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Topics - Builderboy
46
« on: December 04, 2010, 10:44:21 pm »
So i am in need of some creepy and eerie ambiance and themes for my game Nightmare, and i know we have some people with music knowledge (or at least the software) and so i am putting in my request for some creepy ambiance. I don't want anything with percussion or piano, more like various synth sounds and/or strings. Tracks that are 1 time only are needed, as well as some tracks that have the ability to be looped as a background.
The feel i am going for is abandoned hospital/psychiatric ward, the feeling that you are alone, and something is terribly wrong. Not that there might be monsters, but there might even be something wrong with the very reality you are experiencing.
Of course credit will be given in full and i will have your eternal gratitude since i am horrendous at coming up with sounds/music. really, *any* ambiance you can come up with would be appreciated. Thanks!
47
« on: December 04, 2010, 06:56:50 pm »
My game is that
48
« on: November 17, 2010, 05:37:59 pm »
This is something i just created like 5 min ago after a brainwave over the problem i have been having with Portal. A long time ago i envisioned Portal as a large program that copied data around so that it never exceeded the code limit, but this was impossible because of absolute jumps and calls, and because the code was so changing that counting the bytes was impossible.
But what if the program was page based, and i don't mean like RAM pages, but virtual pages. Each page would be a separate program, compiled separately so that each one of them was compiled to be executed at $9D95. Each program page would be the same length as all of the others, and so swapping them would be easy. The only thing needed is a way for the swap to happen without messing with the current execution. For this i have created a custom header for every program to be included, as a common space where the swapping happens. There is also a program that takes multiple programs as input and outputs a program that contains all of the programs compiled into 1.
Any program can switch to any of the other programs at any time. Simply by following the following syntax. #Goto SWP, where # is the program page they want to jump to. SWP is a label that is inside of the included header, that performs the swap and execution handling, which is actually quite simple. After the swap happens, execution resumes as normal from the beginning of that page and program. Return still brings you back to the homescreen, and all OS calls behave the same. You can have as many pages as can fit in RAM, and they can be any size, as long as each page themselves don't exceed the code limit.
I will release the code in a sec after i create a user friendly generator to combine programs, because as of right now it only works with 2 programs named P1 and P2.
49
« on: November 05, 2010, 06:17:00 pm »
So one thing i have noticed in Axe is that smoothscrolling tilemappers tend to be fairly slow. Slower that is than asm by far for some reason. SO i am creating this thread for people to post their best efforts at making a smoothscrolling tilemapper. Post the engines constraints, speed (frames per second) and any other facts.
Note that when measuring tilemapper framerate, have the tilemapper scroll in both directions so that allignment doesn't throw the readings off.
Here is my current fastest tilemapper stats: 12 frames per second does *NOT* redraw screen every frame Max of 4 pixels scrolling per frame
i'll upload the engine in a bit
50
« on: November 05, 2010, 05:31:12 pm »
So a small revival of the sonic idea a couple days ago got me looking at the sonic thread on UTI, and the first thing i looked at were the ways they were implementing the physics. I hate to say it, but i think they were going around it the wrong way. And i don't say this because i claim my way is better, but because there is a site dedicated to the physics of the original sonic http://info.sonicretro.org/Sonic_Physics_Guideand it gives very explicit (and very different) algorithms to calculate the physics. It covers all the quirks and features, right down to the very method it implements for things like sonic running on ceilings and such. Note that writing an actual accurate physics engine is not what is needed for sonic, since there are numerous times in the game where you do things like run on the ceiling, or stay on the ground when you should be flying off. Keeping all of this new info in mind, i wrote a quick demo using the same concepts and algorithms from the original sonic. The largest feature is the 5 mode directional physics. The player can be in 1 of any 5 modes at a time: 1:Floor mode 2:Right wall mode 3:Left wall mode 4:Ceiling mode 5:Air mode whenever the player is in one of the first 4 modes, he is stuck to that direction. For example if the player is in Floor mode, the player can only move left and right, and then the engine moves the player