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Messages - E37
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76
« on: January 24, 2020, 08:47:08 am »
Both @E37 and I have made efforts to, but mine is not mature enough to really be useful: https://github.com/Zeda/TIDE
E37 may have added more to this project since the last update, but I'm not sure.
No, I haven't. Your best bet is the small font editor in the experimental version of zStart. However, it doesn't work on mathprint os'es (2.53, 2.55 iirc) and when I used it, it corrupted parts of my program occasionally.
77
« on: January 22, 2020, 03:23:43 pm »
There are two main gamemodes, the campaign and freeplay. The campaign is a randomly generated collection of caverns. As you go deeper, they increase in difficulty. They each have unique names. You aren't required to play in any specific order or even complete all of them. The demo only shows a subset of what goes on in the campaign. Teleporting units between caverns, teleportation range, tunnels... arent shown.
As it is is, the campaign's menus are kinda confusing. Especially as the way it works is different from the rest of the game. It is where almost all the rest of my work is.
78
« on: January 21, 2020, 04:38:29 pm »
Icons sometimes show up along the left side. They give important information when you hover over them such as low power, units are in combat, units have been destroyed, there are enemies nearby, enemy wave incoming, tech available for research etc. When I finish adding in the tutorial, I will add the ability to click on the icon to get more detailed information.
79
« on: January 20, 2020, 06:07:15 pm »
I covered this a little in my original post. Buildings consume power and require it to work. If there isnt enough power, all buildings will stop working. There is an option to turn a building off so it doesnt consume power. Buildings also must be connected to the power network to function. Roads light up when they are powered and can transmit power. One building lets you store excess power and releases it when you need it.
80
« on: January 19, 2020, 06:43:33 pm »
Hitbars are pretty simple. They scale to the unit's size and show how much health they have. There will be an option to turn them off in the graphics settings eventually. Thanks to @Xeda112358 the fast 32 bit division routine (to 5 bits) the hitbars have almost no impact on performance. Actually there isn't anything animated to see this time, the screenshot shows it all.
81
« on: January 18, 2020, 02:37:29 pm »
(Sorry for the double post, I forgot yesterday)
Many units are animated when they are moving and some when they are not. Flying units can cross over liquids and are easy to tell apart as when they aren't moving they shift around in their square.
82
« on: January 18, 2020, 02:36:41 pm »
All units turn to face the direction they are going. They can't face diagonally.
83
« on: January 16, 2020, 02:05:49 pm »
So I guess Ill try to make a daily thing out of this. Ive got enough material for at least a couple weeks. That will also let me explain what Im showing each day. Level Generation: There aren't any built in levels (except for the debug one that most of my demos show) so all the maps are generated. There is a menu with about 25 different options. There is an option to preview the map while it is being generated (it is shown in the demo). The generation does take a minute or two. Levels can also be seeded but I haven't added in the option to set the seed yet. Omg. That looks sick! I can't wait for you to complete it. Is it in Axe or in straight assembly.
A hybrid of the two. I use assembly for the areas where I need speed and Axe for everything else.
84
« on: January 15, 2020, 12:18:29 pm »
Im just using this as a way to show off some of the graphics that Ive been working on for one of my projects. This is only a small subsections of the material, but it gives a good idea what the rest is like. Ill try to post new demos here occasionally whenever I get the motivation to. All the [key] lines in the menus are dynamic. If the key is rebound, it changes to the new key.
Also one of the screenshots shows some random token in one of the lines of text. I noticed. Ill fix it.
85
« on: January 15, 2020, 10:26:37 am »
Grammer has a screen shifting command. I just don't know if it shifts the tile map too.
I know how screen shifting works. I just don't know how to draw the tile map when the screen gets shifted.
If it shifts the tilemap too? Why wouldn't it? I assume you have one buffer for the tiles and it gets copied to the main drawing buffer every frame. Then if you want to scroll, you just shift the tile buffer. You dont have to shift the main buffer since it gets drawn on the shifted tiles. You would only have to do one set of shifting.
86
« on: January 15, 2020, 10:18:47 am »
My only question since I've never dabbled with screen scrolling is how do I screen scroll. Does Grammer take care of all of that for you? Because if I display the tile map and I scroll the screen, do I have to redraw the tile map and will the tile map be shifted?
You should shift the screen and only redraw the tiles on the edge. I don't know if Grammer has a function for that or not, but vertical shifting is easy enough to do and you could whip up some assembly for fast horizontal shifting.
87
« on: January 15, 2020, 10:10:10 am »
I'd just make a very generic storyline at first. You should focus on getting the engine working before worrying about making an interesting story. Make sure you know what kind of features you want first (like chests, special scripted events etc)
88
« on: December 05, 2019, 06:12:36 pm »
Have you tried the default start menu under the same conditions? If your computer isn't the best, the normal start menu might take just as long. You could make a Autohotkey script to hit the windows key twice every couple minutes but that would make it flash on the corner of your screen. you might take a look at the VirtualLock function but that might take a lot of work. Or you could trim down the default starting menu. You can take a lot of the fluff off of it to make it pretty similar to the older ones. https://docs.microsoft.com/en-us/windows/win32/api/memoryapi/nf-memoryapi-virtuallock?redirectedfrom=MSDN
89
« on: November 28, 2019, 10:34:26 am »
That looks quite nice. How does it work with font hooks? I was playing around with adding custom fonts to one of my games and I noticed that the font hook makes the OS's display routines way slower. I think that is because it bcalls the font hook and bcalls take forever. You might be using custom routines since you have variable-height font though. Do your display routines obey the font flags? (like inverse, erase behind etc.)
I can't quite figure out what you are using to display the font in the demos. It looks like you are just using the ti-basic style 'Disp' command (or PutC) since you can see the screen tearing a little when you scroll but that doesn't take variable-width font...
You should add in the clipped line routine you made if you haven't done so already. I have been using it for a while now and it works perfectly.
90
« on: October 31, 2019, 06:28:16 pm »
That really depends on your definition of dead. By most definitions, yes it is. Ticalc says it has 12 downloads in the past week. Really, the ti-calc programming as a whole is pretty dead. Have fun with it though. I still have a lot of fun programming with Axe but I have accepted that probably very few people will every play whatever I make.
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