Wednesday, October 22, 2008

Second Chance Banks In Belleville Il

Dev - The platforms

is one of the first additions I made (after the parts, enemies and a wrench). Unfortunately, I have not thought about working on graphics, so I made a big red square, and I'm happy for the moment.
I decided to manage the platform as collisions with the ground: to detect if the hero touche la plateforme, et si elle se trouve sous ses "pieds". Cette méthode a été reprise du
wiki de la PAlib
:





if (héros après le côté gauche) && (héros avant le côté droit){
héros.y-=1

Ensuite on recherche une plateforme en dessous :
<<8;}
if (héros après le côté gauche) &amp;&amp; (Hero before the right side) {
if (point at the bottom of a hero
) & & (speed> = 0) {
vertical speed of the hero = 0;}

With that, the hero can walk on the platform
stopped
. Because if you put the platform in motion, he just dropped once he is in a vacuum.
platforms all have a variable that defines the direction in which they move (-1 for left, 1 right), and their horizontal speed is 2 pixels / frame.

So when the platform is on the hero, is added to the position of the hero of the platform speed, multiplied by the variable that contains the direction. And we get it this:

if (hero after the left side) & & (heroes before the right side) {
if (point at the bottom of a hero
) & , & (speed> = 0) {
vertical speed of the hero = 0;

héros.x + = (* variable speed horizontal direction of movement)
}
We come to the last important point for the platforms, the change of direction. Indeed, if a platform keeps moving and never stop, it will not help much (except for a level with a horizontal scorlling forced).
<<8;
If like me you use a map of collision, the rest is very simple: detect the collision of a tile platform with specific, dedicated solely to that. Then, simply multiply the variable direction by -1, which has the effect of changing the direction of the platform.
And voila, my first REAL article on development. I'm not particularly good at explaining my theory of operation, but I have not seen a tutorial dedicated to creating a platform, so I tried to explain as best I could how I am taken, hoping that I can help someone.

Note:

-
As explained on the wiki PAlib
, I use the fixed points for my variables. That's where come the
-I noticed that the hero was moving systematically (* Variable speed horizontal direction of travel)
pixels when the platform comes into collision with the tile that allows it to change direction (and it's over, of course). So I fiddled a bit by adding the inverse of this value when the hero is on the platform and that it bumps against one of the famous tiles. It worked, so I stopped there. If someone finds another solution, he makes me share in the comments.

-No image for this tutorial: a static image is useless, and make a GIF I am not gone through his mind (it does, but no).

No such either, but you'll have if I release the source code one day of WTN.
<<8".

Wednesday, October 8, 2008

Best Beginner Tennis Racket

Dev - Second draft - WTN

Here I am live to talk about a preview of my new project on DS!

Another project from beginner (like my tennis), here's a brief overview of what my future will be homebrew for the Nintendo DS.

Firstly, I want to clarify that I did everything by yourself: I attended two tutorials on the Internet, a
and
here).
I fully create the rest of the code, never using something I did not understand, simply by copying and pasting.

I also realized the "sprites" (if you can call them ...).
So here's basically what I did until now: -Moving the hero jump. Two types
-platform, robust and hops through.
-Creation and salvaged.
-Creation and movement of an enemy.
Management collisions with enemies.
-Creating an object "key" : You can ride it, and absorb it by pressing button B.

-Ability to attack as a key (X button).
-Ability to spit out the key (Down + B).
-Creating horizontal moving platforms.
It remains for me to do this before you expect a first public release:
Repairs sprites on the death of the hero (they appear weird).
-Creating one or two new enemies (unassailable on the sides or top).
-Creating a vacuum in which the hero can fall.
-Creation of vertical moving platforms.
-Adding the break.
-Added a menu appear.

I'll let the screens as soon as I could connect to my ftp. But do not imagine graphics high-level, my character is just a red rectangle with an eye on it.
[EDIT] I managed to send the screens. I hope they make you want to play ...




Sunday, October 5, 2008

Pool Cue Meucci Quantum

Dev - First draft - Pong




Pour ce premier article sur le développement de hombrew sur DS, je vais parler de mon premier projet.
J'ai donc ensuite voulu changer l'affichage des scores. Après quelques réflexion, j'ai décidé de Goombas bring down the castle. It took me some time, because at the time, I do not control the cards collisions. But I have come to end, and I liked the result enough.




AI leaves a weak enough to be defeated, but strong enough to last a little game. I decided to move only when the ball is on the right side of the screen, limiting his time rection. If the ball can not be caught, it stops.

All content with the direction that would take my "game", I included a new game mode, which focused on Kirby. The aim of this sub-parity was to return the stone into the mouth of King Golem, an early boss in Kirby & the Amazing Mirror. It does not open all the time, wait for the right moment to press the button, so that Kirby makes a charge forward and propels the rock right in front of him. The life bar of the upper screen is the King Golem.





At this point, I realize that I forgot one of the things more important in a game break. I set up a loop, which one is freed by pressing A to Recapture, or B to exit. Miracle, finally something that works the first time!

Then comes the last part: the main menu. The first version allowed to choose between the two versions with the pad, the decor and the photo showing the selection actuelle.J 'I wanted to make a rotating menu. And that's where I'm planted. And I lost a large part of my motivation for this game

From time to time, sometimes I take the code and modify it a little, add a little extra modes of play, but it is not my main concern.
ends This is how my first history of one of my projects, remained at the stage of pre-project, although I release some versions. By the way, here
the link to download the latest version
.
I'm (almost) that I would continue on, but when?
(And this is how not to put a line of code in a section on the DS dev ...)

Wednesday, October 1, 2008

Am On And Horny Poems

NES - Super Mario Bros..

Prime my collection NES game, Super Mario Bros here., a classic.

Released: 1985

Number of players: Two (each turn)

Other: first installment in the series Super Mario bros. It marks the first appearance of recurring enemies now, such as Goombas or Bloopers. It sold 40.24 million copies, according
vgchartz.com
.
Here are pictures of my copy in average condition for the box:

http://www.flickr.com/photos/30994132@N02/2904386945/
http://www.flickr.com/photos/30994132@N02/2904391317/
http://www.flickr.com/photos/30994132@N02/2905239886/

Where Can I Buy A Denman Brush At

NES!

Rien de mieux pour commencer ma collection! J'ai donc reçu ce jour-ci une NES achetée sur eBay. J'ai eu du mal à trouver de NES en meilleur état pour le même prix. Après, j'ai peut-être loupé quelques affaires, mais bon...
En tout cas,
voilà quelques photos de la bête .

Why Does Coffee Make Tongue Furry

First Post - Introduction


Hello everyone!
So now, having recently decided to start a collection based on Nintendo's consoles, I decided to create a blog to share my discoveries and to keep track of my activities and acquisitions.


Also, I am also interested in developing on Nintendo DS, I started to learn and perform through

Enjoy your visit!