[TI BASIC] Metal Gear Solid

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Spooner
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[TI BASIC] Metal Gear Solid

Post by Spooner »

Hi I decided to give it a try and code metal gear soild in basic. I want to do it on the Disp/Output map and just have it change the cordinates for movement. For the rooms I am going to just make each one a program.
Kinda like this.

Program MGS
prgFunctions
prgMap1
prgMap2

All the map would cosist of is an output from 1,1 to make the patterns for the walls and other objects that will be added.

This might seem cofusing but I am trying to figure out the formula that will make it so the map has rules. Like no going thru walls, and how the gun shoots and hit detection. I also have the idea to crouch which makes you slower but you can get closer to the the enemy with out them spoting you, which I have no idea how to do.

This is porbabley not the easist way to do this so i am up for suggestions, and anything will be appreciated.


Thanks,
Spooner
(Blake)
Last edited by Spooner on Sat 02 Jul, 2005 11:01 pm, edited 1 time in total.
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nepmarauder
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Post by nepmarauder »

Hello,

I am not a BASIC expert, like Kevin, but I do know plenty enough.

So, you are using Outputs(. Right now, I can think of one way. But, for each map you will have to right several if-then-else statements.

For example:
Imagine a map like this:

111111
100001
100001
111111

0's are blank spots, 1's are walls

Here is some example code:

ClrHome
A -> 2 ;First row
B -> 2 ;Second column

Output(1,1, "1" ;Walls
For(C, 1, 6) ;For loop saves some space
Ouptut(1,C, "1"
End
Output(2,1, "1"
Output(2,6, "1"
Output(3,1, "1"
Output(3,6, "1"
For(C, 1, 6) ;Another For loop
Output(4, C, "1"
End

Lbl 0
Output(A,B, "O" ;Character Cursor

Lbl 1
While 1
getkey -> K
While K = 0
getkey -> K
End

If K = 25 ;Up Key
Then:
Goto 2
End

If K = 34 ;Down Key
Then:
Goto 3
End

If K = 24 ;Left Key
Then:
Goto 4
End

If K = 26 ;Right Key
Then:
Goto 5
End

Goto 1 ;If none of these keys jump to key detect
End

Lbl 2
(A-1) -> A ;Move character up
If A < (or equal to :) ) 1
Then:
2 -> A ;If the character is on a wall, put them back in
End

Goto 0
End

Lbl 2
(A+1) -> A ;Move character down
If A > (or equal to :) ) 4
Then:
3 -> A ;If the character is on a wall, put them back in
End

Goto 0
End

Lbl 3
(B-1) -> B ;Move character left
If B < (or equal to :) ) 1
Then:
2 -> B ;If the character is on a wall, put them back in
End

Goto 0
End

Lbl 4
(B+1) -> B ;Move character right
If B > (or equal to :) ) 6
Then:
5 -> B ;If the character is on a wall, put them back in
End

Goto 0
End
End

This should work. I'll try it.
As for shooting, maybe I will do that on Tuesday morning. Same idea.

See Ya
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Post by thecheat »

you need to put that as code...nep...
Spooner
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Post by Spooner »

That looks really good thats what I had in mind so I think this will beable to go really well if you want to work on this together we can.
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Post by nepmarauder »

Sorry about the "code".
I just started writing. I am still might add in a bullet and crouch example to further what I already wrote. So, look for it soon.
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Post by Spooner »

I tried to make a srite I know it does not look the best it is in level 4 grayscale but what do you think it took me about 2 hours Image
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nepmarauder
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Post by nepmarauder »

I tell you what, I will help you out with this project. However, I am not going to do all of it.

I have other projects that I am doing and high school football takes up most of my summer time.

But, this projects seems fairly simple.

Here is a link to the newest example,

http://www.sentertainment.net/forums/in ... wtopic=594

This exapmle is an BASIC program I continued from the previous post. It include a full screen, square room.

Here is a list of the button functions besides the arrows:
2ND Shoot
MATH Reload
DEL Exit
XTON Crouch (In crouch mode the icon is smaller, and you move slow)

I am still going to add these:
MODE Turn to Face Up
APPS Turn to Face Down
ALPHA Turn to Face Left
STAT Turn to Face Right

Also, I am going to add a "bullet animation" when you shoot.

Then, if I have time I can start on a graphical menu.

When we/you finish, the game should be awesome.
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Spooner
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Post by Spooner »

Ok that sounds awsome and I should beable to download that tonight. I cant wait to see it. I am not sure how to right now but we should make some type of awarness system when you are low you can be closer. To add some type of stealth features to it. I should beable to do anything in the project. Set a rule system(no going thru walls etc), an ai, and some of the maps. Thanks for the help I really appreciate it.
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Post by Shadow Phoenix »

the easiest job is to store rooms into matrices on strings
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Spooner
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Post by Spooner »

Shadow Phoenix wrote:the easiest job is to store rooms into matrices on strings


Agreed.
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Post by tr1p1ea »

Hahaha thats sweet nepmarauder, the crouching is hilarious! :).
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Post by nepmarauder »

Like the crouching... :D

This example is pretty stupid and simple, but it gets the point across.

As for the matrices and strings, that is what I would intend on using. It is a very simple system.
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Post by nepmarauder »

Well I got another great idea.

Has anyone ever used Omnicalc fonts or the on-calc Omnicalc Font Editor, both great programs to have.

Well you could have, in a way, two versions of MGS.

In the game files their would be one MGS program, and there would be an Omnicalc Font program.

Without the Font program, the walls will be 0's, and the main character (I thinks it is Snake, could be wrong, never played the games) will be o's.

With the Font program, the walls will show up like ___
___

and the main character will show up kinda like >O

Get where I am coming from.

For those with Omnicalc, they will have a more graphical game. One's without will still be able to play, but it won't look as good.
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Spooner
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Post by Spooner »

I download your game last night and it rocks. I edited it and decided to rewrite it to where it was alot less complex I just need to put it up. Add a 3 room feature so you can go through rooms. I just need to upload it. Which I should be able to do after tommarow night. About omnicalc that sounds awsome or we could even use xlib.
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Post by tr1p1ea »

Well xLIB doesnt have fonts but it doesnt support things like sprites, tilemaps, scrolling etc.
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