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Messages - Hot_Dog
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2401
« on: July 03, 2010, 04:14:05 pm »
ok...
Forgive me if this sounds wrong, internet talking can lead to misinterpreted attitude. By ok, did you mean "yeah, I'll do it", or does that mean "I don't understand what you're asking?" If the latter, I'll be more than happy to explain it more
2402
« on: July 03, 2010, 03:59:57 pm »
Aw sorry to hear about those two games , what was the reason for the cancelling?
* DJ Omnimaga hopes this doesn't happen to S.A.D main game itself  The reason for canceling is because I'm putting so much work into S.A.D. itself. I'm losing my interest in calcs, so S.A.D. will be the last game I do. * Hot Dog hopes that people won't be frightened of S.A.D. main being canceled, especially after progress has really sped up
2403
« on: July 03, 2010, 03:57:39 pm »
Coolio, with the new races coming to S.A.D., I need you to do me one more favor: Remember how a user could select what tiles were resources and which ones were collidable? I also need one where one can select which tile is the default terrain tile. This will be listed as a single tile number after the "resource tiles" in the appvar.
2404
« on: July 03, 2010, 03:51:50 pm »
I have 1 set of bad news and 3 sets of good news. First the bad news: Both the turn-based S.A.D. and the Tosonian War are canceled.
Now the good news:
1. S.A.D. will now feature 4 races. There is of course the human race, and Matthias is working on the Xaos. I felt it appropriate, therefore, to include the Ptaloids and the Tosonians as well. Each race will have its own strategies, and I hope that those of you who play with builds will help test for balancing, though since you can only use one unit at a time I don't think it will require the effort Blizzard puts in. 2. I found a way to shave 4000 bytes off the memory that S.A.D. uses. My goal is to use only 19000 KB of RAM. 3. The 3 Tosonian War campaigns, which I was planning on for the Axe Contest, will be playable in S.A.D. There will also be an Xaos campaign and the 25-mission campaign originally planned for S.A.D. (which is mostly human, but with about 3 Tosonian missions)
Please forgive me if things turn out so badly that I have to forget about these plans, but I have thought out what I'm doing, so I will only dismiss them if worst comes to worst. Ztrumpet, I'll still give you what I offered for willing to help on the turn-based S.A.D.
2405
« on: July 03, 2010, 03:34:32 pm »
Btw one thing I really recommend with each race is to make sure building time for structures is nott way too long. In SC and in your SAD latest screenshot, it seemed pretty reasonable, but in Warcraft 3, it was ridiculously long (the reason why I got bored of WCIII. Tried to play a few weeks ago and did not even bother finishing the game)
Most buildings will take about 15 seconds to a minute to build. Operation Centers take two minutes for a very good reason.
2406
« on: July 03, 2010, 02:19:03 pm »
Hi, Matthias,
I'll have appvar info for you as soon as I can (be patient), but be aware that appvars can only be compiled, not opened and saved as. Also, compiling will be done on the following basis: whatever text appears first in the editor gets compiled first.
Other than that, I'd say use ; for comments and keep up the very good work!
2407
« on: July 03, 2010, 12:52:47 pm »
Each player can have up to 50 buildings. Unless by per chance there is 100 buildings constructing at once (Starcraft you could do this, but it's much harder to do in S.A.D.), I don't think there's a chance of becoming slow enough to be unplayable. Currently, about 18300 bytes of RAM is being used. My goal is to have at least 2 KB for the user (and the memory will be available when the game exits), but it is a big game.
2408
« on: July 03, 2010, 12:17:17 pm »
Here's the new screenie! I hope to have another one very soon, but I didn't know if I would finish by tonight. By the way, I haven't forgotten my promise to release builds to the public, but I want the next build I release to have ships and hotkeys--we're looking at about 2-4 weeks. This screenshot shows an updated engine, as well as incorporating build time. But, I still have to work on the build time aspect so that some of these stuctures won't complete so quickly  Here's what I modified in the engine, making the time I spent worth it: 1. Buildings are part of the tilemap. This makes everything much faster. Also, collision will be much easier to program, and I can leave wreckage on the tilemap to represent a destroyed building. (Note that you can build on wreckage) 2. I made the mistake of having a seperate key-pressing routine for menus. Now, all key routines are combined into one. 3. In the previous build, all buildings were scanned on a consistent basis for collision. With the new building-as-part-of-tilemap policy, there's no need for that. So, as for right now, only buildings being built are scanned, and that's only for timing and adding HP. The next screenie will allow you to see the HP rising as the building is constructing. The HP is technically rising in this build, but because I updated the engine, I need to update the text that displays when you highlight a building.
2409
« on: July 03, 2010, 11:50:49 am »
Excellent start! I have a couple of things for you to think about when continuing to design the XAOS, but I definitely like what you've done so far. 1. What are the statistics of each unit? (Feel free to refer to http://ourl.ca/3907, http://ourl.ca/3908 and just remember that we want the race balanced enough.) It seems that so far balance isn't an issue, but only the statistics will tell  2. Be sure you have a construction unit, and one or maybe two units that can be equipped with plasma torpedoes. These are essential to winning the game, as you can find here: http://ourl.ca/3903/718413. Although I promised to do sprite work, I'm terrible at drawing legs, so if you want your "bigfoot" to be animated as walking, you'll need to provide that work 4. Be sure every unit can be defeated by at least one unit from each race, to a reasonable extent. Case in point: While I like the idea of the chunker being slow, powerful and not able to attack buildings, the fact that it will always win a fight means players will want to avoid it instead. With teleportation available in the game, they can easily avoid the chunker. 5. Feel free to read the story setting information, it is not related to the campaign and contains only information I'm putting in the S.A.D. manual. Maybe you can come up with an origin/story setting for the xaos? Keep up the great work! I'll have a new topic specifically for discussing the Xoas, so please post there unless you want to email.
