The Third Invasion
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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)
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.
Anyway,
I started working on the firing part of the code...
(Note: this screenshot is without any movement so far)
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.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)
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.
edit: the other option is learn ASM and learn how an APP is different from an ASM program.
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
here's the link:
http://www.unitedti.org/index.php?showt ... st&p=69548
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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...
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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.
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.
"You're very clever, young man, but it's turtles all the way down!"
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 routinesdysfunction 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
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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
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
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"
course thats only how I would do it
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