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Dr. Stab
Sep 12, 2010
👨🏻‍⚕️🩺🔪🙀😱🙀
To reinforce what IJ said, if you haven't started on Octojam, there's still plenty of time. Games, by necessity, are very simple in Chip8. You could have a passable game done in a couple hours.

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Dr. Stab
Sep 12, 2010
👨🏻‍⚕️🩺🔪🙀😱🙀
I also finished my game. There was a game I was working on for a while but then I abandoned that to make this one over two days instead: Turnover 77

Dr. Stab
Sep 12, 2010
👨🏻‍⚕️🩺🔪🙀😱🙀
4 colors is pretty cool

http://johnearnest.github.io/Octo/index.html?gist=306e51072134d6793f99

Dr. Stab
Sep 12, 2010
👨🏻‍⚕️🩺🔪🙀😱🙀
To load, you do something like this:
code:
: cool-load-function
	i := cool-memory-location
	load v1
;
...

: cool-memory-location
	1 2
This will load 1 into v0, and 2 into v1. The load operation also increments i, so that i is now cool-memory-location + 2.

To save:
code:
: cool-save-function
	v0 := 3
	v1 := 4
	i := cool-memory-location
	save v1
;
this puts 3 at cool-memory-location, 4 at cool-memory-location + 1, and leaves i at cool-memory-location + 2.

Dr. Stab
Sep 12, 2010
👨🏻‍⚕️🩺🔪🙀😱🙀
Hey if anyone wants to make a game, Octojam is still open for another 5 seconds.

Dr. Stab
Sep 12, 2010
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I saw this thread was bumped so I had to make a program.

Like all good programs, it's a modified version of the sample person program



http://johnearnest.github.io/Octo/index.html?gist=6a3642baee4a53f8c6b2484eaa0fd3df

WASD - move cursor
V - draw
C - erase
1 2 3 - choose brush
Z X - choose layer

Dr. Stab
Sep 12, 2010
👨🏻‍⚕️🩺🔪🙀😱🙀
The t8nks intro is a photograph of a tank downsampled to 4 colors.

Also, the physics are as physically based as most games. It's adding acceleration to velocity and velocity to position once per tick.

It's not a smooth curve, but it's good enough for games of all sorts, not just 8 bit ones.

What you're doing looks very different and I'm interested to learn how it works.

Dr. Stab
Sep 12, 2010
👨🏻‍⚕️🩺🔪🙀😱🙀
48 bytes

http://johnearnest.github.io/Octo/index.html?gist=ec9f2c2303a1144aafcca587725e06d7

44 bytes, no quirks mode

http://johnearnest.github.io/Octo/index.html?gist=9952e56f1b163bc0ac1b6e739531c76f

40 seems easily doable, but I'll leave that for someone else or another time.

Dr. Stab
Sep 12, 2010
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Oh, I missed the v0 incrementing thing. That should have been obvious.

Here's 35 bytes. It's shaving the 4 bytes I was thinking of, plus another one I just found now. press e to fly.

http://johnearnest.github.io/Octo/index.html?gist=20292b2d6200aa515ddf43631605c816

Dr. Stab
Sep 12, 2010
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26 bytes. x flaps. game doesn't reset on a game over.

This is a pretty bad game. I think I'd rather just type a couple more bytes.

http://johnearnest.github.io/Octo/index.html?gist=2d130a9fd75da183196e3aadbba3f81c

also, unlike the 29 byte version, this one probably won't do so hot on hardware.

Dr. Stab
Sep 12, 2010
👨🏻‍⚕️🩺🔪🙀😱🙀
I'm having a bit of a problem with audio sync.

http://johnearnest.github.io/Octo/index.html?gist=e5626b6bfc50473d98ff8d13824e0419

For me, this stays in sync as long as it never lags or pauses. If I wait 1 minute, then pause, a whole bunch of sound will play while it is paused. It seems like as long as sound is continuous, the time at which I tell a sound to play and the time at which it actually gets played drift further and further apart as more sounds are queued to play.

Dr. Stab
Sep 12, 2010
👨🏻‍⚕️🩺🔪🙀😱🙀
I did a little more work on my jubeat clone to give it some polish.

http://johnearnest.github.io/Octo/index.html?gist=864826f7382ba01aef51a426df058871

nearly ready for submission.

Dr. Stab
Sep 12, 2010
👨🏻‍⚕️🩺🔪🙀😱🙀
lookin good

http://johnearnest.github.io/Octo/index.html?gist=3d9cf05648af4aa6f8fa1d0f97d77d71

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Dr. Stab
Sep 12, 2010
👨🏻‍⚕️🩺🔪🙀😱🙀
I made a little spaceship

http://johnearnest.github.io/Octo/index.html?gist=6be5db905087c99cca632e40575dc4f8

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