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capsikin Guru Joined: 30/06/2020 Location: AustraliaPosts: 342
Posted: 03:57am 27 Jul 2020
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I've moved the discussion to a new topic as you suggested.
I'd like to suggest some variations on grid based movements: 1: as in dig dug. You can move smoothly from one grid space to the next. Also stop part way in between. Or turn back towards original grid space. But if you're partway between the locations on your left and right, for example, you can't move up or down immediately - trying will complete your current move first. 2: as in pengo. Always move a whole grid space, but smoothly over several frames, so at some points you're part way between. I think frogger's kind of the same for the frog movements except when you're moving on a log. 3: as in boulderdash. whole grid space movement only. 4: gauntlet I think doesn't really have grid based movement, but it's movement in a grid of tiles, with tile sized objects, so a grid may be a useful model.
mkopack73 Senior Member Joined: 03/07/2020 Location: United StatesPosts: 261
Posted: 12:24am 28 Jul 2020
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Ok, I updated my GitHub (https://github.com/mkopack73/cmm2_tests.git
In there is now a "keytest.bas" that shows how to scan the keyboard and read the keys for keyboard based game input.
Nunchucktest.bas and joytest.bas show how to read the gamepad and nunchuk...
SysInfo.bas shows how to poll the various MMinfo settings.
All of my programs use the stdsettings.inc file (which also shows how to use includes)
Hope this stuff helps others who are getting started...