Computer Science Canada

Mslug-Beta

Author:  DifinityRJ [ Mon May 28, 2007 10:46 pm ]
Post subject:  Mslug-Beta

I have started a game based on Metal slug series for the Neo Geo. Looking for ways to make it better.

Arrow Keys to Move
Space to jump
Ctrl to shoot

Note : You can play around with the objects, the info.txt controls which objects are being drawn, 0,1,2, represents those, only got 3 objects atm, too lazy to find more on net. objectx.txt is there X position and objecty.txt is their y position. Some of the objects don't have great collision, just because im using rectangle collision formula to make it efficient and fast for these circumstances, and some pictures aren't perfect rectangles.

Please tell me if you find any bugs, so i can fix or if you have better sprites. Thanks.

Author:  DIIST [ Tue May 29, 2007 5:47 am ]
Post subject:  Re: Mslug-Beta

Really getting better. The graphics are to drool for. This game has a lot of potential. Try getting enemies and more maps. Leave a few check points areas to telaport you to some where else. &Possible include a story line. Other than that, it is very cool. Keep up the good work. Wink

The collision seems to be sound. Seeing you using boxed collision. Good for these types of games. As for a glitch would probely that white space you see when you walk of the map. Really good choice of map. Like the scenery. Another thing it is kinda slow. If you put a frame rate on this game, set it a bit higher. It lags a bit on my computer.

Author:  darkangel [ Thu May 31, 2007 4:49 pm ]
Post subject:  Re: Mslug-Beta

AWESOME!!! Claping
great graphics
and you got a sprite thing going on (i always mess up with those)
only thing though is you should use View.Set ("nobuttonbar") it drives me insane when i see that thing at the top

Author:  Tallguy [ Fri Jun 01, 2007 8:14 am ]
Post subject:  RE:Mslug-Beta

what promgramming language r u using?? it wont open in turing

Author:  Carey [ Fri Jun 01, 2007 8:54 am ]
Post subject:  Re: Mslug-Beta

Try unzipping (or unrarring in this case) it. Also try figuring out things for yourself.

Author:  DifinityRJ [ Fri Jun 01, 2007 9:28 am ]
Post subject:  Re: Mslug-Beta

Tallguy, you posted this same thing in 50 other people's thread (not really), get winzip or winrar. Extract it to a folder
Then launch the Turing.Exe

Author:  CodeMonkey2000 [ Fri Jun 01, 2007 4:26 pm ]
Post subject:  RE:Mslug-Beta

Great start. It's good to see other people use text maps to place objects. I hope you are using these coordinates for collision too as this is practical, since you can keep adding objects and not worry about changing the code. One thing to consider is, right now your game is really slow. That is because you are moving a huge object across the screen. You should break the large picture into smaller pictures. Remember, drawing 50 small images is faster than drawing one really giant image.

Author:  DifinityRJ [ Fri Jun 01, 2007 5:52 pm ]
Post subject:  Re: Mslug-Beta

Yes Codemonkey, I can add any object i want and my program will adjust accordingly. About the lag issue, i didn't notice it because im running on an AMD athlon 3800+ dual core. But my upcoming release i'm thinking the lag will be about the same, because I will try to break up the pictures but at the same time i'm adding a couple of new things to my game:

-25+ Enemies
-Helicopters
-Maybe Tanks
-Grenades (Basic Physics)

Also will be using Whatdotcolor collision in the background for the enemy. Just to make things less complicated.'

Note : If your wondering about the whatdotcolor, I'm just drawing a Box at the position of the objects, and their max width/height, this way it will be much more efficient.


So hopefully it won't get any worse than it is already.

Author:  CodeMonkey2000 [ Fri Jun 01, 2007 6:18 pm ]
Post subject:  RE:Mslug-Beta

Yuck, whatdotcolour is the ugliest form of collision. Just use the same method for collision you used for the player on everyone else. You may need to make adjustments depending on the picture dimension, but it shouldn't be that hard. This will be easier on your end too; you've already done once, now do it again for other pictures. Whatdotcolour will actually make the game slower, since it has to get the colour pixel by pixel then check it.

Author:  ashiphire [ Fri Jun 01, 2007 6:33 pm ]
Post subject:  RE:Mslug-Beta

i use lots of whatdotcolors in my game and it is not slow

Author:  DifinityRJ [ Fri Jun 01, 2007 7:01 pm ]
Post subject:  Re: Mslug-Beta

Whoah!, you should see how fast this thing runs on my pc, just because i took whatdotcolor off! I had to increase the delay to make it playable. Laughing

Thanks Codemonkey, owe you one Wink

Author:  CodeMonkey2000 [ Fri Jun 01, 2007 8:15 pm ]
Post subject:  Re: RE:Mslug-Beta

No problem Wink

ashiphire @ Fri Jun 01, 2007 6:33 pm wrote:
i use lots of whatdotcolors in my game and it is not slow

That's because either a) your computer is fast or b)you aren't doing anything that is graphically demanding or c) both.

