M4r10 (Br05)

 

2005/08/15.

v0.90; The next version should be on ticalc.org
Second "big public release". I Added a mini-map when you pause the game; it enables you to see the location and orientation of all the ennemies (idea by naPO and Jacek Wnuk). You get a new life every 20000 points. The game now starts easy and gets harder. You receive a new POW switch every five round.

Download

2005/07/30.

New demo. M4r10 is now v0.80 =)
Among the things I programmed, there's the Highest Score and Level achieved, ennemies go in and out the pipes with an animation, manual scrolling is improved, there's a new menu.

Not much really, but it took me a long time to do it nonetheless.

Download!

 

2005/06/20.

To correct a pretty complex bug, I commented out 90% of my code and started to test every function. While I was at it, I reorganized lot's of stuff. The code is easier to read and maintain now.

For instance, I went from this:
char *bloc1=malloc(60000);

to this:
char *bloc1=malloc(
M_MAP_SIZE +
sizeof(STALAG_STRUCT)*MAX_NUMBER_OF_STALAG+
sizeof(COIN_STRUCT)*MAX_NUMBER_OF_COIN+
sizeof(COLLISION_ENNEMI)*NUMBER_OF_LINES+
sizeof(ANIMATION_STRUCT)*MAX_ANIM+
sizeof(SCORE_ANIMATION_STRUCT)*MAX_ANIM+
sizeof(ENNEMI_STRUCT**)*MAX_NUMBER_OF_ENNEMIE_TO_BE_INIT+
sizeof(DEAD_ENNEMI_ANIMATION_STRUCT)*MAX_DEAD_ANIM+
sizeof(EXPLODING_ICEMEN_STRUCT)*MAX_EXPLODING_ICEMEN+
sizeof(FREEZE_GROUND_STRUCT)*MAX_NUMBER_OF_FREEZE_G);

So now I am pround to say that m4r10 is known-bug-free!
Also, slipices can freeze the ground, icicles now kill, you can finish the levels, the coins that go out of the pipes are masked and the menu is nearly done.

 

2005/06/06.

Because I am in a bad mood, I made the collision rectangles bigger; you die more easily :D I changed the way I detect collisions, and now detect the collisions with the fireball. I also made this useful piece of code:

#define BOUNDS_COLLIDE_ANY_SIZE(x1,y1,w1,h1,x2,y2,w2,h2)\
((EXT_SHORTABS(x2+x2+w2-(x1+x1+w1))<(w1+w2))&&(EXT_SHORTABS(y2+y2+h2-(y1+y1+h1))<(h1+h2)))

which is inspired by ExtGraph's BOUNDS_COLLIDE:

#define BOUNDS_COLLIDE(x0,y0,x1,y1,w,h)\
(((EXT_SHORTABS((x1)-(x0)))<(w))&&((EXT_SHORTABS((y1)-(y0)))<(h)))

it's 5 AM now, and I have an exam at 10 AM. I think it's time to sleep a bit ^^

 

2005/05/28.

I can't remember all the things I added since the 2005/05/20, but I am gonna try anyway:
  • You can modify the contrast while in the game.
  • I added the fireballs.
  • Started doing the menu ("Play" and "Credits")
  • When you die, this big sprite is displayed (sent by Jacek Wnuk)

  • The level number is displayed at the beginning.
  • Mario jumps at different heights depending on how long you hold the jump key (very important!)
  • Corrected a bug that allowed Mario to move twice as fast by holding two keys at the same time. This bug was discovered by Jacek, but like he said this bug improves the gameplay! I might re-insert this bug later...
  • I started implementing manual vertical scrolling (suggested by Jacek).
  • Re-changed the game's name: it's now "m4r10" or "M4r10".

 

2005/05/23.

  • Nothing new :D

 

 

2005/05/20.

  • You now have 3 lives.
  • When you die you reappear with a nice animation or "game over" is displayed.
  • The score is displayed.
  • The pipes are masked, but I still didn't do the animation that makes the enemies go in and out the pipes.

 

2005/05/16. All the sprites:

 

2005/05/15. Demo released: Download.

(I have programmed a lot this week)

 

2005/05/01. Sprites ripped:

I am starting to see the end of the project.. finally!

 

2005/04/27. Sprites ripped:

(every time I say I ripped something new means that I implemented those sprites into the game.

 

2005/04/22. Sprites ripped:

 

 

 

2005/04/07. Sprites ripped:

faut pas que j'oublie de virer le '' :)

 

Today I am going to work on mario's inertia and the little cloud of dirt that is drawn when he change direction:

 

2005/02/25. Sprites ripped:

2005/02/12. Fun with the tilemap engine.

The early tests on a real calc are encouraging. The Tilemap engine is fast :) I started ripping some sprites:

I talked with sasume on a way to implement an efficient way to animate some tiles. The Tilemap engine assumes you aren't going to animate some tiles every frame. Unfortunately, I do, and letting the Tilemap engine do the work is not an option. Anyway, we came up with a pretty good solution, so it is not a problem anymore. I'll tackle the collision detection soon.

 

 

2005/02/09. Starting new project.

This game should be a mario bros like game using the tilemap engine. That's all I know for now. I replayed this game a lot, and discovered by playing the game a lot lot's of little weird stuff that happens while playing. For instance when you jump while running, you jump higher. Also, there's a small amount of inertia.

x_x

 

© JfG's Place! - Design by Websoft