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DarkAuron
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Post by DarkAuron »

As far as I know tr1p didn't use a programming package, he did the grayscale coding himself and worked from scratch, making it as optimal as he can.
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Patori
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Post by Patori »

tr1p: Good luck!!! Finish this one for us!
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tr1p1ea
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Post by tr1p1ea »

The grayscale routine i wrote from scratch, same as the tilemapper and other stuff. The sprite routine is a modified version of CrASH_Man's masked clipped sprite routine. The grayscale quality might suffer a little because i want it to be fast enough for 4 player battles.

Right now im working on the attacking and combo system. Finding time to work on it is difficult though :S.

The *ancient* Mario demo i did doesnt have any business being anywhere near this project :).
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threefingeredguy
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Post by threefingeredguy »

4 player as in 2 on each calc or 4 84+s hooked up in a daisy chain?
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thegamefreak0134
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Post by thegamefreak0134 »

2 on each calc would certainly be interesting, save for the insane coding required to pull that many buttons at once. However, the 4-calc link actually seems easier to pull off.
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Post by katmaster »

This looks really good! Keep up the awesome work. As for 2 people per calc, it's been done before. Just check out Bomberkids....
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Madskillz
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Post by Madskillz »

your own grayscale huh tr1p...heh nice! Man I cant wait to see what you have instore for us.
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tr1p1ea
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Post by tr1p1ea »

I knew i should have mentioned that the 4 player will NOT be human players. I mean 1 humain and 3 AI's or the ability to watch 4 player ai battles.

Link play with this kind of game would be impossible.
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threefingeredguy
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Post by threefingeredguy »

Yeah, I had been beginning to wonder.
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thegamefreak0134
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Post by thegamefreak0134 »

Link play with this kind of game would be impossible.
Who says? Have one player be the host and the other player be a client. Then, the host calc makes all of the important decisions (like anything random) and both calcs basically shout controlls at one another. As long as the physics are the same for both programs and you ensure that no data is lost in the transfers, it should work fine.
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kalan_vod
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Post by kalan_vod »

thegamefreak0134 wrote:
Link play with this kind of game would be impossible.
Who says? Have one player be the host and the other player be a client. Then, the host calc makes all of the important decisions (like anything random) and both calcs basically shout controlls at one another. As long as the physics are the same for both programs and you ensure that no data is lost in the transfers, it should work fine.
I think he is talking about it being in gs and recieving input.
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Post by Liazon »

thegamefreak0134 wrote:
Link play with this kind of game would be impossible.
Who says? Have one player be the host and the other player be a client. Then, the host calc makes all of the important decisions (like anything random) and both calcs basically shout controlls at one another. As long as the physics are the same for both programs and you ensure that no data is lost in the transfers, it should work fine.
how do you designate a host and a client? it's not very simple. syncing the two calcs can be quite difficult. Doing it realtime is not very realistic. and like kalan said, gs
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kalan_vod
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Post by kalan_vod »

Yeah you would have to work with the interups and what not, but if it was turn based....It would work :D.
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dysfunction
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Post by dysfunction »

kalan_vod wrote:Yeah you would have to work with the interups and what not, but if it was turn based....It would work :D.
Except it's most definitely not turn-based.
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kalan_vod
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Post by kalan_vod »

dysfunction wrote:
kalan_vod wrote:Yeah you would have to work with the interups and what not, but if it was turn based....It would work :D.
Except it's most definitely not turn-based.
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