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.
Messages - JamesV
Pages: 1 ... 7 8 [9] 10 11 ... 19
121
« on: November 25, 2014, 12:34:16 am »
I've added a couple more animated/interactive features to the tileset (both taken from the Team 17 original games). Firstly, "ventilation fan sucker thingys", which kill you if you get sucked in. Secondly, the crushers, which I guess are fairly self explanatory Now I'll move on to designing the 12 new levels for the new campaign.
122
« on: November 18, 2014, 05:57:17 am »
At this stage I'm just working on the other features and then level design. After that's all done if I'm keen I'll have another crack at fixing up the co-op issues, so we'll see how I go..
123
« on: November 12, 2014, 05:10:10 am »
124
« on: November 12, 2014, 05:02:01 am »
I haven't done much work on this for around 4-5 months; I lost a lot of motivation when I hit struggle town with the co-op link play feature In order to get development back in action, I'm going to focus on the other features & level design for the time being. It's quite possible that the link play might be dropped for v2.0.0, or more correctly, omitted until further notice. Having said that, 2.0.0 does still have plenty of other improvements over 1.x.
125
« on: June 25, 2014, 02:26:16 am »
Wow, a 83+ port of Solaris would be cool actually . I wonder if it would be hard to pull off due to the motion blur?
I was kind of being lazy with the space battles (not that I'd gotten very far with that part), but it was straight up 2D - I hadn't really thought about doing scaled sprites, depth perception, etc. and the AI probably would have been very simple compared to the Atari version. Solaris would probably make a pretty cool 84+CSE game if I had enough time & motivation If it ever does happen, I'll try to do it properly with the scaling, depth, and crazy enemies
126
« on: June 25, 2014, 12:13:27 am »
Looks pretty cool Spryo! I like the old school feel this have. If it wasn't for the guy in the map and the troops option, I would have wondered if this was some sort of Solaris clone from the Atari 2600, since that game involved space exploration too.
Haha, I started making a version of Solaris for the 83(+) years ago, never got around to finishing it though
127
« on: June 24, 2014, 04:17:29 pm »
That looks really nice Does every animation have the same number of frames?
The moving beams give the level a lot more life.
Thanks! Not necessarily; whilst each animation uses the core frame counter to determine which frame to show, the method of calculating the frame to show is different for some of the animations. I know it's a little self serving, but seeing as I've been spending some time lately on TI Story adding a bunch more content, I figured I might as well put together a page on the Alien Breed series, which you can view here. I'll probably go back and add some more info at a later date If you weren't aware, TI Story has just recently been re-opened for editing, so if you have any memories or knowledge on any history of the TI community, feel free to head over and add it to the wiki!
128
« on: June 23, 2014, 09:33:39 pm »
This looks really cool, well done Axenntio!
129
« on: June 22, 2014, 03:58:33 am »
I too would enjoy seeing this project happen!
130
« on: June 19, 2014, 04:08:40 am »
In the interests of adding more life to the game, AB5 v2 now has animated (and in some cases, interactive) objects. One of these was sort of already in v1 (and my previous Alien Breed calc games) - the one-way energy beams - however they weren't previously animated. Now they fizzle away! There are also some other hazards such as opening/closing garbage chutes which you can fall into (which were also in the original Team 17 games). Walking into one-way energy beams in the wrong direction will now also kill you (as it also did in the original Team 17 games). Additionally there are a few various other tiles being added to the tileset. The Episode I levels will be updated to incorporate the increased tileset and animated objects.
131
« on: June 17, 2014, 09:02:32 pm »
Fun fact: I visited your site quite a lot way back then. I remember it was one of the only few sites still available on calc.org until it finally shut down for good. I saw it was no longer updated so I assumed you were gone like many older coders, but then Banchor the Hellspawn arrived. That reminds me, I really need to give this game a try at one point, since I now have a TI-86. A color remake would definitively be cool.
Mmm, it would, wouldn't it.. Yeah there was a big gap of inactivity in there somewhere, well, more so just me not actually completing / releasing much, I think between 2002-2005. After that, generally every 2 years or so I would do something and then go into hiding again, until 2012 when I did AB5. Since then I've normally had something on the go, or only taken some short breaks of 2-3 months here and there.
132
« on: June 17, 2014, 08:57:48 pm »
I think TI-Story is important to have around yeah, plus it's just cool to have a reference point to view the history of the TI community. I've been spending a little time on there adding more content, which I'll continue to do as motivation permits. Otherwise I'll still be hovering around there anyway, in case anyone tries to mess anything up or whatever
133
« on: June 17, 2014, 02:02:18 am »
Woot I'm 19 today Yay!
Happy birthday Eiyeron!
134
« on: June 16, 2014, 11:37:20 pm »
That's a long time :O And you're still here! It took me 3 days to find the prgm button on a TI-83+ (then I googled it). I got it for programming only
It is a while, but there have been a lot of breaks in between where I've either been too busy or had no motivation for calc coding. I actually had no idea it was programmable until I saw the [PRGM] button, then looked in the manual and found that it had the built-in BASIC language. It was a joyous moment
135
« on: June 16, 2014, 07:07:41 pm »
January 1998 - I got my TI-83 for school that year. The first thing I did was explore the functions, and within a few minutes realised it was programmable (I'd never done any programming up until this point). I then made a "Guess-a-Number" game. Shortly after starting back at school, the infamous DrugWars game was going around, which led me to trying more coding, such as a very primitive Pong game, and not too long after, my first version of Alien Breed (in BASIC), which ran at about 0.125fps (yes, 1 frame every 8 or so seconds). It also took a few minutes to load a level, as levels were stored as bit data in PIC's and loaded into a matrix. 16.5 years later and I'm now 32 and still occasionally coding calc stuff
Pages: 1 ... 7 8 [9] 10 11 ... 19
|