The Third Invasion

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Paul the Avenger
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Post by Paul the Avenger »

Out of curiosity, whats the difference between the old version of xlib and the new one? ne1 kno?
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kalan_vod
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Post by kalan_vod »

A whole lot of functions. Just wait like 2 days.
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Post by Paul the Avenger »

OK, thanks. My one reservation about using xlib is that I have never liked downloading games that have like 19 programs. If I knew how to make apps...Can anyone direct me to a place I can learn?

Anyway,
I started working on the firing part of the code...
(Note: this screenshot is without any movement so far)
Image
So far the shot can only move 9 pixels infront of the ship, but if you think it shold be a higher or lower number, please tell me.
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DJ_O
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Post by DJ_O »

nice so far, but with xLIB you dont need that ma ny programs, look at xLIb xLIb revolution it's only one single program and a few pics and lists
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Post by Liazon »

Paul the Avenger wrote:OK, thanks. My one reservation about using xlib is that I have never liked downloading games that have like 19 programs. If I knew how to make apps...Can anyone direct me to a place I can learn?

Anyway,
I started working on the firing part of the code...
(Note: this screenshot is without any movement so far)
Image
So far the shot can only move 9 pixels infront of the ship, but if you think it shold be a higher or lower number, please tell me.
Someone is making a program, I think it's called BasicBuilder on UTI. It will convert basic programs into apps.

edit: the other option is learn ASM and learn how an APP is different from an ASM program.
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DJ_O
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Post by DJ_O »

Liazon wrote: edit: the other option is learn ASM and learn how an APP is different from an ASM program.
I think API might help a bit for that, unless it doesnt allow making apps ;)
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Post by Liazon »

A lot of the API routines access parts of RAM that aren't accessible by APPs. If I remember correctly, APPs are written to flash ROM and then are loaded to specific parts of RAM. I'm not sure. I just remember hearing there was something wrong with using them.

here's the link:

http://www.unitedti.org/index.php?showt ... st&p=69548
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Paul the Avenger
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Post by Paul the Avenger »

xlibman wrote:nice so far, but with xLIB you dont need that many programs...


So you say. Look at metroid. I know that there are small xlib games, and this will proabably end up being in xlib. However, with things like Metroid, that has so many programs, it wont work for me. Its just things like that...

Also, what should the ships look like? The only thing I could think of wasn't very good... :(

I'll try to recreate it using text...


|-v-|

except that the "v" part was a little lower down. so i really have no good ideas for graphics... :x
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Post by dysfunction »

A game will have no more or less programs with xLib than in pure Basic. If it's going to be Basic anyway, why not use xLib?

As far as sprites, here's a bunch of spaceships sprites I made and am no longer using, including all the ones I had made for my version of Ender's Game.

Image
Image


"You're very clever, young man, but it's turtles all the way down!"
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Post by DJ_O »

dysfunction wrote:A game will have no more or less programs with xLib than in pure Basic. If it's going to be Basic anyway, why not use xLib
thats true, not to mention it might end up with many more programs because in pure BASIC you are limited to 24 KB of RAM so the programs must all be unarchived so most of the time you'll end up splitting all routine used often into several programs. With xLIB you'll be able to keep them in bigger subroutines ran from archive memory so a lot less routines
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Paul the Avenger
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Post by Paul the Avenger »

thanks so much for the sprites
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Post by Paul the Avenger »

by the way, I finished the shooting bit of the code and I have started on the Little Doctor (which may not make it into the final version, since its gonna be hard to program)
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Post by kalan_vod »

Great! Keep us updated :D.
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Post by T0RM3N7 »

well if you take a circle (or sphere in Ender's game) and it expands from the point of impact, then while it expands check to see if the circle touches any ship sprite

Code: Select all

all lists (so that you can have as many shockwaves as possible):
A,B=point of impact x,y respectively; C=radius; D,E=point of interception on the sprite x,y respectively

If C>=((D-A)^2+(E-B)^2)^(1/2) "<=distance formula"
put it in a loop, with the counter scrolling through the lists, till the shockwaves don't reach anything
course thats only how I would do it
girls=time*money
time=money
girls=money*money
money is the root of all evil
girls=(evil^1/2)*(evil^1/2)
girls=(evil^1/2)^2
girls=evil

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Paul the Avenger
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Post by Paul the Avenger »

well, thats certainly a lot better than how I would do it. Thanks a lot.

Completed:

Selecting Ships
Firing
Dr. Device Firing (no collision yet)


Uncompleted:

Movement
AI
Collision Detection


Basically I've done all the easy stuff, so now it's time for the hard stuff
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