This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - Hot_Dog
Pages: 1 ... 9 10 [11] 12 13 ... 194
151
« on: April 28, 2012, 02:26:31 pm »
Nice. Just one thing, though: Make sure the level order gradually increases in difficulty in the final version, or at least doesn't instantly go from a very easy level straight to a near impossible one. There can be a few harder ones from time to time but they should be within a certain difficulty average that gradually increases over the time.
Agreed. I'm constantly changing the order of levels that I designed to make sure this happens. I only hope that this is an easy level once people read the instrctions.
152
« on: April 28, 2012, 11:02:26 am »
New screenshot! Since this is an easier level, I decided to record the whole level (except the jewel) to give you a better idea of what Infiltration is all about.
The game will make much more sense when you read the instructions, but here are some terms you need to know for the screenshot:
* A block is anything you can push around * A push block is a white block with 4 circles. They are multi-purpose, usually for triggers or bottomless pits * A trigger is a black tile with a white circle, something you can walk on (or put a block on) to make something happen * A keyhole is a wall with a keyhole on it. Keyholes are unlocked in different ways, and usually instructions are provided.
153
« on: April 26, 2012, 04:26:42 pm »
Cool, that would be helpful And if you guys know exactly what arguments will be passed to the code, I have a novel idea for what to do All I have to do is make it chase the main character around, right? (that is what I had in mind for being able to do or help with). I could also potentially return collision detection info, as well.
What I know I will need as arguments passed are: Size of the Enemy Coordinates of the enemy Size of the player coordinates of the player
As for bullet code, I have no experience with that, really, but if it is only in 16 directions, I think I can handle that. What I would ideally like is:
A buffer for bullets (no clue what size) A 768 byte scrap buffer
ACagliano, it's quite common for special Ti-83+ games to require user RAM. Both Xeda and I need scrap RAM for our code, so maybe you should plan on Zelda requiring 2-3 KB of user RAM. (B_CALL _InsertMem is perfect for this)
154
« on: April 25, 2012, 02:22:19 pm »
Thepenguin77's perfect grayscale used crystal timers for flickerless grayscale because data could be copied to the screen at a consistent rate. Is there a technique to make things nearly flickerless without using the crystal timers? Like is there a technique using interrupts?
155
« on: April 24, 2012, 10:07:02 pm »
I don't fully remember if I offered to #4. If not, I can do it, but it may take some time if you want the grayscale as flickerless as possible.
I can also compress data that you put on the website.
156
« on: April 22, 2012, 12:34:36 pm »
What is it Hot Dog? I see the screenshot but I am unsure what in particular the puzzle is.
It's a screenshot of the same level. We were talking a lot about dieing when too close to a bomb, so I just put up a screenshot of the message saying that "you died in the explosion" Your game reminds me of Robbox, so I like it (If you don't know Robbox, it is a flash free (iirc) game, so you can google it, download it, try it, have fun and even maybe find inspiration for your levels from it. Some levels were quite hard )
That game is indeed inspiring! (And inspiration is what I need) It also reminded me that I need to make some easier levels at the beginning of the game.
157
« on: April 21, 2012, 10:24:17 am »
I'd be happy to do a background engine of this type. I just need to figure out how to do grayscale without crystal timers. (Normally it's straight forward, but it would be nice to alow calibration if possible)
EDIT: Later today, if I get the chance, I'll give you the pucrunch stuff and see what you think.
158
« on: April 21, 2012, 12:36:37 am »
Cool o.o Do they make surrounding bombs explode, too?
Usually not. I had a puzzle planned where they would do so, but I have yet to implement it. I like it Hot Dog.
You should have the ability to push bombs around and/or have indestructible/destructible blocks, so for example you can protect yourself from explosions or open new paths.
All great ideas, if I can find ways to implement them into puzzles. It's not hard to code, I just need to be creative Actually, you gave me a great brain strom with that indestructible/destructible block idea
159
« on: April 20, 2012, 08:36:17 pm »
I have resumed my Legend of Zelda project. And, I have it mostly done, although the most daunting parts lie ahead. Any coders who have expertise in the areas I will list below and want to help me out with coding this...I would be happy.
