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vertozia
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Posted: Thu Dec 28, 2006 11:52 pm Post subject: Mario Game in development |
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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. |
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vertozia
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Posted: Fri Dec 29, 2006 12:12 am Post subject: (No subject) |
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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 |
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vertozia
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Posted: Fri Dec 29, 2006 12:17 am Post subject: (No subject) |
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lasly how can i specify how many enemies appear at a specific point rather than randomply in random numbers? |
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[Gandalf]
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Posted: Fri Dec 29, 2006 2:24 am Post subject: (No subject) |
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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. |
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CodeMonkey2000
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Posted: Fri Dec 29, 2006 4:42 pm Post subject: (No subject) |
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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. |
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Hackmaster
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Posted: Fri Dec 29, 2006 7:53 pm Post subject: (No subject) |
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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. |
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vertozia
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Posted: Fri Dec 29, 2006 9:46 pm Post subject: (No subject) |
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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.
and how about the coin bricks,?
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CodeMonkey2000
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Posted: Sat Dec 30, 2006 3:41 am Post subject: (No subject) |
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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. |
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[Gandalf]
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Posted: Sat Dec 30, 2006 4:34 am Post subject: (No subject) |
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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. |
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blade360
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Posted: Wed Jan 03, 2007 6:01 pm Post subject: (No subject) |
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i agree you will need a lot more experience before you can do something like that |
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vertozia
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Posted: Wed Jan 03, 2007 8:12 pm Post subject: (No subject) |
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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. |
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ericfourfour
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Posted: Wed Jan 03, 2007 11:04 pm Post subject: (No subject) |
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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. |
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vertozia
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Posted: Thu Jan 04, 2007 12:13 am Post subject: (No subject) |
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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 |
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Prince Pwn
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Posted: Thu Jan 04, 2007 1:51 am Post subject: (No subject) |
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[Gandalf] wrote: Please don't triple post, read [The Rules].
Can admins combine 3 posts into 1? |
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[Gandalf]
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Posted: Thu Jan 04, 2007 3:54 am Post subject: (No subject) |
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Prince Pwn wrote: [Gandalf] wrote: Please don't triple post, read [The Rules].
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. |
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