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Messages - Hot_Dog
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301
« on: December 27, 2011, 08:58:07 pm »
The first 5 levels of the game should (but I'm not positive) be available to test in no more than 2 weeks. In the meantime I was bored, so I wanted to talk about where I will be taking Elimination after that.
For my next step, I will be designing 8 levels that will happen inside an ice cave. The levels will be of medium difficulty, and 1 level will be a secret level. As I work on the levels, I will continue to add more features into Elimination. Here's what you can expect when I make the ice cave levels available:
* You can hide behind an object so that an enemy can't fire at you * You will be able to collide with and slide along objects, including enemies * Puzzle Elements -- There will be about 2 or 3 puzzles in this set of levels * Easy to hard difficulty will be implemented. I'm not yet ready to add "Crazy" difficulty * The rest of the powerups -- Map, Disintegration Suit, Case of Cylinders and Pressurizer -- will be implemented * There will be a "melt" effect between screens, similar to the one in DOOM
302
« on: December 27, 2011, 06:36:39 pm »
A lot of chocolate. I love chocolate!
There were other gifts, but my favorite was a "Get Fuzzy" comic book, which I'm finding hard to put down
303
« on: December 27, 2011, 11:21:55 am »
I actually considered doing this with the Gemini raycasting engine...on a Ti-83+ SE / 84 without grayscale, it could actually go quite fast. But note again, without grayscale
304
« on: December 27, 2011, 11:20:31 am »
at the beginning
and I thought it'd be cool to create a melting effect for Elimination similar to the one used in DOOM. I'm willing to create my own, but has one been created already?
yes http://www.ticalc.org/archives/files/fileinfo/185/18542.html
I actually looked at that one, but I forgot to mention that I did. Anyways, it's way too slow
305
« on: December 27, 2011, 08:48:01 am »
I thought it'd be cool to create a melting effect for Elimination similar to the one used in DOOM. I'm willing to create my own, but has one been created already?
306
« on: December 24, 2011, 03:36:47 pm »
calc84maniac talked about maybe making this into a mario kart game too
Too many projects, calc84...
307
« on: December 24, 2011, 12:45:30 am »
xor a is probably the most common use, faster than "ld a, 0"
xor is also commonly used to "flip" bits in register A.
308
« on: December 24, 2011, 12:43:28 am »
Just a progress update. Enemies now fire at a player even when the player isn't looking at the enemy. I will add indicators telling the player where the enemy is, but it will not be in this test release.
For the first test version coming up, the difficulty level you select will make no difference in the gameplay. Later I will add 4 difficulty levels. In the original Gemini, the difficulty level determined how often an enemy fired at you. For Elimination, I'm instead creating something very similar to Doom. In Easy, items will provide double health, armor and ammo. Medium is the standard difficulty, like in the screenshots you've been seeing.
In Hard, extra enemies will be added, enemies not found in the "Medium" or "Easy" difficulty. There will be additional ammo and health added as well, but not enough to make it easy to beat these extra enemies.
In Crazy, items will provide double health, armor and ammo, and enemies will "respawn" after a certain period of time has passed.
309
« on: December 23, 2011, 01:11:26 am »
How do I neg a 2-byte register such as HL? That is, how do I multiply it by -1?
310
« on: December 22, 2011, 06:51:43 pm »
I think the 3-color flicker technique would have been cool to create more colors. Whatever the case, I like how the PRIZM is quite flexible for ASM programming, and I think Casio is leaving it alone on purpose.
311
« on: December 22, 2011, 06:49:06 pm »
mmm, tasty. Make sure there's an indicator of where the shot came from though. It turns out that it will be easier to implement than I thought it would be, so I'll definitely put it in
312
« on: December 20, 2011, 11:21:01 pm »
I think I missed this somewhere, but what happened to the sky background?
I had to disable it temporarily. I rewrote some of the game to make rendering faster, so I have to write a new sky background routine. Be aware that not all levels will have a sky background, since they will have "ceilings."
313
« on: December 20, 2011, 11:18:59 pm »
So just use a line-drawing algorithm with pixel-test instead of pixel-on?
The game engine is not built that way. I'm really sorry that I have been confusing. I would start over and explain from the beginning, except that I like thepenguin77's suggestion for division, so I'm going to use that.
314
« on: December 20, 2011, 08:36:40 pm »
So you are looking to see if the player can see the enemy or vica verse?
Yes, or more importantly, if an enemy can fire a shot without it being blocked by a wall. I apologize for not being too clear on this topic. Let's say that the slope between the enemy and the player is 2/1. The enemy is at (100, 100), and the player is at (103, 106). So the calculator checks (101, 102). Is there a wall? No. Check (102, 104). Is there a wall? YES! So the enemy cannot harm the player.
315
« on: December 20, 2011, 08:27:14 pm »
What exactly do you need the slope for? Because line drawing algorithms, for instance, don't actually need a numerical slope value. They just use dy and dx as-is without having to divide one by the other.
I'm not really dividing dy and dx, I need to find dy and dx. (y2-y1) / (x2-x1) The slope is used to start at the enemy, and travel little by little to the player to see if there's a wall in the way.
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