likely, my error ).

Quote:

I hope you can help me. you could include in my code your jump code??, maybe something I did wrong
:(


Well, I really don't have time right now, and without the graphics I can't recompile to test. Also, I think it would be a good learning experience for you to get it working yourself. You're doing very well so far for a "non-programmer"

Maybe you should just forget my code, and try to understand and then implement the algorithm yourself. Maybe a physics text-book would help?

Quote:
the glitch I'll fix it when the char animation ends!!

thank you very much!!!!


You're very welcome.


this night I write new jump code code and fail, but I looked back your code and finally works, thank you very I will include you and other friends of the forum in the credits of the game!! (when I finish the game,jejeje)
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#23
Re: CAPITAN SEVILLA II GAME
Posted on: 2010/10/24 1:37
PVB Elite
Joined 2003/7/26
USA
967 Posts
PVBCC EntryCoderContributorSpecial AchievementTop10 PosterHOTY09 EntryLong Time User (9 Years) App Coder20+ Game Ratings
Quote:

rubengar wrote:

this night I write new jump code code and fail, but I looked back your code and finally works, thank you very I will include you and other friends of the forum in the credits of the game!! (when I finish the game,jejeje)


Hey, way to go! Can't wait to see the new version (and the complete game, of course). I'm honored to have my name
connected to such an interesting game project, although I wouldn't mind getting one of those expensive hams, too

What's the next thing you plan to work on, now that jumping works?
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#24
Re: CAPITAN SEVILLA II GAME
Posted on: 2010/10/25 19:34
Virtual Freak
Joined 2008/5/30
Spain
73 Posts
CoderLong Time User (4 Years) PVBCC 2010 2nd
Quote:

RunnerPack wrote:
Quote:

rubengar wrote:

this night I write new jump code code and fail, but I looked back your code and finally works, thank you very I will include you and other friends of the forum in the credits of the game!! (when I finish the game,jejeje)


Hey, way to go! Can't wait to see the new version (and the complete game, of course). I'm honored to have my name
connected to such an interesting game project, although I wouldn't mind getting one of those expensive hams, too

What's the next thing you plan to work on, now that jumping works?


ohh thanks!!

the following is the collision detection, new enemies, and the new backgrounds(in 3d), etc......I make a very elaborate game. very working hours!!!!!!!!!!!

I leave an update of my demo!!!


A button for jump!!

Attach file:


vb capitan.VB Size: 128.00 KB; Hits: 45
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#25
Re: CAPITAN SEVILLA II GAME
Posted on: 2010/10/26 14:18
Virtual Freak
Joined 2008/5/30
Spain
73 Posts
CoderLong Time User (4 Years) PVBCC 2010 2nd
Quote:

rubengar wrote:
Quote:

RunnerPack wrote:
Quote:

rubengar wrote:

this night I write new jump code code and fail, but I looked back your code and finally works, thank you very I will include you and other friends of the forum in the credits of the game!! (when I finish the game,jejeje)


Hey, way to go! Can't wait to see the new version (and the complete game, of course). I'm honored to have my name
connected to such an interesting game project, although I wouldn't mind getting one of those expensive hams, too

What's the next thing you plan to work on, now that jumping works?


ohh thanks!!

the following is the collision detection, new enemies, and the new backgrounds(in 3d), etc......I make a very elaborate game. very working hours!!!!!!!!!!!

I leave an update of my demo!!!


A button for jump!!




I´m a idiot, the previous file is not correct


when I get home I'll post the correct file, sorry!!!!!!!
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#26
Re: CAPITAN SEVILLA II GAME
Posted on: 2010/10/27 8:38
Virtual Freak
Joined 2008/5/30
Spain
73 Posts
CoderLong Time User (4 Years) PVBCC 2010 2nd
Hi I leave the new file!!


One question, when I load a new background (the backgrounds go one after another if the character progresses,
are not independent levels)
example:

if ((marix>383) && (lives>0)) level=level+1;



I want to eliminate the enemies of the previous background, how?

the world of enemies is:


vbSetWorld(27, WRLD_ON|3, bakalax, 0, bakalay, bframe*24, 0, 96, 24, 48);//enemie1

vbSetWorld(26, WRLD_ON|3, dbakalax, 0, dbakalay, dbframe*24, 0, 96, 24, 48);//enemie2

copymem((void*)BGMap(3), (void*)FONTMAP, 256*16);//font and enemies


thanks!!!!

Attach file:


vb capitan.VB Size: 128.00 KB; Hits: 55
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#27
Re: CAPITAN SEVILLA II GAME
Posted on: 2010/10/28 0:31
PVB Elite
Joined 2003/7/26
USA
967 Posts
PVBCC EntryCoderContributorSpecial AchievementTop10 PosterHOTY09 EntryLong Time User (9 Years) App Coder20+ Game Ratings
Quote:

rubengar wrote:
Hi I leave the new file!!


