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TI Z80 / Re: Rolling ball that jump with tracks in 3d and stuff. where you just try to stay..
« on: September 27, 2011, 11:32:13 pm »
Awesome! Reminds me of Skyroads
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 481
TI Z80 / Re: Rolling ball that jump with tracks in 3d and stuff. where you just try to stay..« on: September 27, 2011, 11:32:13 pm »
Awesome! Reminds me of Skyroads
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Elimination / Re: Elimination: A New FPS« on: September 27, 2011, 09:00:40 pm »Hm, watching the screenshot, the aiming reticle or whatever it's called is kind of hard to see. Would it be possible to make one that sticks out more? Maybe an xoring scope or something... I think I'm actually going to remove it. On such a small screen, it takes up too much space. Whether or not I make it stick out, it also blocks/blurs other content such as enemies or trees. 483
Site Feedback and Questions / Re: How we can improve Omnimaga?« on: September 27, 2011, 05:41:37 pm »
Part of the problem with allowing sarcasm more freely is this is an online site. DJ_O and I have both noted that when you speak to each other face-to-face, it's easy to detect sarcasm and joking, because you can see a person's face and hear his tone and know he's making a friendly remark. Online, however, it's harder to tell. Some people are very sensitive, so if a comment isn't detected as sarcasm, they might be hurt--and we sometimes read it and think "Are you trying to bash this person?"
I see your side, Ashbad, but because it's hard for some people to detect sarcasm, and because we want to avoid people feeling hurt by this website, I don't see us changing this in the future. Believe me, it's nothing personal. 484
TI Z80 / Re: Chess in Basic« on: September 27, 2011, 05:26:17 pm »
I would suggest that you save your chessboard into an 8x8 array if you haven't done so already. Whatever needs to be done/calculated should be tested in the array. Any work done with the graphics should simply be drawing them. (In essence, what you see on the screen is a visual representation of your real chessboard, which is stored in the array) This will speed up your program.
Here's an example, Matrix [A]: 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 1,1,1,1,1,1,1,1 0,0,0,0,0,0,0,0 You move your cursor to, say, the 7th row and the 1st column of the gameboard, so the calculator checks the 7th row and the 1st column of the array. Cursor X = 6 and Cursor Y = 1. If [A](X,Y)= 1 Goto PN "What, ho? The value is 1! So the piece is a pawn." Then the calculator checks to see if the square above is a zero. If [A](X, Y-1) = 0 Goto CM "It's 0! So the player can move a piece there." I haven't been programming in Basic for very long, but that's about the big picture. If you use the array as your chessboard, you should gain some speed. 485
TI-Nspire / Re: [Lua] Make3D« on: September 27, 2011, 05:06:07 pm »
These are some sweet screenshots! Keep up the good work!
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Elimination / Re: Elimination: A New FPS« on: September 27, 2011, 03:52:19 pm »
More progress! First, you can view a screenshot here:
http://ourl.ca/13235 A couple of new features/bug fixes from the time that I finished switches: * Enemies and the player now have no issues hitting each other. In the original game code, sometimes an enemy would take no damage even if the player aimed dead-on to the enemy--and vice versa with the enemy firing. This problem has been fixed. * Enemies now fire more often. I have yet to make it so that an enemy will miss sometimes when you move, but that's an easy fix 487
Elimination / Elimination Screenshots« on: September 27, 2011, 03:46:19 pm »
To start this topic off: I'll have a better screenshot for Level 3 later, but since I have a few more bugs to fix before Level 3 is finished, I didn't want to keep people waiting.
