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Messages - Darl181

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3616
TI Z80 / Re: The World's Hardest Game
« on: October 21, 2010, 07:04:32 pm »
Wow! It's great all the attention this is getting!

@ runer It doesn't seem to detect the appvar...
Hey, the lower size finally works :)
I had to modify the source a bit, though. 
before, a string was defined as vWHGLVL1, with a lowercase v.
I changed it to the 2nd+8 v.
Importing 8xp→appvar(whatever that is) doesn't work, however :(

What I hope to do, now that opimized jumbers are working (thanks runer ;D) is to implement letters.  WHGLVLA, WHGLVLB and so on.  Sort of like TinycarZ.
26 letters + numbers 1-9 = 35 potential levels.
It can't quite be the complexity of the flash game, however, because some enemy movements I have no idea how to do (go in circles for example) or there's too much to cram into the calc's screen.

As a side note, the level I posted earlier was actually one of the easier ones.  There are some harder ones attached.
Again, they have to be imported.
By the way, you can easily make your own and see if it works...

edit:
another bug--Teacher key doesn't work correctly in MirageOS. idk why

3617
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: October 21, 2010, 02:41:47 am »
I'm looking for a "p" in "omnimaga.org"
Do you mean a specially named bookmark, accessed through the address bar?

3618
TI Z80 / Re: The World's Hardest Game
« on: October 21, 2010, 02:35:49 am »
My guess is that I somehow messed up the equation that references the enemies and it refers--and moves and draws--the same enemy twice or something.

I think I may have done something wrong in an optimization that I tried to do.  They're doing the exact same thing, the duplicate being one pixel behind.

3619
TI Z80 / Re: The World's Hardest Game
« on: October 21, 2010, 02:09:44 am »
That makes sense.  The way I have the sprites display is Pt-Change( .

3620
TI Z80 / Re: The World's Hardest Game
« on: October 21, 2010, 01:33:23 am »
The parenthesis is 2 ball sprites xored on top of each-other with one slightly shifted.  You likely initialized 2 sprites there by mistake instead of 1.  Cool game by the way :)
xor?  What is that?
In any case, I didn't use that.

Maybe I should explain how the appvar is structured.
The first 96 bytes are the static map. That's the walls, start, finish, coins, and respawn points.
The rest of it is the enemies.  Each enemy has three bytes.
1st byte: destination
2nd byte: direction
3rd byte: current location
The starting location is determined by its placement in the appvar.  They are moved one pixel in the direction (2nd byte) until the current location (3rd byte) is equal to the destination (1st byte).  Then, it reverses until it reaches the starting position, again determined by its location in the appvar.
My guess is that I somehow messed up the equation that references the enemies and it refers--and moves and draws--the same enemy twice or something.

Oh and another thing.  Sometimes, when I add another enemy before the faulty enemy, it suddenly starts behaving or another one might turn into a pair of parenthesis and go twice as fast.


3621
TI Z80 / Re: The World's Hardest Game
« on: October 21, 2010, 01:22:59 am »
Go ahead
Right now, it's anything but optimized :P
I was trying to do this.

3622
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: October 21, 2010, 12:58:50 am »
651. on your browser, typing "p" auto completes to omnimaga.org.  (does for me.  ;))
lol how does that happen?

3623
TI Z80 / Re: The World's Hardest Game
« on: October 21, 2010, 12:57:26 am »
Ah, that explains it.
I have an idea for how to fix the DEL bug, but the parenthesis bug just baffles me ???

3624
News / Re: Site updates
« on: October 21, 2010, 12:14:13 am »
Yay. the site's working completely again!

3625
TI Z80 / Re: The World's Hardest Game
« on: October 20, 2010, 11:50:37 pm »
Oh and another bug--the app randomly deletes itself, so it would be wise to not delete the source.
I think it has to do with it not being signed.

Edit.
I'll try to upload more sample levels tomorrow.  You could easily make your own though... ;)

3626
TI Z80 / The World's Hardest Game
« on: October 20, 2010, 10:59:13 pm »
Direct download of latest version: http://www.omnimaga.org/index.php?action=dlattach;topic=4938.0;attach=4410
a hard level http://www.omnimaga.org/index.php?action=dlattach;topic=4938.0;attach=4416
some more levels http://ourl.ca/7535/140139


Since sometime in July, I've been working on porting The World's Hardest Game to Axe.  Finally, I've finished it.
In this game, you pick up 'coins' while avoiding enemies and then try to reach the finish.  Some levels may be easy, while others may be harder.
I went further than the flash version goes, however, and made a level editor.  The levels are created as appvars, but you can export them to linking-program-friendly programs and back again.
 

The game is compatible with the 83+BE, yet it contains a Full Speed Mode option.
More screenies.
 

Known bugs

Using teacher key (DEL), sometimes the location of the player sprite is shifted around, specifically from the very top to the very bottom.

Also, full speed is not reactivated on continue.  It's probably more of an asset than a bug to the person playing it, though.

Sometimes, an enemy seems to get corrupted and is displayed something like a pair of parenthesis while moving twice as fast.



Compile the level editor as an app.  The game can be a program.  The sample level needs to be imported before it can be played.  Just do it at the level select screen.
Also I feel that I should inform you that this program may cause you to lose the game...

EDIT: Current version here (link goes to the post)

3627
Web Programming and Design / Re: Pure, pure epicness
« on: October 20, 2010, 10:09:36 pm »
What was your high score?

3628
TI Z80 / Re: [Project] Sniper 101.
« on: October 20, 2010, 08:57:30 pm »
Is there a clrdraw after the dispgraph or does it just change the buffer?  If it has a clrdraw and the buffer is redrawn every frame, you can draw the circle to the front, store it to the back, then draw everything else.

3629
TI Z80 / Re: [Project] Sniper 101.
« on: October 20, 2010, 08:17:16 pm »
Best idea: features wishlist.
You might be able to draw it to the front buffer and do storepic if you redraw it every frame, though.

3630
TI Z80 / Re: [Project] Sniper 101.
« on: October 20, 2010, 06:58:47 pm »
Is this going to be one of those "stress reliever" games?
This looks like it might be fun...

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