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Messages - Iambian
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181
« on: November 04, 2011, 07:24:10 am »
Request for a screenshot posted.
EDIT: Requested an animated screenshot of the first two levels. I screwed up on the second level and it shows me restarting it after I accidentally made a box go too far down.
EDIT2: A slightly better screenshot? I changed a setting in wabbitemu, from 4 shades to 12. Removed the old one.
182
« on: November 04, 2011, 06:37:03 am »
Looking pretty good. The grayscale and the lettering effect when you beat a level is a nice touch. I would suggest documenting the controls, though. I eventually figured out that [2nd] is to restart a level.
Though the concept isn't new, it's a good game nonetheless, and very well axecuted. (I stopped playing after level 4 because the difficulty went up and it's rather "late" for me to be awake. Can't think straight.)
If you want something to occupy your time, give this game a try.
183
« on: November 03, 2011, 03:34:49 am »
Not a real update, but I just want to share that after a natural disaster hampered the other side of the CaDan dev team (geekboy), we're getting back on track. Tonight during HCWP, we hashed out yet another sprite routine to add to our already growing collection, which looks more like an actual clipped sprite routine than the others. This advancement was necessary for geekboy to start work on a secret character's shot type. (EDIT 2: This was also necessary to work in a primary shot type for the dragon. The flames you've seen was his secondary shot type.) I also need to remind everyone that we have two slots open for the normal playable characters, and two slots open for the secret playable characters. Sorry Netham45, I decided to drop your pre-lobsterification variant, unless we are unable to get two normal playable characters in. The next leg of the project beyond that is getting the decompression up and running and codifying CaDan's resource table. These two things are the things that allows CaDan to load level sets, so I cannot take that sort of thing lightly. This means that I'm going to be spending some quality time losing what's left of my hair... and mind... over this mess. You know, debugging and all that good business. Self note: Create static resource entries and write script commands that rely on them. This way I won't have to figure out whether the script system or the resource loader went boom. EDIT: While you're mulling over that, why don't you check out some eye candy that geekboy posted a while back that somehow got superseded by a posting I made involving high-accuracy shooting: http://ourl.ca/2637/255825 . If you look at it closely, you can see that it does indeed hit the upper bullet limit.
184
« on: October 29, 2011, 01:45:51 am »
Remember guys. We're going for art! Or ... uhm. Something.
A character's personality influences the type of spellcards he/she/it has.
185
« on: October 28, 2011, 11:48:02 pm »
We kinda need sprites of both portrait, and on-field types. Also, in order to write up a story blurb for each, we also would like some background information about your character. This *is* sorta an RPG wrapped up shooter-style.
186
« on: October 28, 2011, 11:32:01 pm »
[...]
That is really frikin' tight. How many can you you have saved at once?
However much memory you have. I figure that a single stage will eat up anywhere around 8 to 12KB apiece, depending on how much you mash the buttons and how long the stage is.
187
« on: October 28, 2011, 11:29:39 pm »
You know, there's like four or three slots left open for the CaDan character selection. These slots do *not* include bosses. We'll be either making our own or calling for that in a separate thread.
188
« on: October 28, 2011, 11:26:31 pm »
Aww, look! It's the cute Iambian shooting fire with his cyoot dragon breath. Who's a cute little dragon? You are. </Cooing>
It looks awesome! Major props to you guys; I realize that it was really to code, but it looks amazing. Excellent work!
Did someone say something about replays? What'll that do?
^_^ *happehfaic* </nonproductivepost> Replays are keystroke recordings that form up a movie of what you have done that game session. If you had a particularly awesome run but forgot to turn on the record feature of Wabbitemu, or if you're out on the road playing on a real TI-83 Plus, you can save what you did and have an automatic replay of it so you can show your friends how awesome you are. After all. Vids or it didn't happen.
189
« on: October 28, 2011, 09:37:03 pm »
All those bullets that you see were coming from just the player. Enemies have their own bullet table.
But that's not the point of this post. The point is that I've got dragon fire going down. Since Geekboy had so many problems, I decided to take a crack at it, and lemmie tell you. It wasn't easy (and it still isn't perfect since it doesn't clip on the left/right sides).
Here's a screenshot of the preliminary version of it.
190
« on: October 27, 2011, 05:09:20 am »
Smallish update: I got enemies to put out an explosion animation. I haven't gotten it to clip yet, but that's not going to be much of a problem since killing enemies while they're still outside the screen's edge is unlikely. Speaking of killing enemies while they're still clipping, I haven't exactly tested out the collision detection scheme to see if it'll handle negative coordinates. I must investigate this.
Also, someone has suggested that I should make the explosion 16x16 instead of 8x8 to make it more dramatic. Others have commented that it should be like this, so I may go ahead and write some general purpose 8x*y big sprite routine that supports clipping and use that routine instead. I was originally going to put that routine in so I can have more flexible stage introduction graphics but I can see its use elsewhere. Maybe an actual bigger boss sprite? I wouldn't count on it but the possibilities are still there.
Next on the task list is to enable some form of background rendering and perhaps put in a tilemapper for additional advanced stage backgrounds and the like. It would be awesome, that's for sure. But what really needs to be done is getting the resource table structure fully defined and ready to go. That part will pretty much allow me to dynamically load script and stage data to extend the stage beyond what is immediately loaded into memory. Very important.
Anyway, here's a screenshot demonstrating what I have of the explosion effect. Coding it was easy. Debugging it was not.
191
« on: October 25, 2011, 02:00:12 pm »
You somehow figured out how to modify boot1 ?
192
« on: October 25, 2011, 12:54:26 am »
Okay, I did a comparison between CaDan 0.03a (source posted in some other thread), and the current build of CaDan 0.04a. The first screenshot shows the old version, and the second shows the newer version. See for yourself.
EDIT: And now you see. Survivability has never been lower.
193
« on: October 25, 2011, 12:39:25 am »
This time around, I got bullet tracking working. Couple with the fact that the angle values are interpolated to give a better shot AND that I've increased the number of angles in a circle to 256, these things are deadly-accurate. Long gone are the days where you can find a safe spot by taking advantage of the system's inaccuracies.
Even the non-interpolated version (which will appear in bullet engine as a bullet script) is fairly accurate. You don't want to be messing with this stuff!
194
« on: October 24, 2011, 10:41:56 pm »
I like to keep my desktop black so I can read my icons better.
EDIT: I also need to clean up my desktop.
195
« on: October 23, 2011, 06:16:46 am »
As of this update, enemies are now up and running. Well, mostly anyway. You can shoot them and they can shoot you (run CaDan scripts). They can die but they can't move quite yet. Haven't gotten around to building MovePath script (both the script themselves and the interpreter). Haven't gotten around to even defining what that sort of script is going to look like. But the important thing is that you can shoot your enemies now.
I've also put together a small routine that smooths out the score increase so it looks like it's continuously increasing. I think it makes the whole thing look nicer.
Note: Each shot that connects with the enemy is worth 100 points. The laser looking like thing is actually two shots glued right next to each other, and a stream of such shots pretty much right on top of each other. The one with three streams are all individual bullets and each bullet counts as a shot. With the way the thing is set up, each enemy gives 12,800 points.
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