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Messages - Builderboy

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5431
Serenity / Re: Serenity
« on: September 01, 2009, 08:01:58 pm »
So I am still planning the Demo, and progress is being made at completing the first Sector, which will be the only part contained in the Demo :P.  It will also contain the opening cut scene and dialogue, which is also being worked on.  I haven't come up with a deadline yet, but I will continue to give updates!  I need to rewrite all the puzzles so it will take some time :P

5432
TI Z80 / Re: Isometric Engine
« on: September 01, 2009, 07:59:36 pm »
Blarg.

So i was working on how to get an object to display correctly, and if you want the object to be masked, these are the steps

save screen
clear screen
draw object
mask object with above 3 land masks
save pic
clear screen
draw object mask
mask mask with above 3 land masks
save pic
recall landscape
AND mask pic
OR object pic

:( thats huge, and all necessary to display a single object.

5433
News / Re: Omnimaga project 8th anniversary
« on: September 01, 2009, 07:39:43 pm »
Oh wow. Its cool to read all that history! 

Happy Aniversary Omnimaga!

And awesome montage!

5434
TI Z80 / Re: Isometric Engine
« on: August 31, 2009, 06:37:10 pm »
well right now I have very good speed using xLibs shiftscreen method, so I doubt i will ever need it :P And i forgot to mention, that this program only displays the status every other shift, so you can actually get twice the framerate if you mix around the code a bit.  (but not twice the speed)

Scrolling left/right, however, is going to be very difficult, because I would have to display 40 sprites for every 1/2 sprite shift :( and this takes about 1 second on my SE.  So it would probably be more practical to just redraw the entire screen under the cover of no buffer update, and shift the screen, like, 2 or 3 spaces.  A total screen redraw takes 1.5 seconds on my SE, which isn't that bad if the screen can be shifted an arbitrary amount right or left. 

5435
TI Z80 / Re: Isometric Engine
« on: August 31, 2009, 06:03:24 pm »
xLib does have fullscreen shifting, and I can't seem boxshift to do anything :( except give strange errors.  Maybe because it is in production and not finished?

5436
TI Z80 / Re: Isometric Engine
« on: August 31, 2009, 10:20:35 am »
Because its fast and fast trumps all
Not always ;)
:P

Code: [Select]
real(0,1
real(7,0
DispGraph
Repeat 0
3->A
For(F,0,19
real(4,A,4,3-A
real(4,0,2,0
real(2,0,0,F,12,1,0,12,6,7,2,1,8,0
real(2,0,0,F,12,1,0,12,6,7,1,2,8,0
5-A->A
End
End
although you need the Matrix and the pictures to get it to work.  The Matrix is 12*20.  Pic1 is the image, Pic2 is its Mask.  I'll post them a little later.

5437
TI Z80 / Re: Isometric Engine
« on: August 30, 2009, 11:21:01 pm »
Because its fast and fast trumps all

5438
TI Z80 / Re: Isometric Engine
« on: August 30, 2009, 11:15:09 pm »
Well, the tilemapper isn't able to display the entire map in an instant anyway.  What you see in each frame of the animation is a single row being drawn and then the screen moved up.  So that could work, but it would be slower, because you would have to put the lists into the Matrix each frame it moves, and the matrix is really weird.

The matrix is really weird.

Let me put it this way.  You see that vertical scrolling action?  That is the tilemapper scrolling vertically through the matrix :|

EDIT: Blarged by Ninja Eeems!  Strings would work weird with the mapper though.

5439
TI Z80 / Re: Isometric Engine
« on: August 30, 2009, 11:02:45 pm »
Well, the reason I'm using a Matrix is to take advantage of xLibs fast Tilemapper, which is the reason scrolling is possible :P  Lists might work if I converted them to Matrixes every frame, but I'd have to see.  (And I'd have to have a very good reason for switching to lists :))

5440
TI Z80 / Re: Isometric Engine
« on: August 30, 2009, 10:34:41 pm »
Oh yeah, this is in Basic with xLib

The speed is pretty good with an SE, but displaying objects might pose a problem

5441
TI Z80 / Isometric Engine
« on: August 30, 2009, 10:27:15 pm »
So I was really sick from Friday to Today, and while i was wallowing in a lake of my own phlegm I dreamed up an idea for an Isometric engine...  After I got better enough to program, I quickly set about doing it, and quickly came up with a basic demo program writen in BASIC with xLib.  A few more hours of tinkering and this is what I got.

A basic example screen built using 4 tiles: Empty - Box - Grass/Sand - Rock


And animation of a beta scrolling algorithm (SE)


The data is read directly from a single matrix, but in a very confusing way :(.  This will make collision detection even more difficult, although this isn't the best engine for RPG's or such, as you would need to do some heavy calculating while displaying objects, so that they stay in back of the objects they need to stay in back of and such.

Each object has an image and a mask to make sure he objects occlude each other correctly.

5442
Serenity / Re: Serenity
« on: August 25, 2009, 12:02:05 am »
I'd say that If I had to describe this game with a combination of other games, I would say its my Trapped meets Metroid PI :)

5443
Serenity / Re: Serenity
« on: August 24, 2009, 07:33:11 pm »
Alright then, I have submitted my other game to the Contest, so Official work can once again be done on this project.  (You won't get rid of me that easily Serenity!).  As my first order of business I officially move into the hybrid category and decide to use a simple (un)archiving program to allow for much larger map size.  Currently I am working with this new map design. 



As you can see, I have more than doubled the amount of rooms.  It is unlikely to get much larger than this, as I would need to think up a new Item to keep the puzzles fresh, and you are quite overpowered at the end of the 3rd Boss anyway :P But it would be nice, so I will keep brainstorming.  The rooms with the black borders are the proposed rooms for Bosses.  Blue is Sector 1 (lighter shade is prison cell), Green is Sector 2, and Orange is Sector 3.  I will keep the Bosses from 1 and 2 that I have already designed, but I will likely rewrite all the other rooms to make the map less linear like, to expand gameplay.

And I guess I'll finally officially reveal the Items you get (even though they have all been featured in a screenshot)

Item1: Magic.  Allows you to shoot a ball of energy left, right, or up.
Item2: Levitation.  Allows you to levitate up an amount much greater than a normal jump.  Provides great maneuverability.
Item3: Light-Rope.  Like the hookshot from Zelda, it allows for even more maneuverability, as well as the ability to drag boxes to you.

5444
Miscellaneous / Re: Speed test
« on: August 24, 2009, 07:18:32 pm »
hehe, not only does this let us know your internet speed, but also where you live :D (in general)

5445
News / Re: Contest [updated 07/09/2009]
« on: August 24, 2009, 03:17:43 pm »
Just sent my Submission to DJ.

Good luck everybody!

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