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Messages - JamesV

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226
TI Z80 / Re: Thunderbirds v2.0.0
« on: January 03, 2013, 01:13:12 am »
Below is a short screenshot showing what the re-programmed version of the game is looking like. As I noted on my site:

"For those who have played previous versions of the game from back in 2000, you will notice a few things, such as the tileset graphics being improved (now looking much more like the Amiga original), some minor interface changes, and things such as status bar text no longer halting gameplay, and items on the ground now flash so that they're easier to identify / find."


227
TI Z80 / Re: Thunderbirds v2.0.0
« on: October 21, 2012, 12:04:00 am »
Wow, i played this game when it came out and thought it was awesome (a little short, though). It's cool to see updates to all these great games that helped me get through high school!
Yeah it definitely is / was a little short, which was a big part of my motivation for redesigning it so that it's possible for me to add the other 3 missions later on, provided I have the time / motivation.. But at least now it will at least be possible :)

Thunderbirds are GO!
this is fantastic! to everyone else, he's completely right about the show, by the way. it's one of the few things that both my father and i watched when we were growing up and legitimately enjoyed (along with speed racer and gigantor the space-age robot :P)
That's awesome to hear someone else who enjoyed the original series in their youth :D

228
TI Z80 / Thunderbirds v2.0.0
« on: October 18, 2012, 09:32:44 pm »
Many years ago I made a game called Thunderbirds, which was based on the Amiga game of the same name, which was of course based on the 1960's TV series (if you haven't seen the original TV series, you're missing out - no matter how campy the puppets & dialogue are, it's amazing!). It's basically a "platform puzzle/rpg" type game.

Early last year I started reprogramming Thunderbirds from scratch, but I never finished it. I've decided to pick up where I left off and see how it goes. This isn't a sequel to the last version, but is essentially the same game redone, programmed much better. I'm doing this mainly for 2 reasons:

- The previous version was all hardcoded in terms of the existing mission, so that it was near on impossible for me to expand on the game and include the remaining three missions.

- The gameplay & controls were very clunky.

Version 2.0.0 will still be for the TI-83 / 83+ / 84+ series of calculators. Coding is probably around 50% completed at a guess. Some of the improvements are:

- Graphics have been touched up, in particular I'm no longer "borrowing" the earth tiles from Sqrxz, I've drawn new ones that look more like the original Amiga game.

- Missions (or levels) and all their applicable code & data are stored in external files, so that if I decide to go back and add any of the remaining three missions later on, it's fairly straight forward.

- Controls have been adjusted and simplified.

- Gameplay is no longer so stop/start all the time when text hints come up.

- Items sitting about the place now flash so that they're easier to identify, instead of just blending in with the background.

I'll post updates as I get more done and probably some screenshots, here and also on http://www.jvti.org.


229
TI Z80 / Re: Alien Breed 5
« on: October 07, 2012, 05:20:40 am »
That still doesn't work :(
I tried with zStart absorbing MirageOS, with zStart alone (it has the Ion libs built in) and with MirageOS (with zStart completely uninstalled and a RAM Clear made), the Ion version still says that the file is missing even though I have it :(
And I checked, I have more than 21000 bytes of free RAM so even when the program runs, it has the requiered 3200 bytes to run.
Maybe this is due to fact I have too much things on my calc and your game doesn't manage to reach the file ? ???

edit: it runs fine on my 83+ that only has zStart :)

I think you didn't quite have enough RAM free; if the program file & the data file are both located in Archive mem, you need about 22KB of free RAM. This includes the program file being copied to RAM, the data file being copied to RAM, plus 3.2KB for decompression of the levels. So you want to avoid having unneccessary files in RAM, such as the Ion install files, etc.

I'd say maybe that's why it worked on the 83+, perhaps you had a little more free RAM?

Glad you got it working somehow though :)

230
TI Z80 / Re: Alien Breed 5
« on: October 06, 2012, 09:59:48 pm »
I completely uninstalled zStart (even the "run on RAM Clear" option), made a RAM Clear and ran AB5M through MirageOS and it still tells me "File ZAB5E1F1 missing" :-\
I haven't tried with DoorsCS. It's been a while since I removed it from my calc.

Try enetering mirage and then running the game again via zstart, i was having always some problem running through a shell with zstart with certain versions
That didn't work either :-\

I'll try on my 83+ if it works there :)

Sorry to hear you're still having issues Hayleia :( That's very weird though if you did a full RAM clear with zStart uninstalled and the game still can't find the data file. It must be having some problem locating the MirageOS library functions perhaps?

