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Messages - Hot_Dog

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271
Elimination / Re: Elimination Test Version #1
« on: January 06, 2012, 03:59:41 pm »
Wait there is something I didn't precise. It froze just after the menu.
Yet, I can't even remember if it froze for real or if keys weren't responding or if greyscale was still here or not :-\ All I can say is that moving was impossible, and it turned off approximately when I pressed [tan] (don't know if the key is the problem or if it took time before crashing)

It seems that most of the time, it's just an infinite loop.  Every time someone has had this error, including myself, the grayscale was working.  If the calculator continues to show grayscale, the calculator has not crashed.  Like I said, I need to be able to repeatedly duplicate the bug.  I'll make that a priority.

I know this would be a huge pain to deal with, but I feel like the graphics are too indistinct...? Idk how to explain it...
One solution: maybe make the textures less complicated...It's just that it's hard to discern what the walls are. It's playable fine, but I feel like if I was actually in a legit firefight I would want to be able to know my surroundings without having to guess at them
Edit: it's definitely the textures: here's an example place where I had difficulty figuring out where I was. The path forward is directly in front of me, but it's hard to see. Maybe you can scale the walls less extremely?

I know that it's frustrating for some people, but I don't think there's going to be anything I can do about it.  It's a low resolution 2-color screen, and some people complain about lack of full screen, which can only be fixed by rewriting the engine (blah) or with scaling the walls the way they are.  Perhaps less complicated textures are the way to go, but I would not be pleased with the game if I were to "dim the textures down."  

EDIT: It's probably easier to tell the difference with actual hardware.  At least I found that to be true.

272
Elimination / Re: Elimination Test Version #1
« on: January 06, 2012, 03:08:28 pm »
Bug report D:

So I ran Elimination, played a little then quit.
Then I did many things on my calc, and here, I can't be explanative (because I do a lot of different things with it, I can't remember everything)
But when I ran Elimination again, it froze in the raycasting part (read: not in the menu).
So for no reason, I tried all of the keys and then the calc turned off. I expect a RAM Clear.
The RAM Clear comes, but my screen is also upside down (not rotated 180 degrees, just upside down, with leftside left and rightside right).
To set it back to normal (normal RAM Clear again didn't work), I had to RAM Clear with [Clear] kept pressed, then cause crash by launching an app.

If you need more information, you can ask of course, but I don't think I could give more :-\

That's quite unusual.  Until I am able to consistently force the bug where the game freezes on the raycasting part, I'm stumped

273
Elimination / Re: Elimination: A New FPS
« on: January 05, 2012, 11:42:30 pm »
I'm going to be implementing a new method for strafing (walking side-to-side).  Instead of ALPHA to strafe left and MODE to strafe right, ALPHA will toggle strafing on and off.  The left and right arrow keys will be used for walking sideways when strafing is turned on.  I'm doing this for two reasons:

1. It seems that some 84+ models have some hardware problems with keys.  Hopefully this will somewhat overcome the difficulties
2. In the game's current state, it's hard to strafe and fire at the same time.  In a typical FPS, it's very important that a player be allowed to walk out from behind a wall, fire, and move back quickly to avoid being shot.  This new system should make that easier.

On another note, I'm adding a new collectible item, "batteries."  The player will have infinite access to an electronic medkit, and the medkit requires 5 batteries to operate.  At any time, a player can use 5 batteries to activate the medkit, which will heal the player to 100% health no matter how damaged he is.  There is no limit to the number of batteries you can carry, and they will stay with you from level to level.  I'm hoping that batteries will add a fun replay value as a third item you will want to score 100% on.  (So at the end, you will see what percentage of enemies you killed, what percentage of secrets you found, and what percentage of batteries you found.)

274
Elimination / I need suggestions for 3rd 100% item in Elimination
« on: January 04, 2012, 01:42:58 pm »
In Elimination, you can strive to find 100% secrets and get 100% kills.  For a while, I was going to add a score for 100% items as well.  However, I forgot that if a player is doing exceptionally well, it's impossible to collect 100% items, because health packs and ammo cannot be collected if a player is "healthy and wealthy"!

I was thinking about adding treasures like in Wolfenstein.  But the only thing that a player would gain from treasure is a 100% score.  I was hoping for something that would help a player in the game, something that a player would strive to find for reasons beyond a 100% score.

Here's a couple of ideas I was thinking about for an additional "collectible" that can help a player get a 100% score.  I'm open to more ideas as well, as these are only my ideas.

