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Messages - Hot_Dog
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« on: February 15, 2012, 09:58:24 pm »
Wow, that looks really nice! How long have you worked on this? I am assuming from the name of the gif that this project is (for now) called Infiltration?
About 2 1/2 weeks so far, although it originally started as an Axe Parser contest entry. Yes, it is called Infiltration
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« on: February 15, 2012, 08:29:37 pm »
I think I've gained a reputation on this site for finishing some projects and giving up/canceling others. With that said, I'm very hopefully going to Russia this year, but it will not take me away from Omnimaga.
It does make me think seriously about the future of Elimination, considering that half the people want the graphics to be nicer-looking--I'm not sure about continuing a game that not many people want to play. To fix everything would require me to study raycasting.
Until I know what to do, I've been working on a new puzzle game, much easier to program and quite fun to work with. (It's totally unoptimized and yet runs wonderfully) But even though my life is my life, I'm worried about disappointing people if they see the game and in the future find out it's "yet another project that gets canceled."
Here's one screenshot. Should I keep the rest of the project secret so that you aren't disappointed, or are you eager to see more of the game as I progress?
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« on: February 09, 2012, 12:22:31 am »
It's amazing what you can do if you put effort into something. The Metroid game is amazing!
And Kerm, thanks for your work in the online emulator! We will find it most helpful!
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« on: February 08, 2012, 12:01:46 am »
The next one is SCFNormally, this is used for math (do share ) Sometimes I find the need to use the carry flag for conditions beyond what it is normally used for (detecting overflows or underflows). For example, I could theoratically use C or NC to see if an object is collidable or not. Whatever the situation, I would use SCF to set the carry flag if a condition is true.
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« on: February 02, 2012, 11:55:11 pm »
I had trouble with telling where walls were at first but I quickly got used to that. My main complaint seeing the enemy sprites, I usually have to rely completely on the health bars for them. A friend stumbled upon this gpl raycasting maze for the 83+ a while ago. I haven't had a look at the source though. http://www.ticalc.org/archives/files/fileinfo/272/27287.html
Builderboy suggested white outlines for enemies, which I think will be a help. That other raycaster is amazing, and it would solve all my problems! Unfortunately it's not as easy as simply "cut and paste," I'd have to do a lot of adjusting, just like with adjusting this game to make a better fullscreen. But I thank you very much for bringing it to my attention, Camdenmil!
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« on: February 02, 2012, 09:49:18 am »
It was the grayscale that slowed it down. B&W for Gemini requires the screen to be copied only once per loop, grayscale requires about 3.5-4 times per loop. People complaining about the small viewport in Gemini (which they rightfully did) isn't really reason enough to double pixels. Again, on a 96x64 screen, the spatial extent of every pixel counts so treat every pixel with love and cut the fancy additions and do 96 proper casts. I know that now. I have relatively little knowledge on raycasting, so I was hoping that making the screen bigger would be enjoyable enough for everyone, not just 50% of the people. Whatever the case, you're talking to someone who's done very little research on raycasting
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« on: February 02, 2012, 12:19:09 am »
I myself just put them in one part anyway.
It was too big for that
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« on: February 02, 2012, 12:12:16 am »
DJ, thank you so much for bumping this, and I'm sorry that I didn't explain about the file being in three parts. I thought that when people saw ".part1", ".part2" and ".part3" they would know. I goofed
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« on: February 01, 2012, 09:20:03 pm »
Thanks for everyone who's been helping with textures and levels in Elimination! I'm going to keep this brief: Based on recent reviews and requests, Elimination might be taking a different approach. Until I know what I'm going to be doing with the game, whether keep it the way it is or change it, I won't care if you decide to pause on the help you're offering me. In fact, I recommend it. I don't want any more of your work to go to waste
220
« on: February 01, 2012, 09:15:48 pm »
Instead of stretching the screen, why don't you just use only a part of the screen? Sure you'll have a lot of blank area, but I'll look so much better.
Because so many people complained about lack of fullscreen in Gemini. Assuming that new fidelity will solve the blocky walls, there will be no need to stretch the screen or use only part of the screen. EDIT: Btw, to answer your question coelurus, the Ti-83+ SE and Ti-84+ calculators have extra RAM, so I was able to create two textures for each wall, thus allowing 3-way grayscale
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« on: January 29, 2012, 10:14:39 pm »
That's actually very kind of you! Thanks!
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« on: January 29, 2012, 05:51:56 pm »
Is there a tilemap routine, smooth-scrolling, that works for 16x16 tiles and that avoids simply applying a 16x16 sprite routine? I normally used JimE's fast tilemapper, but it requires a lot of RAM
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« on: January 28, 2012, 11:17:11 am »
I personally think you did a great job with the gaphics 8x8 sprites can be difficult to work with
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« on: January 28, 2012, 11:14:07 am »
I think that what needs to be done is instead of scaling up the original 64x48 display, you should recalculate in a way that it takes advantage of the full screen. However, I'M unsure if that would reduce framerate a lot (I assume not that much considering displaying the game full screen in the first place didn't)
Framerate would actually be slowed down a lot. Stretching the screen requires little computational power compared to calculating 48 additional rays and plotting 16 additional rows. I think the grayscale would have to go. However, if people would enjoy the game that way, (better looking walls and enemies rather than grayscale walls) it's something I could arrange
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« on: January 27, 2012, 08:35:37 pm »
A lot of people have described Elimination as containing blocky walls and sprites. This in turn has led to enemies being hard to find and hard to discern. Also, some people have found it hard to tell a wall from an open area in some circumstances. I'm not sure, but this may be one of the reasons that not many people have tested the first 5 levels of the game.
Be honest. Is this bothering you? Would it keep you from enjoying the game's full release? Is this something that should be fixed?
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