Re: Galaga 1990

2010-05-26 Thread Geoff Canyon Rev
You definitely don't want to do this by positioning everything every
time you update. Instead, the move command is your special friend
here. For the enemy, you can plot out a randomized course from the top
to the bottom, and then tell it to follow that path in a set amount of
time. The bullets are even easier since they just have to go from
bottom to top. I did a quick hack job, cutting the code about in half
and speeding it up significantly. It now handles three enemies and 11
bullets without breaking a sweat on my macbook. Here's the stack:
http://snurl.com/wsclc and here's the article I posted with some
comments: http://gcanyon.posterous.com/a-blast-from-my-programming-past
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Re: Galaga 1990

2010-05-26 Thread Scott Rossi
Nice Geoff -- the use of the move command cuts down significantly on
processor use.  And your stack reinforces the benefits of avoiding a bunch
of stacked send messages.

Regards,

Scott Rossi
Creative Director
Tactile Media, UX Design



Recently, Geoff Canyon Rev wrote:

 You definitely don't want to do this by positioning everything every
 time you update. Instead, the move command is your special friend
 here. For the enemy, you can plot out a randomized course from the top
 to the bottom, and then tell it to follow that path in a set amount of
 time. The bullets are even easier since they just have to go from
 bottom to top. I did a quick hack job, cutting the code about in half
 and speeding it up significantly. It now handles three enemies and 11
 bullets without breaking a sweat on my macbook. Here's the stack:
 http://snurl.com/wsclc and here's the article I posted with some
 comments: http://gcanyon.posterous.com/a-blast-from-my-programming-past


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Re: Galaga 1990

2010-05-26 Thread Generic Email
Geoff,

Amazing. Much better. Thanks so much for your attention!

Now I am off to try and detect collisions

Much gratitude!


On May 26, 2010, at 3:03 AM, Geoff Canyon Rev wrote:

 You definitely don't want to do this by positioning everything every
 time you update. Instead, the move command is your special friend
 here. For the enemy, you can plot out a randomized course from the top
 to the bottom, and then tell it to follow that path in a set amount of
 time. The bullets are even easier since they just have to go from
 bottom to top. I did a quick hack job, cutting the code about in half
 and speeding it up significantly. It now handles three enemies and 11
 bullets without breaking a sweat on my macbook. Here's the stack:
 http://snurl.com/wsclc and here's the article I posted with some
 comments: http://gcanyon.posterous.com/a-blast-from-my-programming-past
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Re: Galaga 1990

2010-05-26 Thread Geoff Canyon Rev
Since the enemies' paths are pre-determined in this method, you can
determine whether a particular shot will hit an enemy at the time the
shot is fired. And vice versa, whether an enemy that you are planning
the route for will intersect any of the current shots on the screen.
It requires a bit of work, but it's (much) better than checking each
time you move the ship to see whether any of the shots have hit any of
the enemies.
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Re: Galaga 1990

2010-05-26 Thread Alejandro Tejada

This is a really interesting topic because this is similar to my
first question to Scott Raney after i bought Metacard...


Geoff Canyon Rev wrote:
 
 Since the enemies' paths are pre-determined in this method, you can
 determine whether a particular shot will hit an enemy at the time the
 shot is fired. And vice versa, whether an enemy that you are planning
 the route for will intersect any of the current shots on the screen.
 It requires a bit of work, but it's (much) better than checking each
 time you move the ship to see whether any of the shots have hit any of
 the enemies.
 

How could you change the image of the
ship while executing a move command
to reflect that the ship received a hit
from the player?

After the player hit the ship, Could you
delete this ship while executing this
move command?

Thanks in advance!

Alejandro
-- 
View this message in context: 
http://runtime-revolution.278305.n4.nabble.com/Galaga-1990-tp2230572p2232288.html
Sent from the Revolution - User mailing list archive at Nabble.com.
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Re: Galaga 1990

2010-05-26 Thread Scott Rossi
Recently, Alejandro Tejada wrote:

 How could you change the image of the
 ship while executing a move command
 to reflect that the ship received a hit
 from the player?

If you're using an image, set the text of the moving image to the text of
your exploding image or similar.


 After the player hit the ship, Could you
 delete this ship while executing this
 move command?

Yes.

Just tried both actions on an image moving across a card and they appear to
work as expected (Rev 4 OS X).

Regards,

Scott Rossi
Creative Director
Tactile Media, UX Design


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Galaga 1990

2010-05-25 Thread Generic Email
So, I am teaching my kids programming. I started with Scratch.
http://scratch.mit.edu/

Our first game was Galaga 1990.
It is available to play here: http://scratch.mit.edu/projects/TheCritic1/1057645

I wanted to teach them Rev as well, so I started recreating the game in Rev.

My code for both the Scratch game and my Rev code so far is here: 
http://drop.io/Galaga_1990

ok, my problem is that the fire coming from my main ship, in the rev game, 
looks like crap.
I have limited it to 5 moving particles, but even so, it crawls.

I am sure it is a newb mistake, but if someone could point me in the right 
direction, it would help.

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Re: Galaga 1990

2010-05-25 Thread Scott Rossi
Hi Generic:

I took a look at your stack and you've done everything right from a
conceptual standpoint.  All your code makes sense.  The problem you're
running into is Rev's real world behavior and performance -- Rev is not
multi-threaded and is not suited to managing lots of sub-second messages
simultaneously.  The practical way to do what you want is to use a single
master repeat loop that handles all animation, movement, key tracking etc.
This may seem counterintuitive to what you're trying to teach, but it's
really the only way to get any smooth performance out of Rev that's suitable
for a game.

I modified your stack as an example of one way to enhance performance.
Execute the following in your Rev message box:
go url http://www.tactilemedia.com/download/Galaga_1990_mod.rev;

All the code is at the stack level.  Shots are limited to one at a time on
screen, which of course you can change.  Given what you've built so far, I
think you'll be able to easily grasp what's going and modify as needed.

Good luck.

Regards,

Scott Rossi
Creative Director
Tactile Media, UX Design




Recently, Generic Email wrote:

 So, I am teaching my kids programming. I started with Scratch.
 http://scratch.mit.edu/
 
 Our first game was Galaga 1990.
 It is available to play here:
 http://scratch.mit.edu/projects/TheCritic1/1057645
 
 I wanted to teach them Rev as well, so I started recreating the game in Rev.
 
 My code for both the Scratch game and my Rev code so far is here:
 http://drop.io/Galaga_1990
 
 ok, my problem is that the fire coming from my main ship, in the rev game,
 looks like crap.
 I have limited it to 5 moving particles, but even so, it crawls.
 
 I am sure it is a newb mistake, but if someone could point me in the right
 direction, it would help.
 
 Thanks!___
 use-revolution mailing list
 use-revolution@lists.runrev.com
 Please visit this url to subscribe, unsubscribe and manage your subscription
 preferences:
 http://lists.runrev.com/mailman/listinfo/use-revolution
 




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