1. "The Golden Gun" bullets -- You can pick up a bullet for "the golden gun", and by firing it at an enemy (except for a boss) the enemy will instantly die.  Golden bullets will reset to "0" at the end of each level
2. Battery -- Pick up five batteries, and you can bring yourself to 100% health using an electronic medkit.  This is useful for if you need to heal yourself desperately and there aren't any health packs nearby.  Batteries will accumulate from one level to the next

275
News / Re: TI-84 Plus Pocket SE
« on: January 04, 2012, 01:22:16 pm »
We're sorry that we didn't take care of this sooner, but Mic will not be disrupting this topic anymore.  At this point, we ask that everyone stays on topic and try to forget what has happened

276
Elimination / Re: Elimination Test Version #1
« on: January 04, 2012, 11:00:48 am »
Whatever the case, I'm well aware that the menu items become corrupted, and I know exactly why.  The reason I don't fix it is because it's easier said than done the way the program is laid out.  The game requires that some sections of code be located exactly where they are, and if I add or take away more code, I have to reset all the code positions...I didn't want to fight with that for this release.  

However, the menu corruption should not cause the game to freeze when the option at the very top is selected.  Whenever I select that option, it starts a new game and I see "LEVEL 1  THE UNDERGROUND FACTORY."  I have no idea why it would freeze on other calculators.

Actually I haven't tried the newer version with more ammo yet..aside from calibration being saved did anything else change?

Nope, just more ammunition

277
Elimination / Re: Elimination Test Version #1
« on: January 03, 2012, 11:07:25 pm »
Every time I run the game, it forgets my grayscale calibration. Can you at least add it to the main menu because it doesn't ask me to re-calibrate it until I delete the appvar? Also, when I press clear in the game and select one of the first two options, it freezes.

I'm sorry, I thought it saved the calibration.  I will fix that, because I'm about to re-release the test version with more ammunition.

So when you press CLEAR and select "New Game," does it freeze?  Don't mess around with "Resume" for right now, I'm actually planning on getting rid of that option.

In the actual game, when I pressed clear, I get a menu that lets me choose between: Factory, Ground, [Difficulty], Storyline On/Off, and Quit. If I select the first two (which seem like a bug anyway) it freezes. If I change difficulty, it doesn't remember it on next startup but it does remember storyline. I messed with this in level one.

Strange, I have never, ever had a problem with the first menu item ("Factory", or "New Game").  Which calculator are you using?

278
The Beach Levels and the Ice Cave Levels have been claimed, so I have placed an update list on the first page.  You can also click on this link to view it:  http://www.omnimaga.org/index.php?action=dlattach;topic=10401.0;attach=11021

boot, I don't think that the "huge walls" warehouse idea is going to work.  It would slow down the game too much, and require a major hassle to code it in.

279
News / Re: TI-84 Plus Pocket SE
« on: January 03, 2012, 03:44:29 pm »
Most of the posts with fights and other unrelated information have been moved elsewhere.  Please keep on topic, and if there's a problem, discuss it privately and not in public on this news post.

I truly hope that this calculator comes to the US and Canada

EDIT: You can go here to read the removed posts

http://ourl.ca/14721

280
ASM / Re: Inconsistencies with Keypresses?
« on: January 03, 2012, 01:23:58 pm »
If it's a hardware problem, I think I'll remap some of the keys.  Most of the keys are not so important that they need to be that close to the fire button.

281
Elimination / Re: Elimination Test Version #1
« on: January 02, 2012, 08:22:26 pm »
How do you unpause, btw?  I can't seem to figure it out :P

Actually, I haven't really implemented "pausing."  When you press CLEAR, you end your game.  I'll add pausing in the next version.  Don't forget that you can save your game for mess-ups such as this

282
Elimination / Re: Elimination Test Version #1
« on: January 02, 2012, 07:49:14 pm »
A new version is up, with more ammunition to all levels except level 5 (I want to wait and see feedback for that level.)  Please don't report if you are "occasionally" running out of ammo.  However, if you are still having ammo trouble, like running out over and over, please show me a screenshot of the area you are having trouble with.  

The new version also saves calibration settings.

283
Elimination / Re: Elimination Test Version #1
« on: January 02, 2012, 03:45:58 pm »
Every time I run the game, it forgets my grayscale calibration. Can you at least add it to the main menu because it doesn't ask me to re-calibrate it until I delete the appvar? Also, when I press clear in the game and select one of the first two options, it freezes.

I'm sorry, I thought it saved the calibration.  I will fix that, because I'm about to re-release the test version with more ammunition.

So when you press CLEAR and select "New Game," does it freeze?  Don't mess around with "Resume" for right now, I'm actually planning on getting rid of that option.

284
ASM / Re: Inconsistencies with Keypresses?
« on: January 01, 2012, 02:17:29 am »
This might be unnecessary, but are you writing $FF to the port when you are done? I know when I first switched to 15MHz I had to do that because my calculator would glitch otherwise. I might have done something wrong back then, but all of my programs write $FF after every read.

I am writing $FF every time, do I need a delay after that before writing the key group to check?

285
ASM / Re: Inconsistencies with Keypresses?
« on: December 31, 2011, 08:56:42 pm »
I have a 38 T-State delay between writing to the port and reading from it, and it's not working on Darl's Ti-83+ BE.  Any other suggestions?

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