Author Topic: Yet another shooter  (Read 150594 times)

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Offline TIfanx1999

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Re: Yet another shooter
« Reply #90 on: December 13, 2008, 11:46:52 pm »
Hey, that's some sexy lookin stuff! Rock on Iambian, rock on!

Offline Iambian

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Re: Yet another shooter
« Reply #91 on: December 16, 2008, 04:56:44 pm »
A quick put-in before I start finalizing the demo. Space is closing in fast, with the application assembling to 14274 bytes. I intend on having at least two selectable players and some sort of difficulty setting. You won't get practice, results, nor settings, simply because I don't think I'll have the space for it. If I do get the space, I'll probably put in "results" insofar as much as a simple scoring between the characters and their respective difficulty level.

Wish me luck, as I close in the gap afforded by the 16K limit.
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Re: Yet another shooter
« Reply #92 on: December 16, 2008, 05:32:32 pm »
wish ya luck, iambian. btw, i decided to check out CelticII. any compatibility issues between that and xLib i may need to know?

Offline simplethinker

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Re: Yet another shooter
« Reply #93 on: December 16, 2008, 05:36:22 pm »
Good luck Iambian!

wish ya luck, iambian. btw, i decided to check out CelticII. any compatibility issues between that and xLib i may need to know?
Do you mean CelticIII?  With xLIB and CelticII I haven't had any problems.  Plus, since with CelticII is a program and xLIB is an app I don't think there's much that would conflict.
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Offline kalan_vod

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Re: Yet another shooter
« Reply #94 on: December 16, 2008, 06:20:13 pm »
Good luck Iambian!

wish ya luck, iambian. btw, i decided to check out CelticII. any compatibility issues between that and xLib i may need to know?
Do you mean CelticIII?  With xLIB and CelticII I haven't had any problems.  Plus, since with CelticII is a program and xLIB is an app I don't think there's much that would conflict.

The type of program (app) has little to do with it, it is when a program/app uses the same hooks or memory locations that causes compatibility.

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Re: Yet another shooter
« Reply #95 on: December 16, 2008, 10:18:18 pm »
Looks pretty cool imo.

Kinda confused why your ship is a puzzle frenzy block tho. :P

Offline DJ Omnimaga

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Re: Yet another shooter
« Reply #96 on: December 16, 2008, 11:00:57 pm »
Yeah i always wondered that too x.x, same for the enemy ship . It is better than my two old ASCII shooters where enemies were Vs and my ship was a W tho XD, good old days

Offline TIfanx1999

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Re: Yet another shooter
« Reply #97 on: December 16, 2008, 11:25:12 pm »
Filler until he make the actual sprite i'd assume.

Offline Iambian

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Re: Yet another shooter
« Reply #98 on: December 17, 2008, 06:39:30 pm »
...
Kinda confused why your ship is a puzzle frenzy block tho. :P
I actually sourced that one from one of my earlier games (port), "Fishy". The most recenter version included a cheat mode that made your sprite look like that, which I named "DevBlock", since I used it to test out a few things without ever having to worry about actually playing the game to encounter the problems.

Filler until he make the actual sprite i'd assume.
Actually... according to the first "storyline" I've planned out, that *is* an actual character.

New in the release presented here is the ability to choose between two characters. Really. Read the descriptions and you'll be enlightened as to how they should be played. The stats associated with them when you start the game will not actually be a reflection of how the characters will start the game when the full version is released, but it should give you somewhat of an idea. Further tweaks are needed, though.

A binary is attached to this post, which is the current state of the game. The demo version is about 90% complete at this stage.

The release after this one will finalize the demo version of the game with everything that I want in it in place. This will include varying difficulties for the Stage 0 stage, and a functioning "Results" menu so you can view your high scores, or more. The "or more" part will depend on how much space I have remaining after all is said and done.

EDIT: Edited the attachment to include a binary that I *know* is properly signed.
EDIT2: The MODE button on the calculator is the "go back" button on any of the menus. Try it out repetitively and tell me if you encounter any problems, if you want ...
« Last Edit: December 17, 2008, 08:00:38 pm by Iambian »
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Offline DJ Omnimaga

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Re: Yet another shooter
« Reply #99 on: December 17, 2008, 07:09:30 pm »
Great! I'll update my wabbitemu rom with this version and play when I get some time :)

metagross111

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Re: Yet another shooter
« Reply #100 on: December 18, 2008, 01:23:59 am »
whoa! its awesome!

Offline Iambian

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Re: Yet another shooter
« Reply #101 on: December 22, 2008, 10:57:02 pm »
Okay. Change of plans. I intend on using the little space I have left on a special final attack for the boss if you're fighting it on lunatic mode. By then, you'll have no bombs left, so you don't really stand a chance :P

When I run out of space, that's when I'll release it. Sorry I can't get everything worked in.

EDIT:
Screenshot : http://www.mediafire.com/imageview.php?quickkey=yzatyt12yqm&thumb=5

Nothing works. Just play it.
« Last Edit: December 25, 2008, 01:41:10 am by Iambian »
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Offline Iambian

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Re: Yet another shooter
« Reply #102 on: December 25, 2008, 08:29:37 pm »
Double post. See above post for edit.

While I may not make good on some of the promises (this isn't a final demo release, by the way. This is just a Christmas gift), I have been working on some optimization so I can feel comfortable adding in more stuff. So far, 200 bytes in the dev version (not seen) has been shaved off while revising the script system. More is expected.
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Offline DJ Omnimaga

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Re: Yet another shooter
« Reply #103 on: December 26, 2008, 01:03:37 am »
Nice, I'll check this out too soon :)

Offline Iambian

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Re: Yet another shooter
« Reply #104 on: December 31, 2008, 09:26:55 pm »
More optimizations has been made and I've added in another feature, which builds now to an even 15000 bytes total. More is to be expected, including an image for the title screen and image compression. Just as soon as I can figure out how the images are composed when they're decompressed using teh "Spiffy" decompressor found on ticalc, I'll start making heavier use of the routines.
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