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Messages - AaroneusTheGreat

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226
TI 68K / Doom89!
« on: September 14, 2007, 10:00:00 am »
Thanks. :)smile.gif

& DJ, the flying enemies thing can be accomplished by drawing the sprites for such enemies based on the ceiling or the middle of the drawing.

Each sprite is 64*64 pixels, based on the "floor" and "ceiling" of the level, so if you draw them off the "floor" then they look like they are flying.

And if you're really good with drawing sprites you could animate them to flap their wings and rise up and down a little while they do it to sell the effect even further.

That would come in handy for something like House Of The Dead where you often run into characters who fly.

Good thinking though. I may use this in another game sometime down the road.

Actually, come to think of it, my next game is most likely going to be a 2D game for a change. Time will tell.

UPDATE:

I finished implementing a neat little piece of eye candy. On certain levels there are "windows" where you can look out and see the mountains of Phobos and outer space beyond that.

On those levels the floor and ceiling are a speckled gradient that moves when you move. It makes the scenery effect work. The scenery was actually a neat little trick that was suggested to someone on a Ti-Chess Team forum. I ran with it and it worked out pretty well.

I hope to have the next beta out by the week after next at the latest so that my beta testers can go to work. After that is done testing, I'll release that beta as a public beta.

If I do this I'll have to take a little break while the beta testers are at work so that I don't make progress that I'll have to go back and change because of a bug fix.

More will be revealed....


227
TI 68K / Doom89!
« on: September 13, 2007, 05:21:00 pm »
Well at the moment due to the engine itself. There is no z axis alteration or rotation. Meaning the looking around thing isn't currently possible with the technology at hand. Perhaps in future 3D engines.

Strafing is already implemented in the game with the use of the Diamond button on the 89 and the F2 button on the 92+/V200

The 92+ actually has diagonal arrow keys. The arrows are actually connected in a rounded plus shaped button which when you press to the respective directions acts as the arrow keys. So you have 8 directions in one arrow button thing, it's a lot like a joystick anyways.

It's difficult to describe what it looks like, on the XBox I believe there is something like it on the controller.

It's also a little weird to get used to, but once you do, it adds to your maneuverability by leaps and bounds.  

Even on the 89, pressing multiple arrow keys will make you move in both those directions, for instance pressing up and right will make you walk forward and turn to the right at the same time.

Btw I cleaned up some more graphical issues with the 92+/v200 versions of the game and it looks much more professional now. I also added one more level (currently working on some new eye candy and things to add to this level).

Once I get done with the new level and possibly another after that I'll be a little closer to releasing the next beta.

I think once I finish fully integrating the new features and finish cleaning up the story a bit, I'll be ready to release the next beta.

I'll work on getting it done as fast as possible with my schedule. Right now I can't really give you a fair estimate aside from a couple of weeks or so.  

228
TI 68K / Doom89!
« on: September 12, 2007, 11:58:00 am »
Update: Doom89 runs at nearly the same speed on a 92+ as it does on an 89T.

I'm liking this large screen and keyboard thing. :)smile.gif

229
TI 68K / Doom89!
« on: September 12, 2007, 09:41:00 am »
Thanks DJ, I know I haven't been around much... School, Doom89, etc...

Cool deal. Btw I just received the Ti-92+ I won on eBay and I am going to start testing the speed/memory usage on that as well. (It's awesome! It's all pretty, the guy who owned it before really took care of it. Slide case and everything, plus an original guidebook :)smile.gif )

230
TI 68K / Doom89!
« on: September 12, 2007, 04:37:00 am »
It really depends on the calculator and also what part of the game you are at. The reason it runs faster is because I'm using a very new build of the FAT engine. I think it's the most current one, and the lookup tables and other such things have been optimized greatly. As for the specific FPS, I couldn't tell you really. It runs about as fast as Oblivion does on an 89T. Somewhere around there.

I'll try and figure out how to diagnose the FPS rate.  

231
TI 68K / Doom89!
« on: September 06, 2007, 11:10:00 am »
It runs pretty fast, so I'm guessing whilst not fighting enemies it'd be between 12-24 FPS. While fighting enemies, 8-16 FPS.

It never really lags excessively, but this depends also on whether you are using an 89t and 89 or a 92+.

Plus these are just estimates. There is a way to calculate the FPS within the FAT engine, I just don't know how. I could look it up and see if I could get some real data for you, but right now, all I can tell you is a broad estimate based on frame rates I saw in a FAT engine demo somewhere along the lines and the relative speed that went along with that.  

232
TI 68K / Doom89!
« on: September 05, 2007, 05:43:00 am »
Yes, you can run programs from 2.0 smart drives.

EDIT:

I'll be revising the whole level set over the next few days to make sure everything is reasonable but not too easy. Plus there are a few things that irked me about some of the levels, so I'm going to change those things.

Lots of optimization to do...    

233
TI 68K / Doom89!
« on: September 02, 2007, 04:13:00 am »
No not really, you could, if they are small enough, back them up to floppies, or you could use a zip drive disk. Or a minidisk. (they may be the same thing?) Or a really annoying solution would be to find a rewritable cd and burn them to it. That way you can use the same cd over again for the next backup.

