Topic:   TNTBasic   (Read 29414 times)


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EqwanoX


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Re: TNTBasic
« Reply #15 on: January 08, 2011, 10:37:46 AM »
Quote
I'm going back to using this as soon as the contest is done and I'm gonna attempt to make a platformer. This program is awesome. If I get the code down it's too easy to add levels.
While I'm on this subject, is there some way to convert files like the games TNT builds to run on Windows? I'd like to be able to show more people what I'm making.
i challenge you, sc vs tnt, ill make a platform engine in sc and we'll have a vote which is better

Silverwind


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Re: TNTBasic
« Reply #16 on: January 08, 2011, 01:17:04 PM »
And a public hanging for the one that's worse.
I survived the spammage of 2007

Gan


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Re: TNTBasic
« Reply #17 on: January 08, 2011, 04:48:58 PM »
Ooh, now things are getting exciting.

Connors


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Re: TNTBasic
« Reply #18 on: January 09, 2011, 12:05:53 AM »
Alright Eqwanox, I'll likely start after the 20th.
This point-and-click thing is starting to get sort of annoying, since it takes a while to make a room sometimes.
Warning: The above post may have been modified multiple times.

"In a great game, the character must never perfectly obey the user's command"
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Connors


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Re: TNTBasic
« Reply #19 on: January 13, 2011, 08:09:37 PM »
   Hey guys I'm curious if there is any way to convert TNTBasic games to run on Windows. Are there perhaps programs that can convert simple applications?
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"In a great game, the character must never perfectly obey the user's command"
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WarHampster


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Re: TNTBasic
« Reply #20 on: January 13, 2011, 09:47:28 PM »
Not unless you port the TNT runtime to windows.

Visual Basic is probably similar, I would check that out.

x


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Re: TNTBasic
« Reply #21 on: January 14, 2011, 04:54:31 AM »
If you want something similar to TNT that is cross platform, all that comes to mind is blitzmax.

Connors


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Re: TNTBasic
« Reply #22 on: January 18, 2011, 09:36:22 PM »
I think Blitzmax was the one that needed XCode, and of course my computer doesn't have it.

...BTW I've started messing with the platformer game. It's fun!
« Last Edit: January 18, 2011, 09:37:09 PM by Connors »
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Re: TNTBasic
« Reply #23 on: January 21, 2011, 12:53:11 AM »
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I think Blitzmax was the one that needed XCode, and of course my computer doesn't have it.

...BTW I've started messing with the platformer game. It's fun!

You can download XCode for free from Apple Developer Connection; you just need to make an account. Also, PM me with your OS if you want a full copy of BlitzMax (just keep it on the DL).
« Last Edit: January 21, 2011, 12:54:14 AM by admin »

Connors


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Re: TNTBasic
« Reply #24 on: January 21, 2011, 09:10:00 AM »
Check it out I made some sweet cliché platformer graphics!

And I'm using the same character from when I tried a platformer before because he's badass. 8)
« Last Edit: January 22, 2011, 10:23:25 AM by Connors »
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Re: TNTBasic
« Reply #25 on: January 29, 2011, 11:21:37 PM »
OK guys, the collisions may be sloppy (if anyone has some pointers that's great) BUT the left and right arrows/space bar move and jump.
Heeeeres Square Dude!
....I hope this gets way better ::)
https://sites.google.com/site/onronc/SD.zip?attredirects=0&d=1
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"In a great game, the character must never perfectly obey the user's command"
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EqwanoX


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Re: TNTBasic
« Reply #26 on: January 30, 2011, 10:06:14 AM »
the movement is so smooth in tnt, but theres no speed limit, he just goes faster and faster, ide say this has potential

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Re: TNTBasic
« Reply #27 on: January 30, 2011, 07:29:53 PM »
Might wanna do this using delta time.

Connors


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Re: TNTBasic
« Reply #28 on: January 30, 2011, 11:24:29 PM »
That was really just a proof of concept, I can limit speeds and it's improving a lot.... But collisions like this are difficult.
Warning: The above post may have been modified multiple times.

"In a great game, the character must never perfectly obey the user's command"
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http://connorspuzzles.tumblr.com/

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Re: TNTBasic
« Reply #29 on: January 30, 2011, 11:58:07 PM »
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That was really just a proof of concept, I can limit speeds and it's improving a lot.... But collisions like this are difficult.
Why not store an array, that amounts to a very fine collision tile map. Any value that is 1 is collidable, 0 is not. Write a function that returns true if a given x,y location is 1 in this array and bam, accurate collision detection. When the player moves, you let them move 5px/10px/however small each "tile" is, check if theres a collision and undo the move appropriately.

This is how collision are usually mapped in 3d games, however a 3d array is used. It should transfer to your situation nicely!
« Last Edit: January 31, 2011, 12:00:42 AM by x »