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Elimination / Re: Elimination: A New FPS« on: September 25, 2011, 08:16:58 pm »How are the levels going to be stored? As an array with the map and then a list containing enemies and pickups? Kinda. It is indeed an array and a list, but both are compressed seperately. The author of gemini used LZSS compression for maps themselves, and I didn't want to mess around with something that worked just fine. The list of enemies and such is compressed seperately with pucrunch. Quote How fast is decompression? I haven't timed it, but so fast that you won't even know it happened. Which is good, because I have to re-decompress a level and textures after running a cutscene. 489
Elimination / Re: Elimination: A New FPS« on: September 25, 2011, 02:39:47 pm »How big (bytes) is the game going to beA 20-level "demo"? 0.o How big is the final game going to be? If I had to make a good approximation, I would say 10 flash pages. I'm making good use of compression (thank you Iambian, BuckeyeDude and Runer112 for helping me with pucrunch), so it could be less. 490
Elimination Developers / Re: Elimination: If you want to design game levels« on: September 24, 2011, 11:49:23 pm »
Ben_G, here's a couple more things for you:
* I found this website to be quite useful for inspiration for levels: http://www.xbox360achievements.org/forum/showthread.php?t=151954 * An easy enemy has 3 HP. A medium enemy has 6 HP. A hard enemy has 12 HP, and the last enemy has 24 HP. * Weapon damage from each enemy, from easiest to hardest: 2, 3, 1 (Continuous stream of bullets that each give 1 damage), 5 * The handgun does 1 damage per bullet, as does the chaingun. The shotgun does 6 damage, splash. The plasma gun does .5 damage per cell, but hits anything you can see. The rocket launcher won't appear until later levels, so don't worry about that for right now. For the plasma gun, I suggest you throw cells here and there rather than making stockpiles like people sometimes do with bullets or shells. * Small Armor = 25 armor, Big Armor = 100 Armor. Small Health = 25 health, Big Health = 100 Health. Let me know if there's a special area where you'd like me to add 200 Armor / Health, I'm considering (but am not sure of) a "megasphere" powerup. 491
Elimination Developers / Re: Elimination: If you want to design game levels« on: September 24, 2011, 04:39:36 pm »
Ben_G, here are two customized level editors to get you started. Please read below for some things you need to know:
0. Keep each map editor in its own folder. If you don't, you may accidentally overwrite map files you worked so hard on. 1. Please use the Forest Map Editor for at most 4 levels, and the Arboretum for at most 3 2. On the Forest Map Editor, please DO NOT USE the "Exit" object. 3. A "Trigger" is a wall that you can use to make something happen when the player walks by it. Please do not abuse triggers, and keep them simple...something like making a wall disappear or adding/taking away objects and enemies. When you upload the maps you created, please tell me what you want to happen with a particular trigger. 4. A "Secret Wall" is a wall that you want to keep hidden from the map that players can view as they progress through the level. This is useful for hiding areas that have a secret block in front of them. 5. When you export, please rename your files to something like "Ben_G1.inc" and "Ben_G2.inc". Then we won't have conflicts of uploading duplicate filenames. Also, please rename and upload your "save.lev" files similarily. 6. All levels should end in a switch. If the rule changes, I'll make the change myself. 7. Do your best to keep a switch from appearing in the same location for any two levels. If you have a switch that appears in the upper-right corner of one map, try to make sure it's not there on another map. This is because of the ASM source code I wrote. As with triggers, please let me know what you'd like a switch to do. 7.5. The last level of the Arboretum will be a boss level. But it starts with a normal map--basically half of the boss map plays like a normal Elimination level until the player reaches the boss. I'll handle the boss portion, but leave some space on your last map for me to create "an arena" 7.7 If you see a texture / object for something that I didn't ask you to make, don't freak out. Some walls and textures I made myself. 8. As always, please don't hesitate to ask me any questions 492
Elimination Developers / Re: Elimination: If you want to design game levels« on: September 24, 2011, 04:05:46 pm »If you can do monochrome bitmaps, that would be the most preferred format. However, PNGs are great as well. I'm glad you're not doing hex, because I always have to do stuff with the textures to make them work with Elimination.Monocrome? I thought it was in 3 shade grayscale. Sorry, I meant 16-color bmp. The theme varies by what I would like to do...let's stick with the lighter one (the upper one), because I have a quick trick to color a darker theme if I need to. I know that I have a combination of light and dark themes. 493
Elimination Developers / Re: Elimination: If you want to design game levels« on: September 24, 2011, 03:58:04 pm »So I should try to make most lines 2 pixels big? Right, most (but not all) lines should be two pixels big. If you can do monochrome bitmaps, that would be the most preferred format. However, PNGs are great as well. I'm glad you're not doing hex, because I always have to do stuff with the textures to make them work with Elimination. 494
Elimination / Re: Elimination: A New FPS« on: September 24, 2011, 01:32:46 am »A 20-level "demo"? 0.o How big is the final game going to be? Well, anything can happen, but my goal is 60-100 levels. 495
Elimination / Re: Elimination: A New FPS« on: September 23, 2011, 09:01:54 pm »20 levels? How big are they going to be? At least for now, each level takes about five minutes to complete. |
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