[TI-XXXX] Moving a character through a map
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- thegamefreak0134
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- Calc King
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or he came back and didnt see any answer to his "question" (really there is no answer to his question..) and then didnt bother to post..
by the way, i normally temporarily change a tile in a tilemap to the character tile (save origional tile number somewhere) and later i would change it back and do the same with the next location, sometimes i get lazy and just draw a tilemap and then overwrite a sprite where the character is to be..
by the way, i normally temporarily change a tile in a tilemap to the character tile (save origional tile number somewhere) and later i would change it back and do the same with the next location, sometimes i get lazy and just draw a tilemap and then overwrite a sprite where the character is to be..
well, I did refer him to the freely available revsoft tilemapper, as he did ask for some code.
If anyone is thinking of making a guide to making calculator games, I think that would be a great thing, as that's what most people write anyway. Like how to use a tilemapper, store savegames, display text, have a HUD, etc...
It would probably help new asm programmers to get started.
If anyone is thinking of making a guide to making calculator games, I think that would be a great thing, as that's what most people write anyway. Like how to use a tilemapper, store savegames, display text, have a HUD, etc...
It would probably help new asm programmers to get started.
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- Calc King
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ppl like me who want to think of the code themselves without having to do too much math..
use this: http://easyweb.easynet.co.uk/~mrmeanie/algos.htm
if anyone bothered to look through the "source" of my BASIC 3d wireframer they would notice i used exactly those calculations, but it took me a month to get rotation work and guess what.. i backed up an older version and lost the newer one... along with the good rotations..
pitty, but not as bad as your gf suiciding, which my gf did.. bad luck i guess..
use this: http://easyweb.easynet.co.uk/~mrmeanie/algos.htm
if anyone bothered to look through the "source" of my BASIC 3d wireframer they would notice i used exactly those calculations, but it took me a month to get rotation work and guess what.. i backed up an older version and lost the newer one... along with the good rotations..
pitty, but not as bad as your gf suiciding, which my gf did.. bad luck i guess..
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- Calc King
- Posts: 1513
- Joined: Sat 05 Aug, 2006 7:22 am
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- Calc King
- Posts: 1513
- Joined: Sat 05 Aug, 2006 7:22 am
also no offence to him, but i agree
by the way, moving a character through a map isnt one of hte hardest things to do, making a map to begin with is somewhat more difficult, and once you have one the character shouldnt be a problem..
not so much of a problem anyway, but if you can make a tile mapper you can also get a character to move through it.
by the way, moving a character through a map isnt one of hte hardest things to do, making a map to begin with is somewhat more difficult, and once you have one the character shouldnt be a problem..
not so much of a problem anyway, but if you can make a tile mapper you can also get a character to move through it.
- tr1p1ea
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There is a little bit of work that goes into making a tilemap/sprite walking demo. There is a reasonably optimised xLIB example that ships with the release found at ticalc.org
http://www.ticalc.org/archives/files/fi ... 35907.html
I suggest maybe playing around with that example, changing the graphics, messing with keypresses and stuff.
http://www.ticalc.org/archives/files/fi ... 35907.html
I suggest maybe playing around with that example, changing the graphics, messing with keypresses and stuff.
- driesguldolf
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Here are some ideas for a game tutorial:
- Explain tilemaps (8bit restricted, fully scrolling, animated tiles, ...)
- How to use tilemaps (I tought there was only one way to draw tilemaps,... and that is redraw everything... but after wandering these forums I think there are more... (not sure))
- Explain how to link tilemaps together (using a number that refers to another tilemap for every side you can reach)
- How to store other data (list of npc, enemies, enemy projectiles (thinking of zelda)) [This is really easy with my event handler]
- How to code animations (like in Golden Sun (GBA) and verdante forest (calc) during battles) [could be done with a script and an event handler]
- How to use and code an event handler (I have made one, just got it working (all thanx to this forum and wikiti)!!!!! , ask me if I should post it, (it's quit long for a post...))
- How to save progress in a rpg, (using "markers" I think it's called)
- AI
- .... I may think of more
It would be a GODlike tutorial if it has the same quality as 83pa28d (w/o the errors tough...)
If something is not clear, please ask
- Explain tilemaps (8bit restricted, fully scrolling, animated tiles, ...)
- How to use tilemaps (I tought there was only one way to draw tilemaps,... and that is redraw everything... but after wandering these forums I think there are more... (not sure))
- Explain how to link tilemaps together (using a number that refers to another tilemap for every side you can reach)
- How to store other data (list of npc, enemies, enemy projectiles (thinking of zelda)) [This is really easy with my event handler]
- How to code animations (like in Golden Sun (GBA) and verdante forest (calc) during battles) [could be done with a script and an event handler]
- How to use and code an event handler (I have made one, just got it working (all thanx to this forum and wikiti)!!!!! , ask me if I should post it, (it's quit long for a post...))
- How to save progress in a rpg, (using "markers" I think it's called)
- AI
- .... I may think of more
It would be a GODlike tutorial if it has the same quality as 83pa28d (w/o the errors tough...)
If something is not clear, please ask