[MARIO] Mario
Moderator: MaxCoderz Staff
Home-Made object oriented programming in asm, very cool.
Looking really good, I might actually have to start playing calc games again
Looking really good, I might actually have to start playing calc games again
You've seen the posts, now see the sites!
http://hiddenuniverse.blogspot.com
http://teoryn.deviantart.com
http://hiddenuniverse.blogspot.com
http://teoryn.deviantart.com
- Madskillz
- Calc Wizard
- Posts: 745
- Joined: Fri 17 Dec, 2004 10:22 pm
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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...
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.
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.
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- Maxcoderz Staff
- Posts: 791
- Joined: Fri 17 Dec, 2004 5:33 pm
- Location: On the dark side of the moon.
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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 .
I was also planning on making a uniform object handler but it wasn't going to implement it so strict as yours .
"They say that sea was created by a man named Maarten Zwartbol, a long time ago...." - Duck, an old Corbin version
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).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.
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.
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- MCF Legend
- Posts: 1601
- Joined: Mon 20 Dec, 2004 8:45 am
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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.
You could still throw together a white paper about the architecture. Not a tutorial-type writing.