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S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: November 07, 2010, 06:43:46 pm »Ah ok I see, so it will kinda remain a square, right?
Yeah. It's just manipulating a tile right before its drawn.
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. 1696
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010« on: November 07, 2010, 06:43:46 pm »Ah ok I see, so it will kinda remain a square, right? Yeah. It's just manipulating a tile right before its drawn. 1697
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010« on: November 07, 2010, 05:35:15 pm »Quote Yeah but I am more curious about how the fog is stored. Pictures/images might be better, because I'm a visual person. I also wonder how does actual patial fog looks like? Okay, a mock-up is attached below. The top image is fog as S.A.D. used to handle it, and the bottom is partial fog: Notice, for example, how the crystals are only half-covered with fog. As for fog storing: There's already graphical data for the tiles, so fog is drawn by manipulating bits in the tile data every time a tile is drawn. So the way to handle the fog for each tile is stored as follows: 2 Bits each tile for the following: Can you see a tile, is it covered in fog, is it explored, or is it explored with a new building underneath that you can't see? 1 Byte each tile for the length of the fog and the direction it travels. If that doesn't help, the rest is ASM and really can't be explained directly Due to engine limitations, the partial fog of war only happens when a ship is being moved. Buildings do not generate partial fog-of-war. 1698
Other Calc-Related Projects and Ideas / Re: Battlefield« on: November 07, 2010, 05:00:52 pm »Since the Team competition is fully underway, Yunhua and I have decided to announce our project: Team competition? I can't believe I missed these news. Is there a link? 1699
Other Calc-Related Projects and Ideas / Re: Mini Golf!« on: November 07, 2010, 04:59:03 pm »I wonder if isometric maps would be fast enough. Something like Kirby's Dream Course They would be fast, but believe me, isometric is tricky when it comes to making a map from tiles. And, an isometric tileset requires more graphical data. I'd say an isometric map requires about 50% more tile data than a regular map 1700
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010« on: November 07, 2010, 11:04:02 am »Quote As for partial cover fog, I am a bit curious what you mean. Do you mean it will no longer be tile-based? I wonder if it would take a lot of memory and render fast enough, since just the entire screen would be 768 bytes of fog. Partial fog means fog will sometimes cover only part of a tile. And there's a reason I'm doing this: sometimes I want line of sight to be as big as a unit's firing range--no more and no less. I can't do it if fog either covers an entire tile or doesn't cover it at all. To make matters worse, it's difficult to fire at a ship when the fog just happens to cover most of your firing range because of your position on the map. This does require 1 byte per tile, so I had to increase S.A.D. memory needs to 16000. But thanks to ASM tricks and thanks to Jim E's marvelous tilemapper, the difference in rendering speed will be very, very small--I don't think it will be noticable. 1701
Gaming Discussion / Re: Westwood Monopoly« on: November 07, 2010, 12:46:15 am »Oh nice. I remember a few years ago cereal boxes had games in them. I got Roadcoaster Tycoon 2 and Trivia Pursuit in them. The box costed $4.95, yet Trivia Pursuit is still sold for $30 for the Xbox 360. Go figure >.> My favorite cereal box game is Chex Quest, which is a DOOM modification. This game made Chex cereal sales soar 1703
Other Calculators / Share the Planning Stages of your Game« on: November 06, 2010, 08:15:03 pm »
If you want to write a great game, it's always a smart idea to plan ahead. For games with graphical content and such, a person will most likely take notes, sketch pictures and concept art, and write scratch code in order to gain the most information, knowledge and help needed in making his game.
Are there any development sketches, notes, etc. of a game you're working on that you would like to share? Sadly, I've lost most of my sketches and concept art for S.A.D. 1 year old or less, but I did find a book I had made for a canceled version of a computer Seek and Destroy. Since I used this book to bring S.A.D. full speed ahead on the calculator, I will post stuff from that book on this topic sometime next week. You'll also find stuff I wanted to add, but had to remove due to Ti-83+ limits, time constraints and balance issues 1704
Gaming Discussion / Westwood Monopoly« on: November 06, 2010, 05:54:10 pm »
We know Westwood Studios to be the inventer of Dune and Command and Conquer. But have you played their 1995 PC game Monopoly? Not only was it state-of-the-art for the time, but it also provided loads of movies, funny cutscenes, and easter eggs by the number. That was the only PC game we played as a family.
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News / Re: Official Release of Hot Dog's Ti-83+ ASM Tutorials for the Absolute Beginner« on: November 06, 2010, 05:49:52 pm »There should be enough space to host it on Omni server. Just make sure to create a folder in public_html containing all the lessons and preferably link them between each others, so they're easy to browse online. Maybe a sub-domain like asm.omnimaga.org could be created, too. Okaaaaaaaaaay..........I'm only a jack-of-all-trades, master of none with computers. I would need help with this. Especially linking the tutorials between each other. 1706
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010« on: November 06, 2010, 04:53:49 am »
Good news for everyone, but especially with ztrumpet in mind: As buildings are being constructed, there will now be a graphical effect (screenshots to come) -- unless I made a serious planning error, in which case I apologize for getting hopes up. You will see the building slowly being constructed one pixel row at a time.
Also, the "circular" fog of war is canceled in favor of graphical and (currently under testing) partial-cover fog. Here's what I mean: Fog will have a kind of cloudy graphic, even if only to a certain point, and the fog of war will be made to cover only part of a tile depending on a building and/or where a player's ship is. 1707
News / Re: Official Release of Hot Dog's Ti-83+ ASM Tutorials for the Absolute Beginner« on: November 06, 2010, 03:22:19 am »Yeah, you've got a point. But I'll wait for about a week so that I can finish with error correctionkk. Just let me know if you wanted it hosted. That's a yes! Just not quite yet 1709
News / Re: Official Release of Hot Dog's Ti-83+ ASM Tutorials for the Absolute Beginner« on: November 06, 2010, 03:10:29 am »I read through a bit of the first lesson, it looked to be really concise and well written. Yeah, you've got a point. But I'll wait for about a week so that I can finish with error correction 1710
News / Re: Official Release of Hot Dog's Ti-83+ ASM Tutorials for the Absolute Beginner« on: November 05, 2010, 02:16:14 pm »I am loving them! are you going to upload them to ticalc.org? In about a week, I'll put them on ticalc.org. But I'm doing a read through and finding some mistakes that I missed. So I want to correct those first. |
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