up or down to make him level with the ground. When the player starts going up a hill, it eventually changes to Right Wall mode. Now gravity is basically acting to the right. The player moves up and down, and the engine makes sure he sticks to the wall left to right. This happens through all 360 degrees of possible walls. Without the 5th mode, the player would always stick to the wall and never fall off, even if you were on the ceiling. For this, whenever the player is in ceiling mode, if the velocity is lower than a certain value, the player enters Air Mode. Where he is floating in mid air, and follows a trajectory until he hits a wall, where the player re enters one of the 4 modes. So this is a basic tech demo just for fun, there is no scrolling, just a small map. Its all tile based, there are 16 tiles, and each one of them has its own angle associated with it. Use arrow keys to move and second to jump. Oh and also note that this is not a project of any kind, i could never bring myself to start a project as large as sonic
51
« on: October 27, 2010, 02:00:59 pm »
So my new game which i am going to be working on for my Cage Match is called Ingenuity. It is going to be a text based kind of battle game where you are put into a tournament situation and must rise to the top to beat the game. You are given a certain number of normal items in the beginning to do battle with such as baseball bats, chains, and other things. You can have as many items in your inventory as you want, but you can only bring three into battle. Your opponent (computer controlled) also has 3 items and you two must do battle using the attributes and advantages of your weapons to get through your opponents weak spots. As you beat enemies and rise in the game, you find new items and add into your inventory. The reason this game is called Ingenuity is because of the special ability that sets this game apart. Any two (or sometimes more) items can be combined and their attributes are melded. If you combine the sledgehammer and the axe, you will get more cutting power because your axe now has the power of a sledgehammer, but it also gets pretty heavy which might make you less accurate. Maybe you put gasoline onto your knife and light it with your lighter and now you can stab someone and set them on fire at the same time. The possibilities are endless! And the more items you get, the more combinations you can make. I already have the Basic Item Mixing algorithm set, as well as a way to specify the attributes of an Item. Progress should be fairly steady
52
« on: October 23, 2010, 06:35:00 pm »
So i just wanted a thread to talk about the scripting engine i wrote for Nightmare, i call it Nscript because of Nightmare script Its a very simple scripting language with simple and easy to understand syntax. For example to create an object: #ActionActor #Global Sound background_loop1 ambiance.wav #ActionActor specifies the type of the object. Currently it can only be of type ActionActor (any object ingame) or Trigger (triggers events). #Global means that this object can be used by all scripts Sound means that it is a Sound object background_loop1 is the name of the object ambiance.wav is the input into creating the object, in this case it tell the object to use the sound file ambiance.wav then i can do things like background_loop1 play background_loop1 pause background_loop1 stop background_loop1 playLoop I can also create objects that are visually present in the world #ActionActor StaticImage flashlight flashlight.bmp creates an Image object with no special properties with the image of a flashlight taken from file flashlight.bmp. I can then use some special object commands like: flashlight addToWorld 50 50 puts the flashlight into the world at coordinates 50,50 flashlight move 20 20 10 moves the flashlight 20 units to the right and 20 units down in the space of 10 frames Now this is all fine and dandy, but how do you do those cool things like closing a door when you get close to it? Well that involves a new type of object called a Trigger object. Here is how you create one: #Trigger TriggerRect door_close 50 50 80 80 this command creates a TriggerRect object. This object triggers when the player is within the region defined by 50,50 and 80,80. For the trigger to activate code, you need an entrance point. If door_close door_1 close Sleep the IF tells the trigger that "when the player comes into your area of 50,50 80,80, start this code right here!". It then closes the door and goes back to sleep. Going to sleep just means that the script isnt doing anything. The only way to wake the script up is for one of its triggers to wake it up and start some code. So this is our final script example #ActionActor Door door_1 unlocked open 0 #Trigger TriggerRect door_close 50 50 80 80 door_1 addToWorld 50 60 Sleep
If door_close door_1 close door_1 lock Terminate this script creates a door and a trigger, and when the player walks by the door, the script closes it, locks it, and then stops executing.
