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Posted: Fri 10 Feb, 2006 9:39 pm
by Paul the Avenger
Out of curiosity, whats the difference between the old version of xlib and the new one? ne1 kno?

Posted: Fri 10 Feb, 2006 10:38 pm
by kalan_vod
A whole lot of functions. Just wait like 2 days.

Posted: Sat 11 Feb, 2006 2:50 pm
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.

Posted: Sat 11 Feb, 2006 4:25 pm
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

Posted: Sat 11 Feb, 2006 4:55 pm
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.

Posted: Sat 11 Feb, 2006 5:08 pm
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 ;)

Posted: Sat 11 Feb, 2006 5:33 pm
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

Posted: Sat 11 Feb, 2006 7:54 pm
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

Posted: Sat 11 Feb, 2006 9:04 pm
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

Posted: Sat 11 Feb, 2006 9:56 pm
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

Posted: Sun 12 Feb, 2006 1:37 am
by Paul the Avenger
thanks so much for the sprites

Posted: Sun 12 Feb, 2006 12:46 pm
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)

Posted: Sun 12 Feb, 2006 6:02 pm
by kalan_vod
Great! Keep us updated :D.

Posted: Mon 13 Feb, 2006 1:59 am
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

Posted: Mon 13 Feb, 2006 12:09 pm
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