A pendrive or a smart drive (a usb mass storage device) goes for pretty cheap now. You can get a 1GB smart drive for no more than $6-$80 dollars and often cheaper with rebates and such.

They are definately worth the cash, they are simple, work anywhere you have a USB port, reliable, and they are pretty cheap.

EDIT:

Ranman saves the day! I would have never thought to unplug the bios jumpers and the video card, plug everything back in and start it up.

My computer lives!!! Muhahahaha.  :lol:bounce2.gif

234
TI 68K / Doom89!
« on: September 01, 2007, 06:37:00 pm »
The project won't die, I'll give it cpr if I have to. Mouth to mouth even. :Ptongue.gif

On a lighter note, I may have effed my good computer beyond repair, and if you want to know anymore about this you can read it under my Doom89 forum, it's too long to explain. :(sad.gif

So I'll be postponing (sp?) the cleanout and reformatting of the computer I'm currently using to make sure I still have a working computer.

I can work on Doom89 on here, but the going will be a little slower.

Since Doom89 is such a major project and I really don't want to lose it, It's always double (sometimes triple) backed up, meaning I work off one smart drive and back up to another smart drive, and sometimes I keep a backup on my iPod. I'm a little OCD but it pays off sometimes.

All my development tools are on one of the smartdrives also, so I am good to go, all I need is a computer and I can work on Doom89. So not to worry. (That's the only really good part about this mess)

Anywho, sorry for the false alarm, I'll be able to post and work on the project, but I may be a little slower on progress.

235
TI 68K / Doom89!
« on: September 01, 2007, 06:03:00 am »
Nice. I used to like to play halo on the Xbox live thing, but I was only playing because I was at a friends house or something.

The most up to date game system I have is the N64. :Ptongue.gif

Anywho, There are a few things left to do in regard to the plasma gun. Then once I add a few levels and get it up to roughly 35 or so levels, and everything is running as well as I can tell, then I'll release the beta to my testers.

Then from there I'll take a short break whils't I await feedback and bug reports. Kind of rest the brain a little. I've been progressing this project at break-neck speed for me. Ususally I take more time on things, but this one kind of became a serious obsession and I want to work on it any chance I get.

Anywho, I've been making my rounds announcing things on various forums, because right now I only have internet on the family computer, the router won't communicate with this one because the OS is corrupted. So I dont have a wireless connection upstairs right now. The OS isn't corrupted enough to make it crash, but enough to make it freaking frustrating.

SO I'll be reformatting this comp (my personal comp has all my development tools, so I'll still be able to work on Doom89 and fortunately it's running perfectly) and getting it back up to speed over this weekend. So I probably won't be able to post for a while.

If I don't get a chance to tell this to everyone on Ti-Freakware then would someone please announce it on my projects forum (preferably under the Doom89 thread, it's the general discussion thread.)

Thanks.

236
TI 68K / Doom89!
« on: August 31, 2007, 08:33:00 am »
Nice.

Yea I have been working on other problems lately. So I haven't gotten a chance to address that one. A nasty bug popped up when I finished the rocket launcher and the plasma gun. I am working to fix it wherever it may show up. Which will require yet again more testing.

The plasma gun is fast, kind of the same speed or faster than the pistol, and the damage is greater. It can get kind of dangerous if you aren't careful though, I've blown myself up several times with the rocket launcher and the plasma gun.

:Ptongue.gif how does one lose at one's own game? :Ptongue.gif

237
TI 68K / Doom89!
« on: August 29, 2007, 05:18:00 pm »
Way ahead of you, that's already implemented. :Ptongue.gif
It even goes farther than that actually, when you shoot an enemy that's too close to you with the rocket launcher, you get hurt also from the explosion.  

238
TI 68K / Doom89!
« on: August 29, 2007, 11:15:00 am »
Yep, there are a few more things to keep track of, I think I'm going to start work on making the static sprites block your and the enemy's shots tonight, so that the game is more realistic.

Also if the enemies can blow up those little radioactive waste barrels they could blow themselves up in the process, I think that would be funny.  

239
TI 68K / Doom89!
« on: August 27, 2007, 05:29:00 pm »
The fun continues!  :Dbiggrin.gif

I just finished the majority of the rocket launcher code. It makes me grin, enemies just kind of disappear beneath it's wrath. It's basically the BFG right now. %)rolleyes2.gif

Now that this code is done, I'll be able to use the basic construct for the plasma rifle. Meaning the code for the rocket launcher was written to be interchangeable with the plasma gun.  That should be fun also. :)smile.gif

IIRC, the plasma gun projectiles moved a lot faster than the rockets. So I'm going to make them move about twice as fast as the rockets.

240
TI 68K / Doom89!
« on: August 26, 2007, 08:30:00 am »
Yea the sectors thing wasn't going to work out because I'd have to statically define or define with "in view" calculations, the dimensions of the sectors and that'd probably slow the thing down just as much.

I met the solution in the middle however by rewriting the shooting code a second time. Now it runs just as quickly as before, with the added bonus of being able to destroy the computer terminals as well. There are a few kinks to be worked out, but that's to be expected. :)smile.gif


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