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« on: October 23, 2010, 04:12:38 pm »
This is my secret project i have been working on for the past few weeks. Nightmare. Inspired by the half life 2 mod, Nightmare House 2, it takes many elements from the horror game. PLay the Demo at http://greenfootgallery.org/scenarios/2017And experience Nightmare for yourself! Controls are WASD to move and E to interact, using the mouse to look around. The engine features a neat shadow casting routine so that your light actually casts shadows across the terrain. Code is written so that objects also cast shadows although none have been inserted into the game at this point. The game also features a very cool Scripting engine that i developed especially for this game. I can write code in Text files and compile them from inside the game and execute them, and they are responsible for much of the world creation, object interaction, and scripted events. I am very proud of my scripting engine and i hope to talk more about it! ^^
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« on: October 16, 2010, 05:20:44 am »
Alright i have finally finished my sandbox to where it is workable and very very fun to play with It has a handy dandy interface that takes up a crapload of space, but is very shiny and fun The screenshot runs a bit fast unfortunately, especially the simulation parts, but i cant seem to fix that. Here are the controls for the sandbox: Arrow Keys: Move cursor 2nd: Press and Hold in empty space to create a box Press on a box to highlight it Alpha: Press and Drag to highlight an area Mode: Start Physics Simulation Del: Delete Selected Boxes Clear: Exit And then there are menu functions. There are 2 menu's, main and selected. The selected menu only appears when you have one or more object selected. The menu is activated by pressing one of the F1-F5 keys, and then the menu selection is chosen using the F1-F5 keys Main Menu:All: Highlights all objects Clr: Erases all objects Glob: Set global forces in the world Save: Save the current state of the world Load: Load the most recent saved state Highlight Menu:Copy: Create a copy of the current selection onto the cursor. Press and hold the copy button to get a preview shadow of your copy selection and move your cursor to place. Push: Press and hold to create a force onto all selected objects. Release Push button to apply force and enter simulation Move: Press and hold to move current objects Game: You lost it Edit: Edit the Mass objects as a group (1-24) and set whether or not the highlighted objects are static or not
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« on: September 25, 2010, 05:47:05 pm »
Any Half Life 2 fans out there? Do you have Episode 2? if you do i HIGHLY recommend you try out this mod called Nightmare House 2 if you want to get scared shitless Its such a high quality mod and it really had me amazed, enthralled, and shitting briks all at the same time. So if you are really one of the people who like scary games, and you just happen to have Episode 2 (which is needed to run the mod) check it out! http://nh2.wecreatestuff.com/and for those of you who dont have Episode 2, you could still check out some playthroughs on youtube if you wanted to see what its like, its pretty awesome ^^
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« on: September 19, 2010, 04:17:22 am »
So over the course of my time programing, i have had numerous game ideas and concept code that was just never realized. The concepts were there, the ideas were there, even sometimes a lot of code was written, but it all ended in nothing. Here are some of the ideas i have had over the years that i never actually finished
Everything's Eventual Based off the short story from Stephan King, you are offered a job after a secret company learns of your unique ability to control peoples actions by writing special types of messages. They employ you as a special sort of assassin, working from a small town, where they set you up in a small house, with minimal cash, and provide you with anything you could ever need. It would be a text based game, where you can navigate your house, small city, and your computer terminal. Using your computer, you receive targets via email, and you send them messages to make them commit suicide. After playing the game for a bit and completing several challenges, you hear about the suicide of a refutable cancer researching doctor for no reason, you start to suspect your employers. You can actually then chose to send emails to your supervisors to kill them and escape your city to find the company and shut them down, stay in your city and lead a small life, or remain under the employment and get arrested when the police find out what you are doing. Its a multi-ending story, and i thought it would be very fun to code, but it really never got going.
Demolition This game really didnt have any plot, but was the brainchild of my desire to use a lot of cool weapons. I wanted to be able to use a pistol, shotgun, machine gun, rocket launcher, grenades, and all other sorts of weapons realistically on the calculator. The basic idea, was you are presented with a mission, assassinate the terrorist, whatever, the plot wasn't really thought out much. The gameplay was what i was focused on. I wanted totally dynamic terrain, where you could snipe supports and beams would fall. Shooting barrels would set nearby things on fire and they would collapse and destroy other things. You could inflict different amounts of damage to all objects until they were completely destroyed, and you were given a plethora of weapons that would interact with the physics of the world realistically. Obviously this is a very large undertaking for even lib asisted basic, and as soon as i sat down and tried to start writing the engine, it pretty much died right there.