Author:  DifinityRJ [ Sat Jun 02, 2007 9:37 pm ]
Post subject:  Re: Mslug-Beta

***Upgrade***
Added :
Enemy+Basic AI (Enemy doesn't move yet)
Grenade+Collision for it (Basic Physics)
Enemy Collision
Bullet Collision
New Pictures

Notes:
-Do not worry about the white part at the end, i am aware of that.
-Damage Collision or Health hasn't been added yet, so do not expect enemy to die yet.

Comments are appreciated.

Author:  DIIST [ Sun Jun 03, 2007 8:05 am ]
Post subject:  Re: Mslug-Beta

Liking the update very much Wink

You need to change the order of how things are drawn. Make sure the bullets are the last to be drawn so the remain on surface. In your current version the bullets aren't seen when they go through trucks. It would be nice if you could explode the tanks. Another thing would be add some physics for the bullets. Make them also collide into object like the grenade.

Author:  CodeMonkey2000 [ Sun Jun 03, 2007 11:23 am ]
Post subject:  RE:Mslug-Beta

I don't think they go through the truck, but rather they disappear upon contact. None the less thuvs is right, the bullets should overlap the enemies. Also, I don't know if you're doing this are not, check if your objects (including enemies) are on screen. If they aren't, don't draw them. This will speed your game up. (BTW, the grenades look awesome)

Author:  DifinityRJ [ Sun Jun 03, 2007 12:07 pm ]
Post subject:  Re: Mslug-Beta

Since my last release, i have done that (Stop drawing when off screen), for everything, and i forgot to put frame rate into my last version, now this version has it. If it still runs pretty slow then i'm not sure what else i can do, i took off whatdotcolor and that increased the speed dramatically, all my calculations are Math based. Hmmm....any ideas?

Author:  CodeMonkey2000 [ Sun Jun 03, 2007 12:16 pm ]
Post subject:  RE:Mslug-Beta

Make an option to not draw the back ground. Or have a reappearing back ground cycle (warn you this may be time consuming). It's at a decent speed on my comp now. You could have an option for how much of a delay time you want (on slow comps it will be low on fast comps it will be high).

Author:  DIIST [ Sun Jun 03, 2007 4:10 pm ]
Post subject:  Re: Mslug-Beta

Do not use PicUnderMerge! Man that thing makes everything slow. Another thing would probably be to chop up your back ground into to screen bits! You dont want to draw the entire background. Also if you want to speed up your math reduce any redundancies, overly repetitious code.

Author:  DifinityRJ [ Sun Jun 03, 2007 4:17 pm ]
Post subject:  Re: Mslug-Beta

I don't use PicUnderMerge... Where did you get that idea from?

Author:  DIIST [ Sun Jun 03, 2007 5:27 pm ]
Post subject:  Re: Mslug-Beta

DifinityRJ @ June 3rd 2007 wrote:
I don't use PicUnderMerge... Where did you get that idea from?
Probably should have said "if you are using it then stop". Sorry Embarassed

But none the less, i wouldn't worry too much about speed. It runs fine on my computer, the latest build that is. BTW are you using classes in your code or are you just using procedures and functions?

Author:  DifinityRJ [ Sun Jun 03, 2007 6:16 pm ]
Post subject:  Re: Mslug-Beta

I am not sure what classes are, I'm pretty new to Turing, I'm just using Procedures, Functions and Records. Recently learned flexible arrays, I learn languages a lot faster when I make games.

Would you care to explain?

Author:  DIIST [ Sun Jun 03, 2007 6:35 pm ]
Post subject:  Re: Mslug-Beta

Writing class would probably make this game more efficient. Classes make your code expandable and reduce some redundancies of functional programing. Its also easier to code and read when you write your program. A class is like a special kind of struct(record), which has its own function and own properties that defines its self. It is the "cooker cutter" or template for an object. The object being your player or your tank, or another thing. There is a bunch of great tuts on the tutorial section about writing classes. Once you start coding in classes you'll see what i mean, and im pretty sure you may end up liking it. After that you should also look into inheritance of classes and polymorphisms. Its some really cool stuff that may interest you if you are making GUI.

If you want me to send code snippets of what you can do with classes or explain for you in detail. Just PM me or add my MSN. Wink

Author:  superpaolo2001 [ Sat Oct 25, 2008 6:53 am ]
Post subject:  Re: Mslug-Beta

hi,
i'm an italian student of computer science.
i'm finding information about METAL SLUG game develop.

i have to do a java project about metal slug clone.

can you help me???

thank you...


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