MaxCoderz

for your 1 bit pleasure!

All times are UTC




Post new topic This topic is locked, you cannot edit posts or make further replies.  [ 77 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next
Author Message
 Post subject:
PostPosted: Mon 10 Jan, 2005 1:30 am 
Offline
Sir Posts-A-Lot

Joined: Sat 18 Dec, 2004 3:38 am
Posts: 228
I'm just using it, but its gonna be removed because getInput should check that.


Top
 Profile  
 
 Post subject:
PostPosted: Mon 10 Jan, 2005 4:17 am 
Offline
New Member

Joined: Sat 18 Dec, 2004 4:23 am
Posts: 26
Location: Ohio
Home-Made object oriented programming in asm, very cool.

Looking really good, I might actually have to start playing calc games again :D

_________________
You've seen the posts, now see the sites!
http://hiddenuniverse.blogspot.com
http://teoryn.deviantart.com


Top
 Profile  
 
 Post subject:
PostPosted: Mon 10 Jan, 2005 5:55 am 
Offline
Maxcoderz Staff
User avatar

Joined: Thu 16 Dec, 2004 10:06 pm
Posts: 4095
Location: I cant seem to get out of this cryogenic chamber!
Wow Duck, that is very advanced! I really like it when you can write a handful of functions that are not written for anything specifically, rather can be used for a whole load of things. Sounds like you have thought a great deal about this engine :).

_________________
"My world is Black & White. But if I blink fast enough, I see it in Grayscale."
Image
Image


Top
 Profile  
 
 Post subject:
PostPosted: Mon 10 Jan, 2005 8:39 am 
Offline
Calc Master

Joined: Fri 17 Dec, 2004 3:22 pm
Posts: 1064
Location: Probably playing DDR
Duck wrote:
Which Mario sprites do you not like? Small mario or big mario? I've done my very best to make these as mario'ish as i could. Actually i especially like the big mario.
If you can draw anything better, try. I would consider using them.

hmm okay, this is what i made:
Image


Top
 Profile  
 
 Post subject:
PostPosted: Mon 10 Jan, 2005 9:51 pm 
Offline
Calc Wizard
User avatar

Joined: Fri 17 Dec, 2004 10:22 pm
Posts: 745
Location: Wandering around in the Jungle...
very nice man! Those are damn good! Yes, Duck, it seems you put a whole lot of thought into this engine! Which is great to hear! Keep us posted on this beaut!

_________________
The Revolution is here...


Top
 Profile  
 
 Post subject:
PostPosted: Mon 10 Jan, 2005 10:30 pm 
Offline
Sir Posts-A-Lot

Joined: Sat 18 Dec, 2004 3:38 am
Posts: 228
Hey, these sprites are indeed actually quit good. Once there's a Mario board I will make a poll :) I've got some alternatives lying around as well.

Just now I've fixed the bug I mentioned earlier. At this moment I'm working on improving the inter-object collision code. I need a good stable one before I can start on making the moving shell kill enemies and implementing Flower mario.


Top
 Profile  
 
 Post subject:
PostPosted: Tue 11 Jan, 2005 2:59 pm 
Offline
Maxcoderz Staff
User avatar

Joined: Thu 16 Dec, 2004 10:06 pm
Posts: 4095
Location: I cant seem to get out of this cryogenic chamber!
When is there going to be a Mario Forum?

_________________
"My world is Black & White. But if I blink fast enough, I see it in Grayscale."
Image
Image


Top
 Profile  
 
 Post subject:
PostPosted: Tue 11 Jan, 2005 5:27 pm 
Offline
Maxcoderz Staff

Joined: Fri 17 Dec, 2004 5:33 pm
Posts: 790
Location: On the dark side of the moon.
Very proffesional Duck :). I know that in proffesional game engines (atleast in HL2) every object also has a set of standard methods and variables and new objects derive from that class and add functionality.

I was also planning on making a uniform object handler but it wasn't going to implement it so strict as yours :o .

