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This is a discussion on [WIP]Lua Adhoc project/smash bros style game within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; Hi everyone i am working on a smash bros style game... it will have adhoc capabilities and is coded in ...
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#1 | ||
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Hi everyone i am working on a smash bros style game... it will have adhoc capabilities and is coded in Lua::
here is a video of my progress so far ... (the blue block represents the player on the other psp) i am open to suggestions on anything ... http://www.youtube.com/watch?v=HzFhdCM7lGs enjoy
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#2 | |
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#4 |
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Nice, Have You got a Single Player Tournament mode in mind?
Player Character Selection. Make the Square something else lol (i know your gunna change it Collision Between Both Player's Apart from That Really Nice |
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#5 |
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looking good, i started making the same game but as usual got bored, make a lobby sort of thing that the players join, each player presses start to change their mode, ready/not ready, and make sure you send the settings for which player should use which sprite in the lobby. send the players x and y co-ordinates to the other psp and not adjust the blocks x and y because the other psp sent that, it works better that way.
that probalbly doesnt make sense lol but i hope you sort of understand what im saying. basically send all the basic information before the game starts. i.e. what character each player has chosen.
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#6 | |||
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all in due time:P
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#7 |
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That is pretty cool waywardson. I hope you can get this finished before getting bored with it.
Would it be possible to see the code for this? I would love to see how this works exactly as I have not even begun to work on any wi-fi things yet.
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#8 | |||
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(note that it is verry crude at the moment as i was just tessing if id be able to do this..) Code:
function adhoc() --initiating adhoc if Adhoc.getState()==0 then adhocstate="OFF" if pad:r() and not oldpad:r() then Adhoc.init() Adhoc.connect() end elseif Adhoc.getState()==1 then adhocstate="ON" if pad:r() and not oldpad:r() then Adhoc.term() end end screen:print(0,30,"ADHOC:"..adhocstate,white) if adhocstate=="ON" then ---sending data outdata = "X"..player.x.."Y"..player.y.."N"..name.."L" Adhoc.send(outdata) --receiving data indata=Adhoc.recv() xpo=string.find(indata, "X") ypo=string.find(indata, "Y") npo=string.find(indata, "N") lpo=string.find(indata, "L") if xpo==nil then else --player 2 x p2x=string.sub(indata,(xpo+1),(ypo-1)) tonumber(p2x) --player 2 y p2y=string.sub(indata,(ypo+1),(npo-1)) tonumber(p2y) --lobyname lobyname=string.sub(indata, (npo+1),(lpo-1)) end end end
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#10 |
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Will it be WiFi or just psp to psp?
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#11 | ||
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as of now just adhoc (between two psp's near by)
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#12 |
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lol wifi would be so laggy, psp to psp will be great tho, you could even smash smash bro's and have 8 players if you coded it right
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AKA Craig, call me what you want to It's your preference. My Website: is down for a while ... I'll bring a new one back soon. Currently working on: (0) PGE Gears Of War - On hold (Very large project). (0) PS???? - A tactical 2d side scrolling game involving AI and online multiplayer features. - Tile engine nearley finished (1 bug to fix). |
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#13 |
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#14 |
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Thanks for letting us check out that adhoc function. It actually doesn't look as hard as I expected it to be, though, I can't say anything for when you are finished with it.
Keep up the good work. I can't wait to try this out. Ha, this is one [WIP] thread I'll definitely be checking back on.
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#16 | |
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Keep up the good work dude Luke PS:if you need a beta tester give me a bell, id be delighted to help |
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#17 |
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Mmmm looks delicious. Questions for you: more than 2 players? less than 2 players? is the collision map hard coded? how does your collision system work? will you have multiple arenas? will you have a dynamic camera (focus moves)? what other ssb features do you plan (character select screen etc)?
If you need any coding help, PM me, always willing to help out. |
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#18 |
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hmm, i wonder why you used a blue block to represent the other psp, probably could have just blitted the same char over, but anywho looks nice, also as DA_merv asked, is the collision map hard-coded, or have you already begun working on a map loader?
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#19 |
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I was wondering the same as well, but it is possible he just didn't get around to it as to make it look proper he would need to make it animate which I presume takes a little more work.
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#20 |
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or maybe he has only made the sprite for one character so used a blue block for the example so we could tell the difference more easily. i would hope that the collisions will be based on collision maps that can be loaded into the game, such as F for floor and A for air space etc. so people can easily make a map.
it might look something like this. FFAAAAAFF AAAAAAAA AAAFFAAA AAAAAAAA FFFFFFFFF but that is just a suggestion.
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------ FaT3oYCG -----
AKA Craig, call me what you want to It's your preference. My Website: is down for a while ... I'll bring a new one back soon. Currently working on: (0) PGE Gears Of War - On hold (Very large project). (0) PS???? - A tactical 2d side scrolling game involving AI and online multiplayer features. - Tile engine nearley finished (1 bug to fix). |
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#22 | |||
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but i will get more characters in there :]
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#24 |
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#25 | |
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Download: http://www.psp-networks.ath.cx/files...p_gen_test.rar i was just basically testing the logic behind what i thought, i strongly advise noone to use that code as its crap becuse as i said i was just testing it.
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------ FaT3oYCG -----
AKA Craig, call me what you want to It's your preference. My Website: is down for a while ... I'll bring a new one back soon. Currently working on: (0) PGE Gears Of War - On hold (Very large project). (0) PS???? - A tactical 2d side scrolling game involving AI and online multiplayer features. - Tile engine nearley finished (1 bug to fix). |
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#26 |
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Are there any good tile map tutorials?
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My Releases: --------------------------------------------------- [URL="http://forums.qj.net/showthread.php?t=145654"]ROFLFlasher[/URL] [URL="http://forums.qj.net/showthread.php?t=144892"]DTS MGS Edition[/URL] [URL="http://forums.qj.net/showthread.php?t=143735"]Arkanoid Deluxe Beta[/URL] [URL="http://forums.qj.net/showthread.php?p=2144700#post2144700"]SAVIOR![/URL] |
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#27 |
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I vaguely remember a pacman themed one. But why don't you just code your own. I did that for Let's Roll! and it turned out to be pretty fast. It was hard coded to 8x8 maps but you could easily change it to anything, even dynamic.
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#28 |
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i just made another one that would maybe suit this sort of game more, i only spent half an hour on it including making the images but for anyone who wants a look
Download http://psp-networks.ath.cx/files/dow...gen_test_2.rar it would be good if this game was created like this because it would make it easy for people to make their own maps.
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------ FaT3oYCG -----
AKA Craig, call me what you want to It's your preference. My Website: is down for a while ... I'll bring a new one back soon. Currently working on: (0) PGE Gears Of War - On hold (Very large project). (0) PS???? - A tactical 2d side scrolling game involving AI and online multiplayer features. - Tile engine nearley finished (1 bug to fix). |
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#29 | |
![]() ![]() oh hai thar
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#30 |
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I don't understand tile maps??? Thats why im asking for a tutorial or even an explanation??
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My Releases: --------------------------------------------------- [URL="http://forums.qj.net/showthread.php?t=145654"]ROFLFlasher[/URL] [URL="http://forums.qj.net/showthread.php?t=144892"]DTS MGS Edition[/URL] [URL="http://forums.qj.net/showthread.php?t=143735"]Arkanoid Deluxe Beta[/URL] [URL="http://forums.qj.net/showthread.php?p=2144700#post2144700"]SAVIOR![/URL] |
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| Tags |
| adhoc , bros , game , project or smash , style , wiplua |
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