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geed

6 months ago

Hello world !

I continue to learn and training, slowly, but it's very interesting.

I started a new project. A small and simple clone of moon-patrol. 

I want add some UFOs, rocks and holes.

At this point, my differential scrolling is working. My rover can jump and go left or right. But i have two problems and i don't find solution :(


Update : 17/09/18 

Complet re-write of the code. No tile mapping or complicated thing ... I'm not enough experienced ... ;)


Update : 13/04/18 

I resolved my problems ! 

Now with : rocks, holes, gravity and weapon ! I want a game less difficult than Oubliette, so i add a "regeneration" of life (like in modern fps game for example).

Next : add UFOs and works on sprites (boom, player, etc.) !


Update : 17/04/2018

This time, i experiment tilemapping and scrolling. I find the definitive form of the "rover" (become a Walker ! )

What do you think ?


Update : 15/05/2018

I have many collisions problems. I upload my code. I want to use tilemapping, but i don't know how to detect correctly collision. My player "stick" on ground or bug :(


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exocet

NEW 6 months ago

Nice project! I can't really help you with programming but I hope we'll be able to play your game soon!

clement

NEW 6 months ago

hello ,

you have error in your for statment 


You define your array with 11 element but you run 12 time in your array : 


#define NUM_BLOCS 11
Box bloc[NUM_BLOCS];

//0,1,2,....,11 == 12 round
for (byte t=0;t<=NUM_BLOCS;t++) {

}

//you need to use < instead of <=: 

//0,1,2,....,10 == 11 round
for (byte t=0;t<NUM_BLOCS;t++) {

} 

in c you dont have protection to length of your array and with your code you can modify other variable out of the array. maybe the player.y ? 


I hope that help :) 

geed

6 months ago

It works ! Two days, third time i reworte the code form scratch. 

geed

NEW 6 months ago

clement clement

It works ! Two days, third time i reworte the code form scratch. 

ragnarok93

NEW 6 months ago

Great looking game ! I will test it soon and give some feedback :). Fingers crossed for this project ;).

ragnarok93

NEW 6 months ago

Woooow geed that looks very good ;). You are learning really fast ;). Hope I will do that good as You someday xD.

jicehel

NEW 6 months ago

I like the Walker, i like the animation, i like the scrolling.

I don't like the shots but i think it's a temporary sprite (sorry if it's not but then i don't like it and it's easy to change compared with walker and job done on the background.) Thanks for the source with the differencial scrolling. It's very good. I don't know if it's possible to smooth it again with a sort of blur in the intermediate pictures to avoid the impression that the stars advance by steps ? I don't think that it's possible to do better a smooth it but maybe someone can perfect it again without low perf of the game.

(Calculate color on each point would be too long but maybe it's possible to precalculate it, i don't know)

geed

6 months ago

Thanks for the feedback ! 

But i'm aggre with you, the "star" background is updated every 8 frames. Maybe the solution is to "accellerate" everything, i don't know ... i will test. Or maybe an animated background with an intermediary pictures (with grey stars and a frame loop at 7) like you said ! good idea, i steal it !

At this time, i must take a choice. Tilemapping are very useful and i bagan to understood how it works. But if i use it, i will lose randomisation of my levels ... 


--- FR ---

Merci pour vos retours ! Pour le fond des étoiles, je suis assez d'accord, il avance par "à coup", je ne sais pas trop comment y remédier. Soit j'accélère tout, soit je teste avec une image atténuée des étoile intermédiaire. Je vais faire des essais.

Pour le reste, je commence à comprendre le tilemapping en décortiquant les jeux des autres, mais je suis embêté, si je pars là dessus je perds le côté aléatoire de la génération des obstacles.

PS : ouais, les tirs sont moches ! :p




geed

NEW 6 months ago

jicehel jicehel

Thanks for the feedback ! 

But i'm aggre with you, the "star" background is updated every 8 frames. Maybe the solution is to "accellerate" everything, i don't know ... i will test. Or maybe an animated background with an intermediary pictures (with grey stars and a frame loop at 7) like you said ! good idea, i steal it !

At this time, i must take a choice. Tilemapping are very useful and i bagan to understood how it works. But if i use it, i will lose randomisation of my levels ... 


--- FR ---

Merci pour vos retours ! Pour le fond des étoiles, je suis assez d'accord, il avance par "à coup", je ne sais pas trop comment y remédier. Soit j'accélère tout, soit je teste avec une image atténuée des étoile intermédiaire. Je vais faire des essais.

Pour le reste, je commence à comprendre le tilemapping en décortiquant les jeux des autres, mais je suis embêté, si je pars là dessus je perds le côté aléatoire de la génération des obstacles.

PS : ouais, les tirs sont moches ! :p




jicehel

NEW 6 months ago

Tu peux avoir un tirage aléatoire des obstacles et faire correspondre les tiles qui correspondent à ces obstacles pour les afficher. Ca veut juste dire que tu dois avoir des raccords toujours à la même hauteur pour pouvoir "coller" les sprites correspondant à un obstacle à la place de ceux du terrain normal. Par contre il faudra faire attention de ne pas avoir d'effet de clignotement. Je pense qu'en faisant des étoiles grosses, ce sera plus simple car tu pourras plus facilement garder à peu près le même effet visuel pendant que l'on triche sur la couleur des points.

clement

NEW 6 months ago

pour les fonds , au lieux de regler la vitesse de deplacement en ajustant tout les combien de frame il avance tu peux te baser sur une vitesse en X

float vxLayer1 = 0,25; //layer etoile
float vxLayer2 = 0,50; //layer montagne 
float vxLayer3 = 0,75; // layer herbe


ensuite a chaque frame tu deplace ton layer de sa vitesse , tu convertie sa position en int avec un arrondi et tu l affiche ou il faut.

Si je dit pas de betise ca devrais fluidifier l annimation (mais ralentir le CPU) 

 

PS : les valeur ci dessus sont mise de facon totalement aleatoire, je n ai meme pas regarder ton code....  

Max

NEW 6 months ago

Trop bien cette update !

Moi je suis à la ramasse avec mon jeu... Si toi tu écris avancer lentement, alors je fais du sur place !

jicehel

NEW 6 months ago

T'inquiètes Max avances à ton rythme. On est tous bénévoles. On fait ce que l'on a envie de fait à notre rythme et par ce que l'on en a envie. Bien sûr les autres peuvent attendre le jeu et c'est tant mieux mais personne ne reprochera jamais réellement (ou alors il aurait tord) de ne pas aller assez vite.   ;)

erico

NEW 6 months ago

Last update looks really great! If I´d have to nitpick, I´d add a few more frames on the walking cycle, keep it up!

geed

NEW 6 months ago

For test purpose i remove grey and green mountain, the cpu down from 110% to 65% on the emulator, it's strange, i must work on this before ... Maybe the transparency ...
And i really need to test it on real hardware !

Aurélien Rodot

5 months ago

Yes, images with transparency are way slower to draw, because the CPU has to check every single pixel :/

Aurélien Rodot

NEW 5 months ago

geed geed

Yes, images with transparency are way slower to draw, because the CPU has to check every single pixel :/

geed

NEW 5 months ago

Project is in stand-by.

It's too ambitious for my skill ... 

I have many collisions problems. I want to use tilemapping, but i don't know how to detect correctly collision. My player "stick" on ground or bug :(

I upload my code, if you have some "tricks" ... but honestly, after one month, i'm close to give up :(


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