Computer Science Canada

Mario Game in development

Author:  vertozia [ Thu Dec 28, 2006 11:52 pm ]
Post subject:  Mario Game in development

Hey there, I'll be referring to the forum. I'm in grade 9 and this work will be strongly dedicated to my summarative project. I have started my code and will soon upload it.

Author:  vertozia [ Fri Dec 29, 2006 12:12 am ]
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Alright here i go with tons of problems

1. I don't know where to start! ( i do, interpret my statement differently)

2. I have started, what should be in my main turing file, and how can i interpret levels with my main file, Im so lost!

3. is picture to color collision possible?

4. How can i have more than 1 levels. TURING SUCKS, it misses out on so much,
Please help

Author:  vertozia [ Fri Dec 29, 2006 12:17 am ]
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lasly how can i specify how many enemies appear at a specific point rather than randomply in random numbers?

Author:  [Gandalf] [ Fri Dec 29, 2006 2:24 am ]
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Please don't triple post, read [The Rules].

Where is your code?

For general help in understanding Turing, take a look at the Turing Walkthrough.

Author:  CodeMonkey2000 [ Fri Dec 29, 2006 4:42 pm ]
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ok, first you need to figure out how you are going to make mario jump(you'll want to learn about acceleration). and instead of jumping right away into useing picture, start by useing turings own boxes/squares.
and yes colour collision is possible,but it will be slow. if you are useing external graphics, then you will need to alternate between picture, one with the real back ground and one fake background(there is a tutorial on this). you can have more than one level by putting everthing in a data file, and make turing read out of it.

Author:  Hackmaster [ Fri Dec 29, 2006 7:53 pm ]
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I think what you are actually saying is "I'm in grade nine...and I bragged to my friends that I can code mario. God help me."

seriously...I think you need to learn turing better... especially since you think it is lacking everything. it isn't. it has everything java has. but that's another argument entirely. and post some code maybe....that might help.

Author:  vertozia [ Fri Dec 29, 2006 9:46 pm ]
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hey there, sorry for the double posting, there is no edit button.

Anyways, im ok with acceleration movement etc, i read over tons of source codes, i used the word gr9 just to signify how screwed i am. My problem is the maps.: how will i create gaps/holes. It's evident that i cannot use a rotating bitmap because the holes will keep repeating. If i use code, i will have to draw every single bit of the map. Im so lost. Confused
and how about the coin bricks,?

Posted Image, might have been reduced in size. Click Image to view fullscreen.

Author:  CodeMonkey2000 [ Sat Dec 30, 2006 3:41 am ]
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sounds like you just want to do things the easy way, without actually understanding what it is you need to do, or how you are going to do it.

Author:  [Gandalf] [ Sat Dec 30, 2006 4:34 am ]
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You seem to have a pretty lofty goal, but not a lot of experience with Turing. The best thing I can suggest is to postpone creating Mario for another time, and focus your efforts on something with which you have a higher chance of succeeding. That way, you'll learn along the way, and then be better able to manage a more complicated project like a Mario game.

Author:  blade360 [ Wed Jan 03, 2007 6:01 pm ]
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i agree you will need a lot more experience before you can do something like that

Author:  vertozia [ Wed Jan 03, 2007 8:12 pm ]
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All I came here is for help not your recommendations, but i suppose thats too hard to achieve so i guess im on my own.

Author:  ericfourfour [ Wed Jan 03, 2007 11:04 pm ]
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If you think you are smart enough to do this then I will help you assuming you have the knowledge to complete this goal.

For this project I would recommend a tile based engine. You are having trouble with collision. This can be handled by assigning tiles a boolean, whether it can be passed through or not. Every time the character changes tile simply check if the tile below him is blocked. If not let him drop. An object oriented approach will definitely make a task like this easier.

Author:  vertozia [ Thu Jan 04, 2007 12:13 am ]
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first thanks for offering me help. second, i seemingly understand your "thinking" and i guess that could be the best way to do it. I suppose i have the broad knowledge that you require. i fully understand boolean, but regarding the issues to this "strategy", i quite rely on the fact that i can probably boolean/array most of those tiles instead of giving every single tile a value. I guess that th epipes will also be boolean?

Thanks again

Author:  Prince Pwn [ Thu Jan 04, 2007 1:51 am ]
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[Gandalf] wrote:
Please don't triple post, read <a href="http://www.compsci.ca/v2/viewtopic.php?t=3151">[The Rules]</a>.


Can admins combine 3 posts into 1?

Author:  [Gandalf] [ Thu Jan 04, 2007 3:54 am ]
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Prince Pwn wrote:
[Gandalf] wrote:
Please don't triple post, read <a href="http://www.compsci.ca/v2/viewtopic.php?t=3151"><a href="http://www.compsci.ca/v2/viewtopic.php?t=3151">[The Rules]</a></a>.


Can admins combine 3 posts into 1?

Mods can, yes, but only manually by editing/deleting which is more work than should be neccessary. A convenient method for merging posts/topics is underway for V3, I believe. Either way, they shouldn't have to do that in the first place.

Author:  ericfourfour [ Thu Jan 04, 2007 5:04 pm ]
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vertozia wrote:
I guess that th epipes will also be boolean?

Well I did say give all tiles/entities a boolean value telling whether it is blocked or not.

Layers would also make this easier. Then you don't have to worry about the boolean. If the tile is in the same layer as the player or higher then the player cannot pass through it. This will also make your engine more flexible for future versions.

A properly made engine like this can be used with RPGs, RTSs, or pretty much every 2D side-scroller and top-down game.

Author:  vertozia [ Fri Jan 05, 2007 9:40 pm ]
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well so far so good, im just having difficulaty and erros with the boolean, and can you tell me how i can make layers

Author:  ericfourfour [ Fri Jan 05, 2007 10:40 pm ]
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A layer is essentially a tile map. The good thing about layers is you can have multiple layers. This would be a good design to use:
code:
%Extend entities for the floor, the tubes, the head-bashable ones.
class Entity
    var blocked : boolean
end Entity

class Layer
    import Entity

    % Look in the second page of the 2D mapping tutorial in Turing tutorials
    % for instructions on how to use a 1D array for a tile map.
    var entities : flexible array 0 .. -1 of ^Entity
    var nEntities : int

end Layer

class Map
    import Layer

    var layers : flexible array 0 .. -1 of ^Layer
    var nLayers : int

end Map


Now all you need to do is make procedures that can places entities on a layer, add layers to the map, etc.. Then you need to make a map maker so you can make the maps easily.


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