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Messages - {AP}

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586
Miscellaneous / Re: Life's a Bitch
« on: May 27, 2009, 10:57:30 pm »
To update you guys on the situation, (which was back in January in case you didn't see the date on the first post) everything's going okay, I guess.

She's been far too busy and it costs too much for us to keep in touch much anymore.
That'll change some time this summer though, so I'm hopeful.

As for me, I'm borderline insane. She's just kind of taken too much from me. I still hate life, I still want to die with every breath I take, and I'm still never happy. Well, okay... I have fleeting moments of happiness... those being when I talk to her, when I code, and when I sing. (I never sang before the breakup oddly enough)

Still, I'm mentally shaken... but it's not really her fault. She was just the finishing blow. I had a fucked up past and was on my last ounce of sanity... then she came around and helped fix things up. Though, now that she's gone... I'm right back where I was with the thoughts of her both exciting and haunting me constantly. The reason why I'm capable of finding these moments of happiness is that while I'm doing any of the above things... I don't consider myself in our reality anymore. I'm in another realm, where everything is fine and I'm not broken.

Still, reality comes back eventually... I've basically just given up hope to love, happiness, and even living.
Yet, I can't kill myself and get it over because I had promised her that I wouldn't and I never break a promise to someone I love.
No death is coming to me either, so I'm just kind of stuck here.

I may be alive, but I'm not living.

*sigh* Sorry for bringing you all into this, I really didn't want to... but venting is one of the things keeping a little bit of sanity in me.
I must say, that I'm relieved that people still seem to care about me. I've kind of felt like everyone was against me for quite some time.

587
Wow, Vera.
That's one HELL of a first post.

Already making me want to just go to ASM...

588
TI Z80 / Re: [Contest Project] Blockage
« on: May 22, 2009, 09:29:05 pm »
Well, most of it's covered so here...

and also, can you go left?

Yes.

589
TI Z80 / Re: [Contest Project] Blockage
« on: May 19, 2009, 11:02:18 pm »
I plan on more screenies, but if I do... it'll only be test levels or new features.
I don't want to spoil any of the real levels before the game is released.

Anyway, that's it for me tonight.
More progress should be made tomorrow.

590
TI Z80 / Re: [Contest Project] Blockage
« on: May 19, 2009, 10:45:00 pm »
Awesome. I'll be entering in both then. =P
(should probably go sign up on UnSS soon...)

Progress: The in-game tutorial is pretty much done. (just need the explanation of the scoring system)
Level design in progress and scoring system is still being thought out.

591
TI Z80 / Re: [Contest Project] Blockage
« on: May 19, 2009, 09:39:03 pm »
:( what about the UnSS puzzle contest?

I'm guessing there's no way I can enter Blockage into both contests, is there?
It is a puzzle and a platformer, but I technically would be releasing the game early if I did it in UnSS.

Well, if no one can find a loop-hole, I'm sticking with Omnimaga's contest.

592
TI-BASIC / Re: Celtic III Scrolling Background Tutorial
« on: May 19, 2009, 08:39:55 pm »
Oooo... 16x16 would be fun to play with too.
I'll mess with it at a later date though.
Busybusybusy..

593
TI Z80 / Re: [Contest Project] Blockage
« on: May 19, 2009, 08:09:08 pm »
man after watching that, i really want to make a Hybrid Game instead of pure basic....I could just add in so much more. man now im really motived to program something. Thanks {AP}!!!

Haha, awesome!
I can't wait to see what you come up with.
Just remember... the block placing idea is mine. ;P
(It's really what I'm most proud about and the only thing that makes my platformer unique compared to others.)

594
TI Z80 / Re: [Contest Project] Blockage
« on: May 19, 2009, 07:43:25 pm »
I still hope you finish Nyaar, tho :P

Well, this contest has renewed my will to code on the calculator.
I've been coding in PHP a LOT recently, but now that I'm back into TI, I think I can finish Nyaar sometime this summer.

So... I don't really care if I win or lose it anymore, I'm just happy that I can code again.
(Though, winning that 16GB usb drive would be awesome.)

