Master_Programmer #1 Posted March 24, 2011 Okay, every time i use pfread, and the little formula to convert player x to field x, my player floats a few pixels above the ground. what am i doing wrong? GAME.bas Quote Share this post Link to post Share on other sites
+Random Terrain #2 Posted March 24, 2011 If nobody has time to help, I'll look at it and see if I can do anything later tonight. I have to go mow the yard now. Quote Share this post Link to post Share on other sites
Master_Programmer #3 Posted March 24, 2011 If nobody has time to help, I'll look at it and see if I can do anything later tonight. I have to go mow the yard now. I know how that goes. I hope mowing goes quick and easy for you today. Quote Share this post Link to post Share on other sites
+RevEng #4 Posted March 24, 2011 Okay, every time i use pfread, and the little formula to convert player x to field x, my player floats a few pixels above the ground. what am i doing wrong? Two things... 1) you initialize player0x=10, and then set pfx=player0x-16. This results in pfx being a negative number, which causes the pfread to read memory from the wrong coordinates. 2) the pfy adjustments you're doing before and after the pfread aren't necessary. ...removing the pfread adjustments and setting player0x greater than 15 causes your guy to fall down until he hits the playfield. Quote Share this post Link to post Share on other sites
+Random Terrain #5 Posted March 25, 2011 This may not be the best way to do it, but it seems to work: mp_game_2011y_03m_24d_2043t.bas mp_game_2011y_03m_24d_2043t.bin Quote Share this post Link to post Share on other sites
Master_Programmer #6 Posted March 25, 2011 Thanks a ton!! Now i can use *GOOD* collision detection! My first game had really crappy collision detection, so i wanted to make the sequel have good collision detection. Quote Share this post Link to post Share on other sites
Master_Programmer #7 Posted March 25, 2011 O.o How do the "temp" variables work?? Quote Share this post Link to post Share on other sites
+Random Terrain #8 Posted March 25, 2011 O.o How do the "temp" variables work?? Check out the third paragraph here: http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#variables I was just playing with the code I added to your program and I have the little guy jumping around on platforms. I'll post what I did later today. Quote Share this post Link to post Share on other sites
Master_Programmer #9 Posted March 25, 2011 (edited) O.o How do the "temp" variables work?? Check out the third paragraph here: http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#variables I was just playing with the code I added to your program and I have the little guy jumping around on platforms. I'll post what I did later today. Nice!! thanks! I have one last request, and this isn't aimed at you unless you can, but i need someone who can do 1 channel music. i need someone who's good at making music that isn't "Mary had a little lamb" of other crap like that... >.> Edited March 25, 2011 by Master_Programmer Quote Share this post Link to post Share on other sites
Master_Programmer #10 Posted March 25, 2011 D: I just realized....i can't use pfread if i use the multisprite kernel....... Quote Share this post Link to post Share on other sites
+Random Terrain #11 Posted March 25, 2011 D: I just realized....i can't use pfread if i use the multisprite kernel....... People either use one enemy at a time or use flicker to have more enemies. Quote Share this post Link to post Share on other sites
Master_Programmer #12 Posted March 25, 2011 D: I just realized....i can't use pfread if i use the multisprite kernel....... People either use one enemy at a time or use flicker to have more enemies. yeah, but i'm a bit of a newbie, and have no clue how that works. Quote Share this post Link to post Share on other sites
Master_Programmer #13 Posted March 25, 2011 (edited) Okay, so far. #1, i need help with music....i have NO musical talent whatsoever. all i'm asking for, is 1 channel music, that isn't crap like "Mary had a little lamb". #2, I need to find out how to use more than 2 player objects without losing pfread. Edited March 25, 2011 by Master_Programmer Quote Share this post Link to post Share on other sites
+Random Terrain #14 Posted March 25, 2011 yeah, but i'm a bit of a newbie, and have no clue how that works. Once you spend a little time checking out the bB forum and the bB page, it will get easier. Here's the fake gravity platform test program I made today based on the collision code I did yesterday: mp_fake_gravity_by_random_terrain_2011y_03m_25d_1140t.bin If you are kind of a newbie, I'm not sure I should show you the code yet. My confusing, bloated code might make your brain explode. I messed around with batari's platformer code that uses complicated math, but I've been meaning to write my own platformer style code. Never got around to it until now. That collision detection code I did yesterday got me in the mood to try my own platformer type of code. It's not perfect and it could use some tweaking, but it's pretty good for not using complicated math. When I get done with the seaweed game I'm working on now, I'll rip my code out of your program and use it in my own platform game. Quote Share this post Link to post Share on other sites