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Advice on general approaches or feasibility and discussions about game design
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Get, Grab, & Go (No Code, mockups galore!)

Sat Nov 22, 2014 1:08 am

So, this basically something easy enough I could try. .o.

The idea is this : you're in a maze as only a single pixel, traversing slowly harder (and bigger mazes) each round. You also don't know what you're score would be until you completed only so many stages (5 to an easy set, going further down to 2 in hard, big maze sets).

Any thoughts?
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Re: Get, Grab, & Go (No Code, mockups galore!)

Sat Nov 22, 2014 1:41 am

Sounds like a great idea!
I really need to get to my gamebuino at my parent´s place to rush it up.
What about hazzards around the maze? not agents yet but tricks or traps. ;)

keep it up!

Re: Get, Grab, & Go (No Code, mockups galore!)

Sat Nov 22, 2014 1:58 am

Heyo, thanks! Also, I congratulate you for making the 888th post in this part of the forum. :lol:
I was considering moving platforms, but I don't really know what I'd be able to do on my own, or how to actually do that. Merp.
Also, I have some more ideas inspired by a maze I did in school - How about warps and floors to make stuff harder? ;)

Re: Get, Grab, & Go (No Code, mockups galore!)

Sat Nov 22, 2014 2:16 am

hehe,
well, I can´t help you with that. Coding for gamebuine is yet very new to me. ;)
But I can tell you about something that could, maybe, inspire!
Here you go:
https://www.youtube.com/watch?v=M7SDyHnFlhA

Re: Get, Grab, & Go (No Code, mockups galore!)

Sat Nov 22, 2014 2:50 am

I would say that what we think about the project doesn't matter much, just do it. Even if it ends up being not so much fun, the knowledge you will have gotten making the game will be very useful in your future projects. Personally the idea doesn't attract me much, but that sounds like the kind of games kids would really enjoy as it is easily approachable and mazes are always fun for them, hell, you find them everywhere including cereal boxes. So, do it!

Re: Get, Grab, & Go (No Code, mockups galore!)

Sat Nov 29, 2014 10:06 pm

So I tried blindly coding...VirtualBox did'nt even open, so this is the fruit of my efforts.
Code:
Gamebunio gb;

static unsigned char PROGMEM logo []=
{
   8,8,
   B00000001,
   B00010001,
   B00000001,
   B00000000,
   B00000000,
   B00000000,
   B11111111,
   B11111111,
};
 
 void setup (){
    gb.begin
    gb.titlescreen(F"Get,Grab,&Go), logo);
 }
 
 void loop(){
   if (gb.update()){
     if (gb.buttons.pressed(BTN_A)){
       gb.setFrameRate(20);
       gb.menu;
       MENULENTGTH 2
       const char strPlay[] PROGMEM = "Play";
       const char strPassword[] PROGMEM = "Password";
       const char const menu[MENULENGTH] PROGMEM = {
           strPlay,
           strPassword,
       };
  void loop(){
    switch(gb.menu(menu, MENULENGTH)){
      case 0
        gb.update
      case 1  //Menu Selected
        startLevelOne();
      case 2  //Password Selected
        displayPassword();
    }
 
  void strPassword(){
    while(1){
      if(gb.update()){
        if (gb.buttons.pressed(BTN_C)) {
          gb.sound.playCancel();
          return;
        }
        gb.display.print(F("Enter Password"));
        gb.display.print(F("0 1 2 3 4 5 6 7"));
        gb.display.print(F("8 9 ! @ # $ % &"));
        gb.display.print(F("    _ _ _ _    ")); 


I also took help from the reference section, if you can't see some similarities. .o.

Re: Get, Grab, & Go (No Code, mockups galore!)

Tue Feb 17, 2015 12:48 am

Tried adding some code...some. I remember a thread saying that parts of the screen like a wall were represented by a 0 or 1, and you could make screens by making an array of 0s & 1s. Anyone know what I'm taking about? :?:

Code:
Gamebunio gb;

static unsigned char PROGMEM logo []=
{
   8,8,
   B00000001,
   B00010001,
   B00000001,
   B00000000,
   B00000000,
   B00000000,
   B11111111,
   B11111111,
};
 
 void setup (){
    gb.begin
    gb.titlescreen(F"Get,Grab,&Go), logo);
 }
 
 void loop(){
   if (gb.update()){
     if (gb.buttons.pressed(BTN_A)){
       gb.setFrameRate(20);
       gb.menu;
       MENULENTGTH 2
       const char strPlay[] PROGMEM = "Play";
       const char strPassword[] PROGMEM = "Password";
       const char const menu[MENULENGTH] PROGMEM = {
           strPlay,
           strPassword,
       };
  void loop(){
    switch(gb.menu(menu, MENULENGTH)){
      case 0
        gb.update
      case 1  //Menu Selected
        startLevelOne();
      case 2  //Password Selected
        displayPassword();
    }
 
  void strPassword(){
    while(1){
      if(gb.update()){
        if (gb.buttons.pressed(BTN_C)) {
          gb.sound.playCancel();
          return;
        }
        gb.display.print(F("Enter Password"));
        gb.display.print(F("0 1 2 3 4 5 6 7"));
        gb.display.print(F("8 9 ! @ # $ % &"));
        gb.display.print(F("    _ _ _ _    "));     
       
 
    const byte WALL[0] PROGMEM = {3,3
    B000000,
    B001110,
    B001110,
    B001110,
    B000000,
    B000000,
    gb.display.clear();
    gb.display.fillScreen(WHITE);
   
    void strPlay(){
    void startLevelOne();
    const byte PIXCHAR[] PROGMEM = {1,1
      gb.display.drawPixel(11,5);
     
    if (gb.buttons.repeat(BTN_RIGHT,3)){
      player_x = player_x + 3;
    } 
    if(gb.buttons.repeat(BTN_LEFT,3)){
      player_x = player_x - 3;
    }
    if(gb.buttons.repeat(BTN_DOWN,3)){
      player_y = player_y + 3;
    }
    if(gb.buttons.repeat(BTN_UP,3)){
      player_y = player_y - 3;
    }
           
   
       

Re: Get, Grab, & Go (No Code, mockups galore!)

Tue Feb 17, 2015 1:26 am

I'm not sure if I can help you, but I believe that the collideBitmapBitmap function is based on Black Pixels.
If this is entirely the case, then you could make the entirety of the maze a bitmap, and add some code to make sure that the player can move if they aren't in the wall.
Otherwise, they will be ejected from the wall, and therefore can continue.
Also, you misspelled "gamebuino" in your code.
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