595
TI Z80 / Re: [Contest Project] Blockage
« on: May 19, 2009, 07:29:22 pm »
Haha, thanks!
I had to do a LOT of optimizing/recoding for speed.
I ended up getting rid of a lot of graphics to make it as fast as possible.
Though, this is on a TI-84+ so I have NO idea how fast it runs on an 83+ but I know that there's enough room on one for this game.

This will definitely be finished soon.
I just wish I could release it... but contest rules are contest rules.
It'll be open to public for everyone at the end of it.

(Damn, this has been SO much easier to code than Nyaar too. Which is strange because I thought RPGs were the easiest to code at first.)

596
TI Z80 / Re: [Contest Project] Blockage
« on: May 19, 2009, 06:57:40 pm »
BTW, the 'error' is only because I have the code automatically try to go up in levels until you get to 20 and right now only 4 levels exist.
I didn't want to have to change it to 4 for the screenshot then go change it back to 20. WAY too lazy. =P

597
TI Z80 / Re: [Contest Project] Blockage
« on: May 19, 2009, 06:55:03 pm »
Haha, don't give up yet, Eeems.
I've been programming on these things for quite some time and even then, I could never do this in full basic.
I had to use Celtic III (though I only use xlibs functions right now) for this. =P

Oh, and thank you guys. Glad you like what you see. =D

598
TI Z80 / Re: [Contest Project] Blockage
« on: May 19, 2009, 06:50:15 pm »
I wish, but it's simple enough.
Just hold up and right (or left) and you glide right up them.
It's strange only me and 2 other kids could grasp this game.
(I had some people test it to see how user-friendly it was. Which consisted of "Here. This is how you play. Can you beat the 4 levels?" and then watching their results.)

I'm not sure why though. As you can see, the game can run quite smoothly and I tried to make it as simple as possible. (though I think the difficulty will go up more slowly in the final version, I just wanted to test out all the features this game has)
Still, I'm proud of it so far. All I need to do now is design the levels (aka edit matrices), set up the in-game tutorial, and finish the scoring system and the game will be done.

EDIT: Also, technically, you're right, Skuller. I use Celtic III. (which does have all of xlib's functions)

599
TI Z80 / Blockage (demo released)
« on: May 19, 2009, 06:29:41 pm »
Blockage

(Watch first, then read the rest.)

Here's what I have so far. The engine is done, the menu got finished, and there are currently 8 test levels.
None of the levels you see here will be in the final version. (although some may be strikingly similar...)

Notes, Features, Etc.
  • Read the README. It refers you to the in-game guide under HELP. That's all you should need.
  • It's simple, just get to the flag. It's usually at the far right. (always in the test levels)
  • There will be 20 levels in the final version.
  • On the side is a minimal view of information. L is the level you're on, B is the number of blocks you have left to place, and * is the number of lives left.
  • It's not just running and jumping, it's also a puzzle. You only have a certain amount of blocks per level and the more you have left in the end, the higher your final score will be. (I have yet to implement the scoring system...)
  • Just hit 2nd to activate 'place block mode' and place it anywhere you can see on the screen. Your placed blocks will be black.
  • To cancel 'place block mode', just hit 2nd while the block is on your character.
  • The weird looking blocks... yeah... those kill you. I like to think of them as mines, or spiky enemies of some sort.

Memory Usage (so far)
  • RAM: About 9500 bytes. (calculated to be 9371)*
  • Archive: About 9500 bytes. (calculated to be 9471)

*This is mostly the matrices. One matrix is 3611.
 During the process of extracting the matrix the Ans
 variable is temporarily as big as the matrix it
 helps define. I can't think of a way around this
 unfortunately. So I'd have at least 9.5k-10k available.

_________________________________________

Did I mention to read the README? Do it.

600
News / Re: Contest
« on: May 18, 2009, 05:51:24 pm »
Hm... so... when sharing screenshots... do we post them here or make our own topics for our projects?
You do it in another topic.  But remember:  don't post any code or ask for help! :)

[edit] Dang, ninja'd by 13 seconds.

Psh, me? Need help?
I'm a staff member for a reason, yo. ;P

Besides, the screenshot is of test levels anyway.
None of them will even be in the game.

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