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Itchy_Nipples

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  1. I'm probably implementing this wrong into my code, but I'm getting a compile error: DASM V2.20.07, Macro Assembler (C)1988-2003 bytes of ROM space left 2094 bytes of ROM space left 2094 bytes of ROM space left --- Unresolved Symbol List scr_hundreds 0000 ???? (R ) Fatal assembly error: Source is not resolvable. Errors were encountered during assembly
  2. Hey guys, I've made a generic shooter, you control a ship at the bottom of the screen, an enemy sprite will come down, you fire at it, get a point if you kill it, pretty basic stuff, but for the first game it's something to learn the basics. So far I'm having trouble implementing a feature that I'd like to add. Every 100 points or so, I'd like to see the enemy sprite get faster and faster, to add some difficulty. Here's the code I have having the enemy chase the player: if player1y < player0y then player1y = player1y + 1 if player1y > player0y then player1y = player1y - 1 if player1x < player0x then player1x = player1x + 1 if player1x > player0x then player1x = player1x - 1 Now that code worked and I'd like to add some difficulty (faster enemies after so many points) -- Here is what I tried and it didn't work: if score < 100 then player1y < player0y then player1y = player1y + 1 if score < 100 then player1y > player0y then player1y = player1y - 1 if score < 100 then player1x < player0x then player1x = player1x + 1 if score < 100 then player1x > player0x then player1x = player1x - 1 if score > 100 then player1y < player0y then player1y = player1y + 2 if score > 100 then player1y > player0y then player1y = player1y - 2 if score > 100 then player1x < player0x then player1x = player1x + 2 if score > 100 then player1x > player0x then player1x = player1x - 2 In theory this should've worked, but it didn't. I've tried other miscellaneous things but this is the major change I've made. Is there something I'm missing? Any help about this would be highly appreciated.
  3. Simulating gravity. Having that constant pull towards the playfield and being able to jump platform to platform to get to the goal token (which I didn't put into the level yet)
  4. Would there be a more simple way of implementing jumping and falling off of a platform? Something like having the player sprite constantly falling and having collision detection with the playfield? When it collides with the playfield, have it stop falling. The only problem would be getting the jumping working with that way. Are here examples on the forum that show how to create a FSM? I have the logistics down I'd just need to move it from pseudo-code to Visual bB. Is there an example .bas or some other source code that has one so I can see what it looks like and I can get an idea of what I'd need to do?
  5. I've searched for the topic of Finite States and I couldn't find anything concrete on how to implement one, I did find a page that explained on how I could set one up but I have seemingly lost it... Would you have any examples of how I could use one? It doesn't have to be exactly what I'm looking for, I've just never heard of these and implementing would be even harder if I don't know the syntax of one.
  6. Hi guys, I just started programming today with Visual bB and I'm getting the hang of it pretty well. (I've programmed before, just nothing like this) and I'm in the middle of making a game, one that I've made before in other IDEs and other platforms, and I'm having some trouble trying to figure out how to make my sprite jump, and how to change playfields. First of all, my game: The idea of the game is that you're controlling a player sprite (a simple square) and you must jump platform to platform in the playfield to get to the goal token (a circle) and once you do, you get a point, and the playfield changes to the next level. The challenge is to not fall, so I would have to implement some sort of action that the sprite is constantly falling and detects collision with the platforms (right?) but how would I have the sprite jump when the fire button is pressed on the joystick? I think I can get the idea down but I can't get it into Visual bB. I also have no idea how I can make the playfield change upon collecting the token (or changing the playfield at all for that matter). Any help given at all would be highly appreciated! I can provide my .bin or .bas if needed but there's no much there besides the basic sprite and having it move back and forth on the screen at the moment.
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