[TI BASIC] Metal Gear Solid
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[TI BASIC] Metal Gear Solid
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)
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.
- nepmarauder
- Regular Member
- Posts: 119
- Joined: Thu 14 Apr, 2005 7:02 pm
- Location: Ann Arbor, MI
- Contact:
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
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
IT'S GREAT TO BE A MICHIGAN WOLVERINE!
- nepmarauder
- Regular Member
- Posts: 119
- Joined: Thu 14 Apr, 2005 7:02 pm
- Location: Ann Arbor, MI
- Contact:
- nepmarauder
- Regular Member
- Posts: 119
- Joined: Thu 14 Apr, 2005 7:02 pm
- Location: Ann Arbor, MI
- Contact:
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.
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.
IT'S GREAT TO BE A MICHIGAN WOLVERINE!
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.
- Shadow Phoenix
- Calc Guru
- Posts: 835
- Joined: Mon 03 Jan, 2005 7:54 pm
- Location: out there. seriosly.
- nepmarauder
- Regular Member
- Posts: 119
- Joined: Thu 14 Apr, 2005 7:02 pm
- Location: Ann Arbor, MI
- Contact:
- nepmarauder
- Regular Member
- Posts: 119
- Joined: Thu 14 Apr, 2005 7:02 pm
- Location: Ann Arbor, MI
- Contact:
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.
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.
IT'S GREAT TO BE A MICHIGAN WOLVERINE!
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.