1. Greyscale texture sprite rendering system. Tiles are 8x8. 2. Animated sprite rendering system (for the player and enemies). Tiles are 8x8, but should move 1 pixel at a time, and support all directions of movement, even diagonal. 3. AI system.
Other than that, the rest of the game is fully coded
Although I do want to do one more thing...RLE encode the maps. I need, thus, a compression utility that I can use on computer to compress a string of bytes, as well as a z80 routine that will decompress it. I'm sure the later is lying around on these forums somewhere.
A couple of questions: 1. You're talking about greyscale for the background, right? Is it smooth-scrolling, or one-screen-at-a-time like in the very first zelda game? 2. Are you absolutely sure you want RLE? Iambian and many other programmers recommend pucrunch. I can give you his on-computer compressor and on-calc decompressor--I use these with great success.
160
« on: April 20, 2012, 06:35:06 pm »
Are those bombs? o.o
Bombs they are! You can use enemies to blow them up, but if you stand too close, you get blown up too!
161
« on: April 20, 2012, 02:17:12 pm »
More progress! Finished another level! (So that's about 10 so far)
This screenshot will probably remind you of Chip's challenge, though the puzzle is different
162
« on: April 18, 2012, 11:30:29 am »
Yeah that's a bummer, but I guess TI reserve the right to make that choice lol
I'm impressed by how well you were able to duplicated "Invaded" to the letter! That was my favorite cell phone game to play
163
« on: April 18, 2012, 01:17:12 am »
New screenshot! Since a jewel is normally very hard to collect (it requires more thinking), you will see a special animation when you collect one.
The screenshot didn't record contrast changes, but when the jewel pauses in the middle of the screen, the contrasts lightens and darkens to give a "shimmering" effect
164
« on: April 17, 2012, 02:29:40 pm »
Strange, for me it appeared to work fine. Could it be some hardware differences? I remember some LCD tricks didn't work on older 84+ or vice-versa and older Mirage games were screwy.
Given that someone who edited TI-Story's Omnimaga notable release section adding a screenshot of your game, however, I think that tells that a bunch of people might want the game in its current state. An idea I have otherwise would be to maybe team up with another member?
In any case take your time, though. Hopefully you can finish Infiltration before the trip then once the trip is done next year or so, you can start Elimination again.
Those are wonderful ideas, DJ, and the 3rd reason isn't a huge one. It's really been the first 2 problems that made things hard for me--hardware and time away from the computer. So like you said, maybe after Russia I can start up again.
165
« on: April 17, 2012, 12:07:41 pm »
I know that several people have been looking forward to my FPS Elimination. Many people have been wondering why there has been zero progress. I apologize to those anticipating the game, and I hope that my current project, Infiltration, will provide at least some compensation. But I am happy to explain what has happened.
1. I cannot for the life of me find out why the game doesn't work on some Ti-84+ calculators. I would hate to keep this game going only to find out that many people can't play it.
2. There is very little I can do with Elimination away from the computer. I can't visualize levels without drawing them on the computer, and most code requires skimming the old code, which must be in front of my eyes. Testing levels also requires time. With my trip to Russia coming up, my computer time is more limited.
With a game like Infiltration, I can think of levels and code away from the computer. Then I spend 7 hours a week on the level, bam, it's done.
3. I'm at a dilemma. Do I continue to game in its current state? Many people can't enjoy the game with the blocky fullscreen graphics, but researching raycasting and rewriting the engine is something I cannot do. Yet only 50-60% of people would enjoy the game in its current state, because the graphics make it hard to enjoy. In Infiltration, like in S.A.D., the graphics are great, so it's gameplay, not graphics, that makes the games enjoyable or not.
Pages: 1 ... 9 10 [11] 12 13 ... 194
|