Author Topic: Yet another shooter  (Read 151794 times)

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Offline DJ Omnimaga

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Re: Yet another shooter
« Reply #30 on: October 16, 2008, 01:37:40 am »
oh wow i love that animation. Nice job so far. Glad you posted a screenie in 2x size format too ^^

Offline tr1p1ea

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Re: Yet another shooter
« Reply #31 on: October 16, 2008, 08:59:46 am »
Awesome work, screenie works fine in Opera too :).
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Offline DJ Omnimaga

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Re: Yet another shooter
« Reply #32 on: October 16, 2008, 10:05:00 am »
Yeah true, Opera 9.5 or above can view screenshots fine. In older versions the max framerate was 10 fps.

I wonder if IE now display long animated gifs without slowing down near the end like in IE6?

Offline Madskillz

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Re: Yet another shooter
« Reply #33 on: October 16, 2008, 02:16:59 pm »
looks good, man there is a lot of stuff going on. Cant wait to see more!

Offline fourchanb

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Re: Yet another shooter
« Reply #34 on: October 18, 2008, 07:11:58 am »
Woah, I never knew you were working on this. It looks really nice, you are a lot further than me what bullet patterns are concerned, but there's no enemies?

For the record, I announced the project on June 22nd on UTI ;). Does that make me the first to get this idea?

Offline Iambian

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Re: Yet another shooter
« Reply #35 on: October 20, 2008, 12:35:51 pm »
The enemy and the being able to shoot thing is being planned out, but I've run into problems regarding the time I've restricted myself to. I'll be able to work them out, but not without some effort, so it'll take time.

And, yeah. You *are* first to get the idea. I started my project Wednesday, August 20, 2008 at 11:49 AM, according to the timestamp on the main project file. I didn't announce the project to the "public" until the first post on this thread. The project was actually announced on IRC.

If you want an outline of how my project basically works so far, PM me and I'll fork over the details.
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Offline DJ Omnimaga

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Re: Yet another shooter
« Reply #36 on: October 20, 2008, 02:13:40 pm »
At least with two similar projects there are chances that both will be even better than intended to be, altough they are alerady looking pretty good.

I hope they both get finished :)

Offline Iambian

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Re: Yet another shooter
« Reply #37 on: October 27, 2008, 07:27:03 pm »
No real update yet. The code that renders and moves player bullets seem to be working and I intend on letting the player shoot pretty soon, although it'll be at nothing at the moment. That'll be the next thing to be coded, but I still have to write a clipping sprite routine that works on a 64*64 pixel buffer as opposed to the more traditional 96*64 pixel buffer. It *should* be easier, but let's see how well things pan out.

After that, I'll be coding in a scripting system so that stages and enemies (including bosses) can be "coded" in. The system'll be flexible enough to allow loading of external levels (though I may not do that yet) and the ability to challenge individual spellcards in the practice mode. Timing won't be as much of an issue since I totally neglected a completely free slot in my interrupt timing scheme.

Luck or not, the project can be completed as the scheme stands. The foundation is solid enough...

... though don't expect the game to work on anything higher than a TI-83 Plus when this is completed, since the game requires interrupt timings found only on that calculator. A work-around for a higher calc would probably be to use a crystal timer to simulate timings similar to that found on a TI-83 Plus.

EDIT: I'll also be adding in a LOL-type internets story at the suggestion of Drak (#lobby) and a "Nullity" game mode which is reserved for only the masochistic professional (or professional masochist, whichever floats your boat. 1 life, no bombs. Potential Youtube vids, anyone?)
« Last Edit: October 27, 2008, 07:34:03 pm by Iambian »
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Offline DJ Omnimaga

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Re: Yet another shooter
« Reply #38 on: October 28, 2008, 04:31:24 am »
Cool, so Rick Astley is the final boss? err... I mean I can't wait for the final version :)

As for 83+ only I think it will be fine since TI still sell 83+s, being a lot cheaper and still popular

Offline Madskillz

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Re: Yet another shooter
« Reply #39 on: October 28, 2008, 08:10:27 pm »
well I'm out my 83+ doesn't work anymore...still keep up the progress I can always play it on an emu.

Offline DJ Omnimaga

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Re: Yet another shooter
« Reply #40 on: October 28, 2008, 10:35:49 pm »
:'( sorry to hear madskillz, I hope you won't be giving up on your projects though since you don't have a real calc to test your stuff right away x.x

Offline Iambian

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Re: Yet another shooter
« Reply #41 on: November 01, 2008, 12:09:07 am »
Code is in place to initialize enemies, so now there's the task of rendering them and colliding them with the bullets. After those tests are done, then it'll be time to write the script system and then test that out. Sometime in between these steps (and definitely after), I'll post a screen shot demonstrating the code. Perhaps maybe I'll attach a binary to the post showing it all.

Then I'll start on an actual title screen...
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Offline DJ Omnimaga

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Re: Yet another shooter
« Reply #42 on: November 01, 2008, 03:13:20 am »
by binary I assume you mean a demo?

Offline bfr

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Re: Yet another shooter
« Reply #43 on: November 01, 2008, 08:37:03 pm »
Quote
EDIT: I'll also be adding in a LOL-type internets story at the suggestion of Drak (#lobby) and a "Nullity" game mode which is reserved for only the masochistic professional (or professional masochist, whichever floats your boat. 1 life, no bombs. Potential Youtube vids, anyone?)

Quote
The system'll be flexible enough to allow loading of external levels (though I may not do that yet) and the ability to challenge individual spellcards in the practice mode.

That's going to be pretty cool  8)


Offline Iambian

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Re: Yet another shooter
« Reply #44 on: November 07, 2008, 10:54:47 am »
First of all, it was a pain to find a image hosting service that didn't seem to suck as bad as imageshack. That's something I'd like to let you all know.

So, back on topic... the shooter now renders enemies, and lets you shoot them down with extreme prejudice (zero delay autofire still enabled). The enemies now behave according to their own little script (but those in the demo gets all the same script). I have not tested out the firing capabilities of the player yet, but I expect to do a few days after the weekend's over.

So... screenshots, eh? http://tinypic.com/view.php?pic=33nw4kj&s=4

If you're curious about the script I used for the enemy, just know that I had to make this whole language up. Any improvements to it can certainly be made, including condensing certain commands that normally go very well together. But... try to figure it out :)
Code: [Select]
Lv00En00:
 cd.const(r0,-1)
Lv00En00L0:
 cd.neg(r0)
 cd.const(r2,5)
Lv00En00L1:
 cd.const(r1,4)
 cd.pause(r1)
 cd.addy(r0)
 cd.djnz(r2,Lv00En00L1)
 cd.const(r2,5)
Lv00En00L2:
 cd.const(r1,4)
 cd.pause(r1)
 cd.addx(r0)
 cd.djnz(r2,Lv00En00L2)
 cd.neg(r0)
 cd.const(r2,5)
Lv00En00L3:
 cd.const(r1,4)
 cd.pause(r1)
 cd.addy(r0)
 cd.djnz(r2,Lv00En00L3)
 cd.const(r2,5)
Lv00En00L4:
 cd.const(r1,4)
 cd.pause(r1)
 cd.addx(r0)
 cd.djnz(r2,Lv00En00L4)
 
 cd.goto(Lv00En00L0)
Heh. Try to understand that :P
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