Author Topic: Chips: kalan_vods' Challenge  (Read 10262 times)

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Offline kalan_vod

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« on: January 20, 2006, 05:09:00 am »
Update [01/20/06]:
Thanks for showing intrest in this project, you know who you are.

Things added since last update:
-Just a few optimizations of code here and there.

Things to be added:
-A lot more levels.
-Ports of the orignal levels.
-Maybe some AI here and there.
-Make the levels in chapters, where 1-25 are in level set 1 and 26-50 are in two etc.

I hope to have at least the first 25 levels ported with the first release.

Here is a old screeny:

http://imageshack.us

And here are some links to info of the game in the past: http://joepnet.com/hosted/maxcoderz/phpBB2/viewtopic.php?p=37030#37030, http://www.revsoft.org/phpBB2/viewtopic.php?t=128&postdays=0&postorder=asc&start=0, http://www.unitedti.org/index.php?showtopic=3849&pid=67396&st=0entry67396. Check out my http://www.kalan.us/currentprojects.htm for more project updates.

CDI

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« Reply #1 on: January 20, 2006, 06:18:00 am »
AHHH!!! NOO!!!

*CDI

Offline kalan_vod

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« Reply #2 on: January 20, 2006, 11:14:00 am »
I have been working on this since oct! Have you not seen the posts on maxcoderz, revsoft, or UTI?

CDI

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« Reply #3 on: January 20, 2006, 11:19:00 am »
nope, don't go to revsoft :(sad.gif, I haven't been a regular on uti for a long time, and I hardly visit MC... to slow here

and if the levels scroll as you move it'd be better with the whole being able to see things better

Offline DJ Omnimaga

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« Reply #4 on: January 20, 2006, 03:32:00 pm »
very nice stuff kalan, I am impressed  by your work since you joined the community, keep it up! ;)wink.gif

Offline kalan_vod

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« Reply #5 on: January 20, 2006, 04:58:00 pm »
QuoteBegin-"CDI"+-->
QUOTE ("CDI")
nope, don't go to revsoft sad.gif, I haven't been a regular on uti for a long time, and I hardly visit MC... to slow here

and if the levels scroll as you move it'd be better with the whole being able to see things better

Well I don't have the screen scrolling because it would be too slow, it just does when you need to see the rest of the parts of the level.

@kevin: Thanks and it's always good to hear comments like this.

solitaire710

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« Reply #6 on: January 23, 2006, 06:46:00 am »
QUOTE
nope, don't go to revsoft :(sad.gif


HERETIC!!!


:ph43r:ninja.gif

spengo

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« Reply #7 on: January 23, 2006, 01:20:00 pm »
Cool. Like some odd puzzle game where you can ride these conveyor belt things. :)smile.gif

Offline kalan_vod

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« Reply #8 on: January 25, 2006, 08:43:00 pm »
Update [01/26/06]:
Since I have finished my secret project as of Sunday, I have been programming this game and as well a few other secret projects :Pblah.gif.

Things added since last update:
-Lots of optimizations, around 450b saved.
-Went from 9 programs to 7 programs (I will have them down to at least 5 before release, it's just easier to add subprograms right now instead of merging them.
-Completed the level editor and plan on releasing it to the public only with the release of the first version (sorry for those who want to make levels for the game, but I will not let people do some until I have at least 25 levels ported).
-Corrected the moving on the ice bug.
-Increased the engines speed by changing it up a little.
-Only one level was added since last update, due to having some other obligations.

Things to be added:
-Work on the readme.
-A lot more levels.
-Ports of the original levels.
-Maybe some AI here and there.
-Make the levels in chapters, where 1-25 are in level set 1 and 26-50 are in two etc.
-More functions will have to be added, such as when you walk onto a button that will move stuff out of your way (tanks).
-One more function needs to be added where you move a block and it has fire underneath it, which I have the plans for.
-Fix the code for moving blocks where you can't merge blocks together.

Soon I will have a list of levels which have been ported from the original. One thing I would like to point out is that I have made changes to some or the ported levels. The reasons behind this is so I can save more space, ie I had a level where you used 4 8x12 maps linked and only 3 of the maps were used. Check out my http://www.kalan.us/currentprojects.htm for more project updates.

dragon__lance

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« Reply #9 on: January 26, 2006, 02:43:00 pm »
ooooooooohhhhhhhh, nice work  :ru13z:king2.gif , *asks kalan_vod about secret projects? cant wait to hear more!!!

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« Reply #10 on: January 26, 2006, 03:27:00 pm »
i know it i know it :ph43r:ninja.gif

nice work kalan_vod I am really amazed by your games so far :)smile.gif

EDIT: whats up with your sig O_Oshocked2.gif

Offline kalan_vod

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« Reply #11 on: January 26, 2006, 04:40:00 pm »
The sig is spengo, I saw him once when I was around his city and well....YUK!!!

@dragon_lance: If you read the news item of me being accepted I mention about a special surprise that night (down towards the bottom on monday I believe) and is going to be released on Sunday-Monday (it's finished). Thanks for the showing of intrest guys it really helps when people care about a project you put time in.

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« Reply #12 on: January 26, 2006, 04:55:00 pm »
Well, I am honored to see you think so highly of me. However, I think you must have mistaken me for someone else. :Dbiggrin.gif I do have one picture of me on the 'net, but it's on maxcoderz. http://joepnet.com/hosted/maxcoderz/phpBB2/viewtopic.php?t=1243&postdays=0&postorder=asc&highlight=recurve&start=30

Offline kalan_vod

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« Reply #13 on: January 26, 2006, 05:03:00 pm »
5:04 pm. Lol Nice specs! just like dr. snipe!!! jk Yeah it isn't spengo. Its kevin!

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« Reply #14 on: January 26, 2006, 05:22:00 pm »
Those are old. I have better ones now- if you look close, you can see that the glasses in that picture have some blue electrical wire wrapped around the left arm where it connects to the rest of the frame. ph34r my awesome repair skillz! The screw came out and it ripped the tracks off the inside, so I couldn't put a new screw in. Now I have cool bendy ones that I can twist around into knots and they still snap back. They are also much smaller and don't make me look so bug-eyed.