Author Topic: Yet another shooter  (Read 150560 times)

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Offline JustCause

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Re: Yet another shooter
« Reply #210 on: August 24, 2010, 11:31:09 am »
Yes! Beat Lunatic with both Netham and DevBlock. Congrats on making a game that I have poured 20+ hours of my life into.
See you, space cowboy...

Offline Raylin

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Re: Yet another shooter
« Reply #211 on: August 24, 2010, 12:46:47 pm »
Could we get an update on this?
Or an asset release?
Bug me about my book.

Sarah: TI-83 Plus Silver Edition [OS 1.19]
Cassie: TI-86 [OS 1.XX]
Elizabeth: TI-81 [OS 1.XX]
Jehuty: TI-83 Plus Silver Edition [OS 1.19]
Tesla: CASIO Prizm







Offline DJ Omnimaga

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Re: Yet another shooter
« Reply #212 on: August 24, 2010, 04:31:22 pm »
I think it is on hold until E:SoR is completly finished. Geekboy1011 was working on a new level, though, but he has limited Internet access at home and a very old computer so he can barely access Omnimaga.

Offline Geekboy1011

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Re: Yet another shooter
« Reply #213 on: September 05, 2010, 01:21:35 pm »
yeah im slowly working on a level thing is teh new scripting engine isnt done yet so i cant make a full level yet i believe
as for the demo that is out now it has no room left its pushed to like having 2 bytes to spare or something so not much editing can be doe on that :/

Offline DJ Omnimaga

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Re: Yet another shooter
« Reply #214 on: September 05, 2010, 01:30:41 pm »
Aw sorry to hear, I hope you can have a way to continue soon :(

Offline Geekboy1011

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Re: Yet another shooter
« Reply #215 on: September 05, 2010, 02:35:04 pm »
well i can progress im not sure if the txt routines are done though  care to share iambian? ^_^
 if they are i can just do a boss level where you fight different bosses so yeah ^_^

Offline Iambian

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Re: Yet another shooter
« Reply #216 on: April 08, 2011, 11:48:52 pm »
This project is being restarted.

Reasons:
(1) Major pain in the arse to modify assets
(2) Too many bugs in the script system
(3) Compiles using TASM. 'nuff said.
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Offline ztrumpet

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Re: Yet another shooter
« Reply #217 on: April 08, 2011, 11:51:35 pm »
* ZTrumpet runs in circles happily while handing out cherries to Iambian! O0

Offline Geekboy1011

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Re: Yet another shooter
« Reply #218 on: April 08, 2011, 11:53:07 pm »
Yay I'm thinking a new thread might be in order though as If I'm not mistaken a bunch of things might be changing

Offline Iambian

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Re: Yet another shooter
« Reply #219 on: April 09, 2011, 12:11:38 am »
Hehe. I'll be making a new thread once I actually get code down on the new CaDan. For this edition, I'll be using SPASM to perform the compile job, since I've fallen in love with it after beginning the E:SoR reboot.

It'll be tough to keep this up and still have to deal with two jobs, but I'm sure I'll be able to get something going.
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Offline Eeems

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Re: Yet another shooter
« Reply #220 on: April 09, 2011, 12:21:27 am »
I ♥ SPASM :)
good luck with the re-write!
/e

Offline TIfanx1999

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Re: Yet another shooter
« Reply #221 on: April 09, 2011, 12:27:32 am »
I saw this in the E:SoR thread. Looking forward to your work as always. =)

Offline DJ Omnimaga

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Re: Yet another shooter
« Reply #222 on: April 29, 2011, 07:46:01 pm »
I'M glad to see this restarted. Do you think the grayscale will be improved a bit? I remember you saw some sort of grid while playing.

Offline Iambian

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Re: Yet another shooter
« Reply #223 on: April 30, 2011, 09:54:16 pm »
I don't believe the grayscale problems will be fixed. I want to focus more on the actual gameplay, which I think is a bit more important.

If I can somehow find a way to fix it, though, I'll do just that.

EDIT: Working on the base code. Might have something that won't crash later "tonight" (May 3, 2011)
« Last Edit: May 03, 2011, 02:30:28 pm by Iambian »
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Offline Iambian

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Re: Yet another shooter
« Reply #224 on: May 06, 2011, 11:19:24 am »
Double: Update (small)

The app now starts up and I've begun working on the large font renderer. This renderer supports variable-width fonts with a slightly variable spacing between letters, which serve to help make the text look more "natural". Example: The 'o' character can be bumped two additional pixels to the left if the previous character was a 'T', or an 'f' can be bumped one pixel to the left if the preceding character is an 'L'. I try to account for every possible combination, even though such combinations won't ever appear in English. Or any other possible language for that matter.

The font routines do not support international characters. The design kept me from adding those in. Perhaps a later version will that be possibly added in.

After that is done (there are still a few bugs left in it), I'll be able to get some graphics going and make a halfway decent menu system that's similar, if not identical, in appearance and functionality to the previous iteration of CaDan. It won't be the same, since the rendering method is far too different.

Of course, actually *using* a font renderer will make the menus appear a bit slower between screens. I can cut out the time by prebuffering every possible menu before trying to display them. The game engine uses a disproportionate amount of memory as opposed to the menu system, so I figure I could use the extra 6 or so kilobytes for *something*...

What do you think of that idea?
A Cherry-Flavored Iambian draws near... what do you do? ...