User Tools

Site Tools


journal:spring2019:sepp:week6

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
journal:spring2019:sepp:week6 [2019/03/06 21:05]
sepp
journal:spring2019:sepp:week6 [2019/03/06 22:01] (current)
sepp
Line 3: Line 3:
 ====March 6, 2019==== ====March 6, 2019====
  
-Oh man. I completely forgot about my journals and now+Oh man. I completely forgot about my journals and now I'm over a week behind! Let's fix that...
  
 Remember: If that value starts with a # then it means use the actual number. If the value doesn'​t have then # then it means use the value at that address. So LDA #$05 means load the value 5, LDA $0005 means load the value that is stored at address $0005. Remember: If that value starts with a # then it means use the actual number. If the value doesn'​t have then # then it means use the value at that address. So LDA #$05 means load the value 5, LDA $0005 means load the value that is stored at address $0005.
  
-Rememberto edit a sprites file, you do NOT wine the file itself. You must first wine the yychr.exe file, then open the file you want to edit.+Rememberto edit a sprites file, you do NOT wine the file itself. You must first wine the yychr.exe file, then open the file you want to edit.
  
-So! What has been going on since my last entry? I unfortunately completely forgot that journals were a thing, so I didn't get the last done at all, and I even missed out on the bonus points for the break week journal. It's amazing how things can fall apart during and after break week.+So! What has been going on since my last entry? I unfortunately completely forgot that journals were a thing, so I didn't get the last done at all, and I even missed out on the bonus points for the break week journal. ​Such a waste! ​It's amazing how things can fall apart during and after break week.
  
-Anyway,+Anyway, ​what we have been up to since I last made a real entry is making our own game! The second class after my last entry, our great professor Matt Haas decided that he would let us use the Tuesday classes to work on making our own games using the knowledge of C we have gained so far from class. We have until the next break week to accomplish this task (maybe after?). After that, we will have the same task, but we must then create the game using pure assembly! That sounds like it will be interesting.  
 + 
 +What I have done so far in my game is to work on applying what I thought would be a good idea to have in that previous project I had: Portals! Since I didn't feel like coming up with my own boring game name, I decided to rip off a pre-existing one that is well established. Therefore, I present to you Portal Kombat. (I thought that was so clever. However, something between you and me, I've never actually played Mortal Kombat; I've only seen it played. However, it doesn'​t matter since I won't be expected to come up with anything near that complicated.) So far, I've managed to get the portal logic actually working! It took a while to set up, and required some generous assistance from the great Matt Haas, but sprites can now teleport from one portal to another ("​randomly"​) when they press the "​A"​ button while hovering over one of the portals. Probably the most important thing I learned from the set up of this logic is that the point in which you increment a variable to keep track of where a sprite travels to. That was a the biggest challenge I ran into there, because the way I was originally doing it caused my sprite to only ever teleport to the first or second portal. It also caused there to be a significant delay between the time when I could teleport. But that's all out of the way! Thanks, Matt!  
 + 
 +Now, you may have noticed how I mentioned sprites. I actually made my own sprites! Using yychr and wine, I took a sprite file and added four different characters and weapons to go with each of those characters. Two of the weapons will be able to go in all four major directions, but the longest will only go left and right. The sprites (in order of creation) are the Fire Squid, the Guy, the Gal, and the Thing (I ran out of super creative names for this one). Their corresponding weapons are fire (NO REALLY?​!?​!?​!?​!?​!),​ sword (for guy **AND** gal), and spear (the long weapon). I may change the spear only going left and right when I can test how this affects the Thing'​s usability compared to the other characters. I want it to be mostly fair. Although, if that character is the hardest to win as, maybe it can be a show of skill to be able to win with that character. Okay, I'm just going to leave it how it is then!  
 + 
 +Now, that I have the fun stuff out of the way, it's time to work on the hard stuff: collision detection and making the weapons do their thing! I can't tell you how many hours I spent trying to make a while loop to control making the weapon go out and back when the "​B"​ button was pressed, but this just didn't work because then it stopped everything else from working. Yeah, I have to figure out how to make a weapon work, keep only the sprite using the weapon from moving, and detect whether the weapon touches the other sprite. THIS IS GOING TO BE SO MUCH FUN COMING UP WITH ALL THOSE IF STATEMENTS!! I CAN'T WAIT!!!! I think I have an idea of how to do it, but I'm going to be spending a lot of time working it out... Oh boy. Oh well. You can't have a fun video game without a whole lot of work! I just hope I can actually do it. I have faith. LET'S DO THIS!!! 
 + 
 +That's all for now, folks!
journal/spring2019/sepp/week6.txt · Last modified: 2019/03/06 22:01 by sepp