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A little side-scroller test from Ysoft(Final test)
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Ysoft_Entertainment
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Joined: 23 Sep 2003
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PostPosted: Sat Jul 02, 2005 4:03 am    Post subject: Reply with quote

well, my control is based on baby bob script, meaning that control script is run on "on key press" inside the map(anyone messing with that script will know what i am talking about), and the script itself is run from the map autorun. I did this because I want the game to be multi-level, and what better way to use the script than from map auto run.

anyway, i was messing with pixel by pixel movement, and here is a question, can I put the hero on a location greater then 32767? or will i crash the game doing so, this is very important since I want to create huge game levels.

and on the moogle's smb game, i found out that sometimes i couldn't jump high especially when i was close to a vertical wall.
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OHRGFX
Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals.
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TMC
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PostPosted: Sat Jul 02, 2005 6:33 am    Post subject: Reply with quote

No, you can do that, and you can't pass anything higher than 32767 to the commands anyway. But think about it: thats 16000+ tiles, and the limit on map size is 32000. The would need to be 2 tiles thin, which is impossible.

This makes me realize how many sidescrollers have been made. I can count many (including extended versions of baby bob): Trailblazers, Siv, Baby Bob, Tutorial alliance/POA, Sephy's sidescroller, SMB OHR, the sidescroller minigame in Scary Game, ICFBTM.... I've missed a few. Yet none have WALL JUMPING
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Moogle1
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PostPosted: Sat Jul 02, 2005 6:51 am    Post subject: Reply with quote

SG3 does (as well as air-dash, double-jump, and other acrobatics I'm forgetting). SMB uses a modified SG3 script, but the acrobatics were scrapped for obvious reasons.

Ysoft, if you're making it strictly on-keypress, you're going to have trouble implementing enemies that don't just move in a line. You'll need a main looped script to do anything worthwhile.
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Ysoft_Entertainment
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PostPosted: Sat Jul 02, 2005 7:33 am    Post subject: Reply with quote

the main loop IS on the map auto run. the onkeypress script only handles key presses. the key interpreter runs inside the main loop which checks the global variables. For example: the on key script checks if I press the up arrow, if I did, then it sets global variable jump to true, then the main loop checks if the jump is true, if it is, then it sets other variable to the number of tiles I wanna jump(in v1 it was 4 tiles) then the movement, after that the jump is set to false. and after that, the movement script takes care of that data. Like I said, its heavily based on baby bob script except for me its a simplified version.
the main loop terminates whenever i press ESC, otherwise it constantly checks the key variables, as well as runs the movement script.

I assume that thanks to tmc, it won't cause the buffer overflow, since the majority of the scripts are recursive.
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PostPosted: Sun Jul 03, 2005 1:55 am    Post subject: Reply with quote

Actually, SoJ seems to be causing the OHR to freeze on buffer overflows rather than displaying an error. I suspect a fault in that routine. But yeah, you should be safe.
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Ysoft_Entertainment
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PostPosted: Mon Jul 04, 2005 10:51 am    Post subject: Reply with quote

Alrighty, this is it guys, final test, tell me what you think of it now?

Features pixel by pixel movement.
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OHRGFX
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Moogle1
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PostPosted: Tue Jul 05, 2005 1:34 pm    Post subject: Reply with quote

Better in some respects, not in others.

The conventional sidescroller will *always* have the character centered on the screen except when he nears the edge of a map. This avoids problems like the one I have when I'm standing on top of the wooden pyramid: I can't tell if there's any land underneath me until I've almost landed on it.

The character also moves slowly. It's a fine walk speed if you plan on having a run speed to go along with it.

There's a slight delay at the beginning of each jump. It's not a big problem so much as an oddity, but should be eliminated if possible.
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Ysoft_Entertainment
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PostPosted: Wed Jul 06, 2005 6:07 am    Post subject: Reply with quote

ok, what do you mean there is slight delay in jumps?

and, good point about centering, I will fix it when I will release the first demo of the actual game, about the speed, i think its ok the way it is, because it already has the speed of 2 for vertical movement, and 4 for horizontal,(it moves 10 pixels up and down, and 5 going across.)
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OHRGFX
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Moogle1
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PostPosted: Wed Jul 06, 2005 8:32 am    Post subject: Reply with quote

At least on my computer, there's a slight (<1s) delay just after the first frame of every jump.
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Linkmax
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PostPosted: Thu Jul 07, 2005 12:18 pm    Post subject: Reply with quote

I'm getting the same delay. But otherwise nice work.
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Soule X




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PostPosted: Wed Jul 13, 2005 12:11 am    Post subject: Reply with quote

I didn't notice any delay. I'm on a very slow computer if that matters. Like the jumping and walking moves very sluggishly on my comp, that's how slow it is.
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Ysoft_Entertainment
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PostPosted: Wed Jul 13, 2005 6:58 am    Post subject: Reply with quote

well, I am guessing that constantly checking if you are standing on a wall does give the delay.
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OHRGFX
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