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Forum Index : Microcontroller and PC projects : MarioRun another small game

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gadgetjack
Senior Member

Joined: 15/07/2016
Location: United States
Posts: 127
Posted: 03:35am 09 Feb 2023
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MarioRun.zip


Since it's cold out here in the usa I have been programming again. Run mario around and catch the dropping objects for points. Don't catch the fireballs, they take points away. As your score goes up , the objects drop faster. It plays ok , but has some collision problems that leave artifacts on the screen some times. Games goes on but looks kinda messy. Any pointers on fixing this would be greatly received, as I would learn from this too. This was programmed for the picovga version. Seemed we need some more games for this platform.
Jack
 
thwill

Guru

Joined: 16/09/2019
Location: United Kingdom
Posts: 3864
Posted: 01:49pm 09 Feb 2023
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Hi Jack,

Great that someone is writing more games for the PicoMiteVGA, one day I might even get down to sorting out a compilation with a menu-system.

I haven't had a chance to try it, but perhaps the artifacts are to do with the order in which sprites are shown and hidden, i.e. is the falling object always drawn ontop of the Mario sprite or can it vary ?

You might also want to consider finding some copyright free 8-bit "player" sprites rather than using Mario.

Best wishes,

Tom
Game*Mite, CMM2 Welcome Tape, Creaky old text adventures
 
Martin H.

Guru

Joined: 04/06/2022
Location: Germany
Posts: 920
Posted: 01:54pm 09 Feb 2023
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  thwill said   You might also want to consider finding some copyright free 8-bit "player" sprites rather than using Mario.

Best wishes,

Tom


How about Giana  

colors:
'--PicoMite Colorscheme accordung to matherp
Data RGB(BLUE),RGB(GREEN),RGB(CYAN),RGB(RED)
Data RGB(MAGENTA),RGB(YELLOW),RGB(WHITE),RGB(MYRTLE)
Data RGB(COBALT) ,RGB(MIDGREEN),RGB(CERULEAN),RGB(RUST)
Data RGB(FUCHSIA),RGB(BROWN),RGB(LILAC)
'Sprite
Data "000000E0060060000000","000D0DD606666E0D0000","0000D0DDE060E55D0D00"
Data "005DD555566EDDD66006","00366DD5DD65EEE36060","0036066D6566DFF006E0"
Data "000606F6F56DDFF00606","0060FF56C66FF8870060","006955C6CFFFFCCF0060"
Data "006555C6FFCC8CF50000","060151FFFFCC8C100000","0005F44CCCCC441F0000"
Data "000FDF4444444CF10000","000FFBB44444B9FF0000","00091B4444444B800000"
Data "00000F11111111F00000","00000011111111000000","00000011100111000000"
Data "00000077700777000000","00007777700777770000"

or create your own sprites :Sprite Editor

Cheers
Mart!n
Edited 2023-02-09 23:55 by Martin H.
'no comment
 
matherp
Guru

Joined: 11/12/2012
Location: United Kingdom
Posts: 8604
Posted: 02:01pm 09 Feb 2023
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If sprite order is a problem you should use:

SPRITE HIDE SAFE

  Quote  Removes sprite n from the display and replaces the stored background.
Automatically hides all more recent sprites as well as the requested one and
then replaces them afterwards. This ensures that sprites that are covered by
other sprites can be removed without the user tracking the write order. Of
course this version is less performant than the simple version and should
only be used it there is a risk of the sprite being partially covered


It is also better to do all the work on a framebuffer and then copy to the display screen once all the moving is finished

I think you may have a logic error when mario meets the sprite as it hits the bottom of the screen
Edited 2023-02-10 01:38 by matherp
 
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