Unnamed Strategy Game This was the game with the most complete code, and inspired by the Omnicalcs linking functionality. The basic idea was you have a Base, you must defend it however possible. The base could generate troops to defend it, and the troops could in turn build other things to defend themselves. Like walls, fences, factories to produce gold, towers, ect... Both you and your opponent had their own screen, and between you was a screen called no mans land. Your objective was to leave your screen, cross no mans land, infiltrate your opponents screen and destroy their base. You had to manage developing your home base, while upgrading troops to send over to infiltrate the opponents base. The cool thing was anybody can build anywhere, as long as they have troops to build things. So if you get to no mans land first, you can start your own base. And you could even build walls inside of an opponents base as long as your troops took enough gold with them. I had code written for complete multiplayer interaction on a single screen, where you could build objects, move them around, and interact with them. Again, though, the complexity of the game idea just never worked out for me.
So yeah, these are some major game projects that i never really completed, but i was really excited about at the time. It just didnt work out, but if someone wanted to pick one up, id be more than happy to give them out ^^
57
« on: September 04, 2010, 10:48:18 pm »
So i had this idea recently, inspired by the fact that programs are loaded to $9C95 and therefore only have about 8800 bytes of space to excecute in. BUT, what if after the program is safely copied into $9C95, it then is shifted down to a lower location, and the memory that it overlaps is moved around so that nothing is earased. If the Assembly program is completely self sufficient (like no OS calls or whatever), and all the labels were compiled as if the program was copied there in the first place, could it be run safely assuming it rearranged the memory back the way it was before it exited back to the OS?
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« on: September 01, 2010, 02:54:09 pm »
So i was inspired by SourceCoders' broken Basic Optimizer function, and i thought about making one on the calculator, so you could optimize your Basic Programs without having to transfer them to the computer for any utility. I quickly wrote up some code in Axe, and the optimizations have started Currently it has support for: Ending Parenthasis Ending Quotes Devlar Powers of 10 Squared and Cubed optimizations And there is plans and psedocode for Implied multiplication =0 into Not( Negative/Positive cancellation any other ideas of simple find and replace optimizations that i could put into the optimizer? Obviously i cant do some of the complicated stuff, but there are some good simple replacements that can make a big difference. And note that it ignores Strings completely Strings Should not be changed ^^. And there also might be an option on whether to erase empty lines or not. Some people like to keep them for readability during development, and then maybe want to take them out later.
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« on: August 30, 2010, 06:18:49 pm »
Aha i have been secretly working on this in my spare time and am releasing a Demo finally! Sector 1 is finished! So download the demo! And install the 30 programs and subprograms heh its so big because i didnt bother to compile many of the subprograms. It wont be nearly that big in the final version, but for now, you have to deal So this thread is for discussing the game demo, what you like about it, what you didnt like about it, what i should change, and all the BUGS you find. Im sure i wasnt able to find them all Its a complicated game after all! Oh and if the puzzles provide to be too puzzling, this is also the thread to get help Demo link: http://www.omnimaga.org/index.php?action=dlattach;topic=4272.0;attach=3044
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« on: August 10, 2010, 12:59:00 am »
Damn inspiration strikes again This is a small side project i have been working on, i whipped up this code in a few hours, and its already showing some promise! Its just a small and fun arcade game called Xonix. There are several balls bouncing around the arena. You can move your cursor to create walls to lock in the balls into smaller containers. But if a ball hits a wall while its being constructed, it will start to disintegrate, and if the wall disintegrates all the way to your cursor before you reach the safety of land, you lose a life. For those interested, i had to write a flood filling algorithm in order to get the filling to work properly. I use a special scanline filling algorithm which i have to admit is quite shiny I think ill post a demo of the filler in the Axe Algorithm thread later... Also note that this is only a side project and does not take precedence over other Projects like PortalX This isnt actually currently being worked on, i just felt like posting what i had.
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