2410
« on: July 03, 2010, 10:16:48 am »
I got the email, matthias. It's yard sale day today, but I promise I'll respond to your email and posts as soon as I can!
2411
« on: July 02, 2010, 02:40:16 pm »
Yeah, I know it's going to be fine. I was just being sarcastic  In other words, .03 seconds is nothing
2412
« on: July 02, 2010, 02:39:29 pm »
Thanks Quigibo and Iambian, I now have everything working. I also shortened my routine so that it wouldn't be longer than the frequency.
2413
« on: July 02, 2010, 07:34:35 am »
I have included the code below for an interrupt routine I wrote, as well as the code for setting it up. The interrupt routine executes only once, and then Context_Sensitive_Get_Key, which uses ports, occurs indefinitely without a single timer interrupt. I would appreciate help on how to get this to work. However, I'm currently experimenting, so please do not offer suggestions about my code below besides getting the interrupt routine working--I'm afraid I will be annoyed at any suggestions that do not involve getting the interrupts working.
Oh, and DrawMapFull has nothing to do with it.
Start: di
;Timing in the game, including "forcing" FPS depending ;on what speed we want, is done via interrupts. ;This is to achieve a consistant speed. ;So we need to load interrupt information.
ld hl, Play_One_SAD_Frame ld de, $9A9A ld bc, End_SAD_Frame - Play_One_SAD_Frame ldir
ld a, $99 ld i, a
LD HL, $9900 LD DE, $9901 LD BC, 256 ld A, $9a LD ($9900), A LDIR
;This is where the game is loaded. Thus this code is run only once.
xor a ;Start with 0 buildings. ld (BuildingCount), a
;The game requires user RAM.
ld hl,21000 ld de,$9d95 bcall(_InsertMem)
;Savescreen is used for saving data involving maps. Thus, we need to disable ;the APD so that the data will not be corrupted.
RES apdAble,(IY+apdFlags)
;Structure_Locations holds the locations of all buildings that could possibly exit, ;up to 200. Four bytes for each building: TileX, TileY, 6 bits for the building's ;ID, and 10 bits for the buildings HP.
Structure_Locations .equ $9D95 + 17500
;The Map Data, containing the tiles in tilemap form. Maps can be no bigger than ;3600 bytes, but a 3600 byte map requires 900 bytes for fog-of-war and collision ;information. Therefore, 4500 bytes is needed in this area.
MapData .equ $9D95 + 5000
;Tile Data. Requires 8000 bytes.
TileData .equ $9D95 + 9500
;To optimize the drawing of structures
Store_Structure_Sprite_Addresses:
; B_CALL _Load_Sprite_Data B_CALL _Load_Map_Data B_CALL _Load_Tile_Data
ld hl,2 ld (delta),hl ld (DeltaPreserve), hl ld a,1 ld (Num_Layers),a xor a ld h,a ld a,(mapdata) ld l,a ld (mapheight),hl ld a,(mapdata+1) ld l,a ld (Mapwidth),hl ld hl,0 ld (MapY),hl ld (MapX),hl ld hl,TileData ld (Tileptr),hl ld hl,MapData+2 ld (MAPptr),hl ld hl,Mapbuf1 ld (MapbufPtr),hl ld hl,premap ld (PreMapPTR),hl
IM 2
ei
call DrawMapFull
Loop:
call Context_Sensitive_Get_Key
jr Loop
Play_One_SAD_Frame:
;For those ASM experts out there, it sure looks like I'm making this ;interrupt routine too long with all the subroutines that are running. ;However, by including an interrupt counter and running certain subs only ;when it reaches a maximum, I can achieve a consistent frame rate and ;ensure that the interrupt routine doesn't call itself in the middle of itself.
EX AF, AF' EXX ld a, (Interrupt_Counter)
;cp Twenty_Frames_Per_Second ;jr z, SAD_Frame inc a ld (Interrupt_Counter), a ld h, 0 ld l, a B_CALL _DispHL
Exit_Interrupt_Routine:
EX AF, AF' EXX RET
SAD_Frame:
EX AF, AF' EXX
xor a ld (Interrupt_Counter), a
call DrawMapFull ;Only if the map doesn't need to be fully drawn.
ld a,(MapY) and tile_width*8-1 ld h,a ld e,PMAPWIDTH*Tile_width call HxE
ld de,mapbuf1 add hl,de
ld de, plotsscreen ld bc, 768 ldir BIT MenuMode, (IY + flag) call nz, Draw_Menu
BIT Cursor_Mode, (IY + flag) call nz, Draw_Select_Cursor
call Continue_Building_Construction
ld hl, plotsscreen call safecopy
RET
End_SAD_Frame:
EDIT: It just seems that the interrupt only runs once, even before Context_Sensitive_Get_Key starts. I tried placing a whole bunch of "HALT" routines immediately following the "ei", and the debugger says the calculator just stays there, as if interrupts have been disabled.
2414
« on: July 02, 2010, 01:01:07 am »
I'm still on schedule for a screenshot this week. I'm using interrupts for the game's timing, including building construction, so I hope people won't mind that there's an occasional imbalance where a building builds .03 seconds faster than usual
2415
« on: July 01, 2010, 05:38:58 pm »
If her friend got made at her for damage to the calculator, that would absolutely stink
The article says:
The friend who loaned Pittenger the calculator said she need not buy a replacement.
I missed that part. Good good
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