One question, when I load a new background (the backgrounds go one after another if the character progresses,
are not independent levels)
example:

if ((marix>383) && (lives>0)) level=level+1;



I want to eliminate the enemies of the previous background, how?

the world of enemies is:


vbSetWorld(27, WRLD_ON|3, bakalax, 0, bakalay, bframe*24, 0, 96, 24, 48);//enemie1

vbSetWorld(26, WRLD_ON|3, dbakalax, 0, dbakalay, dbframe*24, 0, 96, 24, 48);//enemie2

copymem((void*)BGMap(3), (void*)FONTMAP, 256*16);//font and enemies


thanks!!!!


Woot! El capitán puede saltaaaaaar!

If you want to stop displaying a World, you just have to leave the "WRLD_ON" (or WRLD_LON or WRLD_RON) part out of the "flags" part of the header. If you're calling vbSetWorld() every frame to update the position of the enemies (which is a little wasteful of cycles, but probably not a big deal in this particular game) you can just keep the flags part in a variable or structure, and change it at will, like this:


u16 enemy1header 
WRLD_ON 3;

.
.
.

// Update inside the loop
vbSetWorld(27enemy1headerbakalax0bakalaybframe*240962448); // Enemy 1

.
.
.

// Disable
enemy1header 3;

// Enable
enemy1header WRLD_ON 3;


Otherwise, you can use the WA structure array in world.h to just change the flags, like this:


// Setup
vbSetWorld(273bakalax0bakalaybframe*240962448); // Enemy 1

.
.
.

// Disable
WA[27].head &= ~(WRLD_ON);

// Enable
WA[27].head |= WRLD_ON;

// Move
WA[27].gx bakalax;
WA[27].gy bakalay;

// Animate
WA[27].mx bframe 24;


Note: the "~" inverts each bit of the argument.
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#28
Re: CAPITAN SEVILLA II GAME
Posted on: 2010/10/30 13:07
Virtual Freak
Joined 2008/5/30
Spain
73 Posts
CoderLong Time User (4 Years) PVBCC 2010 2nd
Quote:

RunnerPack wrote:
Quote:

rubengar wrote:
Hi I leave the new file!!


One question, when I load a new background (the backgrounds go one after another if the character progresses,
are not independent levels)
example:

if ((marix>383) && (lives>0)) level=level+1;



I want to eliminate the enemies of the previous background, how?

the world of enemies is:


vbSetWorld(27, WRLD_ON|3, bakalax, 0, bakalay, bframe*24, 0, 96, 24, 48);//enemie1

vbSetWorld(26, WRLD_ON|3, dbakalax, 0, dbakalay, dbframe*24, 0, 96, 24, 48);//enemie2

copymem((void*)BGMap(3), (void*)FONTMAP, 256*16);//font and enemies


thanks!!!!


Woot! El capitán puede saltaaaaaar!

If you want to stop displaying a World, you just have to leave the "WRLD_ON" (or WRLD_LON or WRLD_RON) part out of the "flags" part of the header. If you're calling vbSetWorld() every frame to update the position of the enemies (which is a little wasteful of cycles, but probably not a big deal in this particular game) you can just keep the flags part in a variable or structure, and change it at will, like this:


u16 enemy1header 
WRLD_ON 3;

.
.
.

// Update inside the loop
vbSetWorld(27enemy1headerbakalax0bakalaybframe*240962448); // Enemy 1

.
.
.

// Disable
enemy1header 3;

// Enable
enemy1header WRLD_ON 3;


Otherwise, you can use the WA structure array in world.h to just change the flags, like this:


// Setup
vbSetWorld(273bakalax0bakalaybframe*240962448); // Enemy 1

.
.
.

// Disable
WA[27].head &= ~(WRLD_ON);

// Enable
WA[27].head |= WRLD_ON;

// Move
WA[27].gx bakalax;
WA[27].gy bakalay;

// Animate
WA[27].mx bframe 24;


Note: the "~" inverts each bit of the argument.



thanks for help me!!
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#29
Re: CAPITAN SEVILLA II GAME
Posted on: 2010/11/1 10:37
Virtual Freak
Joined 2008/5/30
Spain
73 Posts
CoderLong Time User (4 Years) PVBCC 2010 2nd
hi! I need help again!! as I can do to make a flicker character ?? thanksss!!!!
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#30
Re: CAPITAN SEVILLA II GAME
Posted on: 2010/11/3 13:32
Virtual Freak
Joined 2008/5/30
Spain
73 Posts
CoderLong Time User (4 Years) PVBCC 2010 2nd
Quote:

rubengar wrote:
hi! I need help again!! as I can do to make a flicker character ?? thanksss!!!!



I see C tutorials but did not find an answer for blink font o blink character, I would be very grateful if you help me!! Capitan sevilla go on!!:)
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