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Comments for Mortide

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bournebourne

2011/1/14

Looks like an excellent start! =)
delmardelmar

2011/1/14

I like it. Looks like it has potential.
mjrb4mjrb4

2011/1/14

Nice, it'd be cool to see this made into a bigger game!
A new version of this scenario was uploaded on Sat Jan 15 04:11:20 UTC 2011 1/14/11 Added ammo system (missiles, counter, restock pickups); Made my own music for first (currently only) area
bournebourne

2011/1/15

Kinda confused on some things. I got the little guy to run backwards (animation), and missles don't reset, after restarting scenario? (if direction is to the right, then reset scenario, then animation is backwards) - Think this could maybe be a static variable that is not initialized (set equal to something) for the beginning setup outside of just its declaration? Fell into hole and came out uptop. Jump is now 's' and the missles are shot by holding 'a' then 'w' (should just be one key?). And pressing 'q' stops the scenario?
wvStudioswvStudios

2011/1/15

I've been trying to fix that. missles are actually shot by pressing w to arm and a to fire. q was meant to stop the music too.
A new version of this scenario was uploaded on Sat Jan 15 23:58:12 UTC 2011 Added another room demonstrating Ripper class enemy. If anyone wants to look at the source and help me figure out the problem with flipping, I'd be very grateful.
bournebourne

2011/1/16

Okay i took a look at your code. Its like I thought, you have static variables in your samus class: a boolean called "f" and an int called "missilenum". "f" is set to false, and "missilenum" is set to 10. I'm assuming "f" has something to do with direction. The problem is that these variables are set to these values once, when the applet first loads. To fix it, set "f" to false and "missilenum" to 10 inside the constructor.
wvStudioswvStudios

2011/1/17

I tried that. change it in the source and then see what happens. what's happened to me when i tried that is this: you can run both directions, but then when you shoot to the right, it shoots right and then shoots left. it's as if "f" is getting set to false when you shoot.
bournebourne

2011/1/17

Ah I found your real problem. Your beam class extends samus and so calls the samus constructor also. What should be done is that beam should not extend samus, and same with couple other classes. But for a quick fix change the constructor of samus to contain the following: if (!(this instanceof beam || this instanceof missile || this instanceof Counter)) { run0 = new GreenfootImage("samusstand0.png"); run1 = new GreenfootImage("samusstand1.png"); run2 = new GreenfootImage("samusstand2.png"); jump1 = new GreenfootImage("spinjump1.png"); jump2 = new GreenfootImage("spinjump2.png"); missilenum=10; f = false; setImage(run0); }
As a fellow Ti83/84 programmer i can say that this really reminds me of some of the metroid games i have seen released, and it looks really nice :)
wvStudioswvStudios

2011/1/17

Thanks, builderboy. I saw your account on omnimaga and I was going to say hi, but I can't pm yet :P
A new version of this scenario was uploaded on Mon Jan 17 18:13:27 UTC 2011 Flipping and resetting has been fixed! Thank you very much, bourne. I appreciate your help.
talmanteltalmantel

2011/1/17

hi, can someone send me to the email: tal.mantelmakher@gmail.com how can i create my own picture for greenfoot? cause i am doing picture but when i load it has a white squere around it
wvStudioswvStudios

2011/1/17

You should ask these questions on the discussion forum, but I'll answer for you. I think the problem is that you don't have transparency in your image.
wvStudioswvStudios

2011/1/17

talmantel: forgot to say this: go to the "support" tab on this website and click on the link to the greenfoot discussion forum.
PiRocksPiRocks

2011/1/18

very nice definately resembles a TI83+/4+ game, I can picture the z80 code just looking at it :D good job!
A new version of this scenario was uploaded on Tue Jan 18 01:39:26 UTC 2011 I have now added a health counter and health pickups. I located the sprite sheets from my 83+ version of it, so I'm going to use some of those. At least one of them is going to be in the next update.
wvStudioswvStudios

2011/1/18

PiRocks: not z80. I was coding it in ti-basic. so as a bonus, it's also faster in greenfoot ;P
PiRocksPiRocks

2011/1/18

ahh, still anything of this caliber in tibasic is even more impressive considering how difficult it is to keep up a good framerate.
PiRocksPiRocks

2011/1/18

btw I love the graphics
wvStudioswvStudios

2011/1/18

well it was pretty damn slow on the calculator, but actually it didn't run as slowly as I'd though it would. And thank you for your kind words. I worked on the graphics for a while. I actually directly copied them from the picture I have on my calculator (I didn't lose that) so it's essentially what it would have looked like on the ti screen.
A new version of this scenario was uploaded on Tue Jan 18 03:10:25 UTC 2011 new enemy added. It will become a boss, but I thought I'd showcase my calculator art skillz. one screen to the left of the starting screen. I also added health to the enemies. It takes more than one shot to kill them.
A new version of this scenario was uploaded on Tue Jan 18 21:08:02 UTC 2011 Different damage system (enemies now do different amounts of damage). Animation of Charger fixed, Ripper can no longer be killed. Press "k" to see the current dying animation
A new version of this scenario was uploaded on Tue Jan 18 23:36:10 UTC 2011 BLAH! I TAKE AWAY YOUR MISSILES! Missile capacity increase added to game. It shouldn't be too hard to find ;)
wvStudioswvStudios

2011/1/25

Also, I kind of can't code in z80 asm, so... yeah.
forbzee123forbzee123

2011/2/8

not bad at all