_________________
"They say that sea was created by a man named Maarten Zwartbol, a long time ago...." - Duck, an old Corbin version


Top
 Profile  
 
 Post subject:
PostPosted: Wed 12 Jan, 2005 12:20 am 
Offline
Sir Posts-A-Lot

Joined: Sat 18 Dec, 2004 3:38 am
Posts: 228
Well its not really really strict, but its just the best way to do it for this game. Much things are a like for a lot of objects.


Top
 Profile  
 
 Post subject:
PostPosted: Wed 12 Jan, 2005 3:37 am 
Don't call your primary functions. Include the code straight into the main loop.

#include "objects.asm"
etc.

It will still be tidy.


Top
  
 
 Post subject:
PostPosted: Wed 12 Jan, 2005 7:04 am 
Offline
Maxcoderz Staff
User avatar

Joined: Wed 15 Dec, 2004 7:26 pm
Posts: 2735
Location: The Hague, Netherlands
Hey duck, good work man! I know from my small steps with Indiana Jones, that it really can get confusing to have different objects on screen and handle for each one the actions to be done. It get's very hard to read after a while... maybe you could write a tutorial about this? :twisted:

_________________
Image


Top
 Profile  
 
 Post subject:
PostPosted: Wed 12 Jan, 2005 1:22 pm 
Offline
Sir Posts-A-Lot

Joined: Sat 18 Dec, 2004 3:38 am
Posts: 228
spencer wrote:
Don't call your primary functions. Include the code straight into the main loop.

#include "objects.asm"
etc.

It will still be tidy.

The functions arent just called in the main loop, but also in some other parts (like in some animations, when you need object movement but no player input, or in the future for example to show a game demo at the background of the menu).

Well, i dont really like writing tutorials about his kind of stuff because it is mainly based on common stuff most people know, and if it works well for me it doesnt necesseraly work well for you... But if you want to know, these are some rough guidelines I use. On the top level, split your important loops (menu, gameloop) into well distinguisable parts/functions. When writing a (sub) function, think well about if it should be split into several parts. When writing a function, define the input and output well, and put the information at the functions name. This way you wont have to read all the code to understand it the next time you see it.


Top
 Profile  
 
 Post subject:
PostPosted: Wed 12 Jan, 2005 2:15 pm 
Offline
MCF Legend

Joined: Mon 20 Dec, 2004 8:45 am
Posts: 1601
Location: Budapest, Absurdistan
I'd call this approach 'feature-oriented' instead of OO, since entities are rather combinations of properties than separate black boxes. It's a clever idea nevertheless, and it allows for great freedom when properly implemented. The glue code is the key here.

You could still throw together a white paper about the architecture. Not a tutorial-type writing.

_________________
The Independent Z80 Assembly Guide
Acelgoyobis
PindurTI


Top
 Profile  
 
 Post subject:
PostPosted: Thu 13 Jan, 2005 9:35 pm 
Offline
Maxcoderz Staff
User avatar

Joined: Thu 16 Dec, 2004 10:06 pm
Posts: 4095
Location: I cant seem to get out of this cryogenic chamber!
I wish to do something similar with what i am working on atm :).

I wouldnt waste your time making a document of any kind about it, it would take up precious coding time! :D.

:shock: - 200th post :roll:.

_________________
"My world is Black & White. But if I blink fast enough, I see it in Grayscale."
Image
Image


Top
 Profile  
 
 Post subject:
PostPosted: Fri 14 Jan, 2005 5:24 am 
Offline
Maxcoderz Staff
User avatar

Joined: Wed 15 Dec, 2004 6:06 am
Posts: 579
Location: Chicago!
Have you ever looked into the Super Mario 3 romhacking tools out there? It seems that it would be quite possible to write a level loader that takes in the original NES levels.

_________________
You know your hexadecimal output routine is broken when it displays the character 'G'.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic This topic is locked, you cannot edit posts or make further replies.  [ 77 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 3 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB ® Forum Software © phpBB Group | DVGFX2 by: Matt