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Messages - Hot_Dog

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466
Elimination / Re: Elimination Screenshots
« on: October 02, 2011, 12:42:55 am »
I think making it so enemies don't look like scaled-up 8x8 sprites will be a good start. But if I do make a scaled sprite routine, I would probably make it support black, white, gray, and transparent selected by the two bits for each pixel.

Gotcha.  So I think I will make the enemies more detailed, although like I said, unless I switch to 64x64, there will be some blockage.  Meanwhile, I'll have enemies gray-and-white instead of black-and-white so that if you see gray you realize "Ah!!  An enemy!!"

No pressure on the sprite routine 8) 

467
Elimination / Re: Elimination Screenshots
« on: October 02, 2011, 12:35:07 am »
Is data compressed at all?

It is, but it decompresses to RAM, and it stays decompressed as the game runs.  It costs a lot to decompress data every frame :)

Quote
64x64 sprites? O_o That does seems overkill, since most of the time you won't be seeing 3/4 of those pixels. Is that what Gemini used?

Gemini used 32x32 because the game wasn't fullscreen.  To make the game full screen I made everything bigger

So calc84, what do you think of gray pixels for enemies instead of black pixels?  Would that help?

468
Elimination / Re: Elimination Screenshots
« on: October 02, 2011, 12:02:15 am »
1. Fair enough, though I thought they didn't look as blocky in Gemini.
2. So this explains the extra blockiness? I kind of think it makes them harder to notice because you can't tell what they are. I think higher detail is good even if some pixels are left out when the sprite is farther away.
3. I'm not talking about the raycasting, that pretty much looks fine.
4. As far as performance goes, I might be interested in writing an optimized scaled sprite routine for you :)

1.  Oh, you're right about that.  
2.  True...I'll have to think about that one.  Part of the problem is sprites need to be 64 x 64...rather than using loads of memory that I can't afford, I wanted to used doubled 32x32 sprites, which end up being blocky anyways.  A 64 x 64 sprite, with its mask, costs 1 KB of memory, and a series of levels can have 7 objects and 4 enemies.  I'm open to suggestions :D
4.  That would be awesome.  It would need to be a masked one, and of course I'd need to look through the engine to figure out how to smoothly incorporate the routine

EDIT: What if I make enemies gray?  Would that help in telling one from the other?

469
Elimination / Re: Elimination Screenshots
« on: October 01, 2011, 11:35:29 pm »
I'm not sure if there's anything you can do about this, but the sprites are really blocky and I can't tell that enemies are enemies. They're just... blobs of pixels. Is this for performance reasons?

Ah yes, blocky sprites.  There are many reasons for this:

1. This is based on the gemini engine, which did the same thing
2. To make objects and enemies easier to notice, I double-thickened or quadruple-thickened most of the lines
3. With raycasting on such a small screen, it's easy for the calculator to overlook certain pixels
4. Yes, performance :)
5. As long as I have fun working on this game, it will get done.  If I work hard and do research to try and fix this issue, it's going to kill me and make me get bored.  I'm hoping, though, that it won't turn you guys off 0_0

EDIT: I did try making distant objects bigger, but it didn't work out    ENDEDIT

As for enemies being enemies, you can tell what an enemy is by looking for a circular "fireball."  I also added the fireball to make it easy to tell an enemy that's too far away

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Also, the gun looks fake. Either have it look like it is coming from the corner of your eye or do it doom style.

I'm always open to criticism or suggestions, negative or positive, but please don't order me to do something with my game.  Even if you didn't mean it that way, it sure sounded like it.  With that said, even though I respect your opinion, I like the guns the way they are.

470
ASM / Re: RAM used by OS on 84+ 2.53
« on: October 01, 2011, 02:02:18 pm »
Calculator Documentation>83+ Family>General OS Information>Version Differences>OS 2.53 MP Changes

It's a bit out of the way, but that's where it's at. If you search 2.53, you might have a 1 in 10 chance of finding it ;D (Sadly, that's not even sarcasm)

If a user is in classic mode rather than MathPrint mode, is the RAM from 977Eh–9D7Dh free to corrupt?

471
ASM / RAM used by OS on 84+ 2.53
« on: October 01, 2011, 01:18:41 pm »
I found a page on WikiTI that described what areas of RAM (on RAM page $83) were used for MathPrint and other stuff.  I don't remember where that wikiti article is now, can someone post a link?

472
Elimination / Re: Elimination Screenshots
« on: October 01, 2011, 11:43:03 am »
how how do we aim?

You can toggle on/off the aiming device :)

Looks amazing. And the grays will be more consistent on a real calc, right (instead of jumping between three shades in the screenshot)?

I don't understand what you mean.  Grayscale in this game is 3-level

473
Elimination / Re: Elimination: A New FPS
« on: October 01, 2011, 01:39:53 am »
I added a new screenshot to the screenshots page.  At the end of the level you can see how many secrets you haven't found

Before I continue with level design (which is the huge chunk of the project), I'm going to edit the saving and loading of levels--including allowing a player to save in-game rather than at the end of each level.

474
Elimination / Re: Elimination Screenshots
« on: October 01, 2011, 01:36:05 am »
Another screenshot of Level 3.

475
Art / Re: Sprite requests for 2 ships
« on: September 30, 2011, 10:08:19 am »
I'm sorry that I'm late in replying, I was busy.  yeongJIN_COOL, I love that ptaloid reclauda, and I'm awarding you +2.  However, I'm not working on this game anymore because I am working on Elimination.  This project was at a time I was fishing for something to do.  I apologize for any inconvinence.

Incidentally, the Argo can destroy any ship, but the only building it can destroy is Operation Centers.


476
Elimination / Re: Elimination: A New FPS
« on: September 29, 2011, 10:02:35 pm »
It's really hard to see stuff in that... The first screenie looked better.

Are you saying that it's really hard to see stuff with the aiming device?  If so, I agree

477
ASM / Re: A Couple of Technical Questions
« on: September 29, 2011, 10:01:26 pm »
2. More or less, yes, though in a low-power mode.

According to the z80 documentation, the halt instruction enters low power mode anyways, so I guess my question was when the calculator is off, halt is executed over and over, right?

478
TI Z80 / Re: Chess in Basic
« on: September 29, 2011, 03:07:55 pm »
You might enjoy doing the sprites as you've been doing.  If you do most of your work on the matrix, then once the game board and everything has been drawn, there's not too much of a speed difference between drawing text and drawing sprites.

479
ASM / A Couple of Technical Questions
« on: September 29, 2011, 03:05:54 pm »
What can I say?  I'm a curious guy :D

1. Do auto-repeat instructions on the Z80, such as LDIR and CPDR, alter PC?  I'm wondering how the calculator knows to repeat whilst allowing interrupts.
2. Since the calculator isn't really "turned off" until all batteries are removed, does the calculator do a constant "halt" until the ON button is pressed?

480
Elimination / Re: Elimination Screenshots
« on: September 28, 2011, 08:43:31 pm »
When you play this game, make sure you move around.  As you might expect, enemies will have a hard time hitting you if you don't stand still.

Isn't it satisfying as well to see a robot explode?

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