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Rock Cutter


Kiwi

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When I first program this game, I wanted to make a platformer. I did make a gameboy mockup for Pixelation challenge thread long long time ago.

blogentry-24767-0-99902300-1444882171.gif blogentry-24767-0-84708600-1444882194.gif

Then went on to make a Mock-up of Rock Cutter, if it was made for NES.

blogentry-24767-0-07916400-1444882565.gif

I made this in Flash 5. I didn't really know how to program back then. The Gameboy and NES mock-up was created in middle of 2002. I thought of trying to make this game for the Colecovision. Platformer is one of my favorite game genre. So I started on it last year in July.

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First thing when I program is work on the controls. Gravity is a pretty new thing for me to figure out. Also tell Quinn if there's a ground, if there's a ground then your y position is -2. And being on a ground, you're able to jump. Jump is +4 for a few frames, and then dies off when the jumpcounter expires. I only have Quinn attack only when he is standing on the ground. I might be able to have him attack in the air, but he can't move when he is in attack position, but gravity may still work on him. I thought of shooting out blade, but didn't really figure it out. Although, it'll make the game a lot easier.

Second thing, is sprites system. Quinn's sprite number is 12-15. And the 2 colored objects are alternating 0-11, 16-23. The sprite bosses share that slot too. Colecovision only can display 4 sprites on a line. Quinn will alway be visible, while 3 objects on a line is visible to the player. 4th object will get dropped.

if(flicker==0){i=0;for(ID=0;ID!=6;ID++){sprites[16+i].y = 207;sprites[17+i].y = 207;sprites[0+i].y = objecty[ID];sprites[0+i].x = objectx[ID];sprites[0+i].colour =objectc1[ID];sprites[0+i].pattern =objectp1[ID];sprites[1+i].y = objecty[ID];sprites[1+i].x = objectx[ID];sprites[1+i].colour =objectc2[ID];sprites[1+i].pattern =objectp2[ID];i+=2;}if(bosson==4){boss4();}if(bosson==3){boss3();}if(bosson==1){boss();}flicker=1;goto flick;}if(flicker==1){i=10;for(ID=0;ID!=6;ID++){sprites[0+i].y = 207;sprites[1+i].y = 207;sprites[16+i].y = objecty[ID];sprites[16+i].x = objectx[ID];sprites[16+i].colour =objectc1[ID];sprites[16+i].pattern =objectp1[ID];sprites[17+i].y = objecty[ID];sprites[17+i].x = objectx[ID];sprites[17+i].colour =objectc2[ID];sprites[17+i].pattern =objectp2[ID];i-=2;}if(bosson==1){boss();}if(bosson==3){boss3();}if(bosson==4){boss4();}flicker=0;goto flick;}flick:


Most of the enemies have a black outline, so it won't be difficult to see them on a busy colorful background even when they are flickering.

Having 6 objects maximum is enough for this game. Having more than 6 objects will guarantee that the game will slowdown when it get really busy. Then you have an issue that the NMI will corrupt the screen a bit during updating the time when there is slowdown occurring. Flappe Byrd and Flight of the Icarus had 6 objects maximum.

I am now working on the fourth level. The boss in this one is already programmed. I might have space for 5th short level with the final boss. I'm up 28.7KB. I should be able to condense more data to cram more stuff in.

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You have a lot of duplicated code in that routine when the only things that affect it are flicker and i. It would be more compact to write :-

 

    if (flicker==0)
        i=0;
    else
        i=10;
    flicker^=1;
    for(ID=0;ID!=6;ID++)
        {
        sprites[16+i].y = 207;
        sprites[17+i].y = 207;
        sprites[0+i].y = objecty[ID];
        sprites[0+i].x = objectx[ID];
        sprites[0+i].colour =objectc1[ID];
        sprites[0+i].pattern =objectp1[ID];
        sprites[1+i].y = objecty[ID];
        sprites[1+i].x = objectx[ID];
        sprites[1+i].colour =objectc2[ID];
        sprites[1+i].pattern =objectp2[ID];
        i+=2;
        }
    if(bosson==4){boss4();}
    if(bosson==3){boss3();}
    if(bosson==1){boss();}
To improve code generation efficiency further I'd generate a pointer to sprites before the loop and use that to access the structure elements.
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That would work if:

for(ID=0;ID!=6;ID++){
        sprites[16+i].y = objecty[ID];
        sprites[16+i].x = objectx[ID];
        sprites[16+i].colour =objectc1[ID];
        sprites[16+i].pattern =objectp1[ID];
        sprites[17+i].y = objecty[ID];
        sprites[17+i].x = objectx[ID];
        sprites[17+i].colour =objectc2[ID];
        sprites[17+i].pattern =objectp2[ID];
        sprites[0+i].y = objecty[ID];
        sprites[0+i].x = objectx[ID];
        sprites[0+i].colour =objectc1[ID];
        sprites[0+i].pattern =objectp1[ID];
        sprites[1+i].y = objecty[ID];
        sprites[1+i].x = objectx[ID];
        sprites[1+i].colour =objectc2[ID];
        sprites[1+i].pattern =objectp2[ID];
        if(flicker==0){i+=2;}else{i-=2;}
}

Usually when the objects are not activate, they are moved to objecty[iD]=207. if flicker is 1, then it reverse the table from 10 to 0. So if there's 4 objects on a line, they'll flicker instead of disappear. I'll try your code out. Thank you for the advice.

  • Like 1
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Ah, I missed that. If you define some sprite structure pointers in the "if (flicker)" statement then the same code could work for both.

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    if (flicker==0){i=0;} else{i=10;}
    flicker^=1;
    for(ID=0;ID!=6;ID++)
        {

        sprites[16+i].x = objectx[ID];
        sprites[16+i].colour =objectc1[ID];
        sprites[16+i].pattern =objectp1[ID];

        sprites[17+i].x = objectx[ID];
        sprites[17+i].colour =objectc2[ID];
        sprites[17+i].pattern =objectp2[ID];
		if(flicker==0){
        sprites[16+i].y = 207;
        sprites[17+i].y = 207;}
else{		
        sprites[16+i].y = objecty[ID];
        sprites[17+i].y = objecty[ID];		
}
		
        sprites[0+i].x = objectx[ID];
        sprites[0+i].colour =objectc1[ID];
        sprites[0+i].pattern =objectp1[ID];

        sprites[1+i].x = objectx[ID];
        sprites[1+i].colour =objectc2[ID];
        sprites[1+i].pattern =objectp2[ID];
if(flicker==0){
        sprites[0+i].y = objecty[ID];
        sprites[1+i].y = objecty[ID];}
else{		
        sprites[0+i].y = 207;
        sprites[1+i].y = 207;		
}
        if(flicker==1){i+=2;}else{i-=2;}
}

This is the code as right now that works. It does lag the game when it get crowded with a boss, Rockies and the white rocks, Megaman 3 style because it have to now add data to the x color and patterns. However, I can have the enemy vs Quinn collusion detection occur every other frame or check for the first 3 object one frame, and then the last 3 objects in another frame. I may revert to what I have right now.

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