Another thing you could try is downloading the TI-83+/84+ Ion version and using that with zStart. My Ion version doesn't call any external library functions, they're all built into the game code (which I had to do as I was breaking the 8.8KB code limit with Ion). If that still doesn't work, feel free to let me know and I'll see what else I can do :)


And thanks DJ_O / tr1p1ea / Art_of_camelot! :)

231
TI Z80 / Re: Alien Breed 5
« on: October 02, 2012, 09:14:58 pm »
I've accepted the fact that as long as the TI community exists and the 83+/84+ calculators are still popular in schools, I'll no doubt keep coming back for more :) Lol yeah I decided to do the PDF readme so that I could put some pictures in there.

It was great to see it on ticalc.org news! Ryan's comments were very kind :)

232
TI Z80 / Re: Alien Breed 5
« on: September 30, 2012, 07:16:19 am »
Yeah Tower Assault (which was AB3) and Final Assault (AB4) were separate games :) And that's great to hear that you liked Thunderbirds too! Thanks for the feedback on AB5! I've made some notes so if/when I'm working on an update down the track I'll come back and look at these suggestions :) That would be really cool if it gets featured on ticalc.org, we'll see if it happens :)

I have problems running it. I run it with zStart, with MirageOS absorbed but then it says that the ZAB5E1F1 file is missing even though I have it in my archive ???
That sucks... I'm not very familiar with zStart, so I'll download it and try it myself and see what I can find. Does the game work if you run it directly through MirageOS or DoorsCS?

233
TI Z80 / Re: Alien Breed 5
« on: September 28, 2012, 08:29:08 pm »
Alien Breed 5 v1.0.0 is now available on ticalc.org :)

234
TI Z80 / Re: Alien Breed 5
« on: September 24, 2012, 07:27:17 pm »
I'm happy to report that Alien Breed 5 will be released within the next week or so. I just have two minor glitches to fix up and it's finished :)

To celebrate, I put together this short video showing all my various attempts at porting Alien Breed to the TI range over the years. As you can see, it's changed a bit over the years!


235
TI Z80 / Re: Alien Breed 5
« on: September 01, 2012, 12:04:19 am »
* shmibs tried it out today, and it crashed on me as soon as i hit new game.
is there any reason why this wouldn't work with doors?
Well that's no good - as far as I know it should be Doors compatible. Were you using the Ion or MirageOS version of the game? I'll suss this out. I'm possibly going to compile as Doors-specific build of the game anyway, so I'll be ensuring that it is Doors compatible.
EDIT: I just tested on my TI-84+BE running DoorsCS7 and the MirageOS build of AB5 and it worked fine for me. If you have anymore info you can share on the crash you encountered, that would be great :)

Works great for me from Doors (both versions). Maybe it was a different problem?

I haven't played too far yet, but it's great. The explosion effects feel really nice :D
Thanks! :)

Hmm, does it work on a Ti-84+SE? Would love to play this.
I don't see why not Link. I've been testing it plenty on my TI-84+BE so there shouldn't be any difference that I'm aware of.

236
TI Z80 / Re: Alien Breed 5
« on: August 29, 2012, 06:45:14 am »
A beta version with the first 2 levels of the game is now available here:

http://www.jvti.org/files/programs/ab5/ab5beta.zip

If anyone finds any bugs, I'd be most appreciative if they're mentioned here (or to me via email) so that I can rectify them :)

237
TI Z80 / Re: Alien Breed 5
« on: August 29, 2012, 01:45:45 am »
i bet it would be helpful to loads of people =)
is it something that could only be adapted to 8*8 monochrome on windows, though?

Do you mean could it only do monochrome or could it be made to accept grayscale tilesets as well? Cos it could certainly be adapted to accept grayscale, as long as the tileset file was in a set format :)

238
TI Z80 / Re: Alien Breed 5
« on: August 28, 2012, 09:02:17 pm »
Can't wait to try it! And yeah, you work fast :crazy:

You also seem to have quite a level editor there. Any plans to someday make that a general-purpose tilemap editor?

That's not a bad idea, it wouldn't be too hard for me to do an alternate version of the editor that was more generic, loading a specified tileset file and then a specified map based on that tileset, and without all the AB5 specific data. Definitely something I'd be happy to do if someone needed it :)

239
TI Z80 / Re: Alien Breed 5
« on: August 28, 2012, 07:40:56 am »
A 2 level beta version should be available for download in a couple of days :)

240
TI Z80 / Re: Alien Breed 5
« on: August 23, 2012, 09:15:07 pm »
That just looks amazing...
 :crazy:
^This.
I'm sure that'll make dev that much easier. I'd definetley prefer to look at my levels in a much more zoomed out view like that. Creating them on calc would be more of a pain. It'd be a lot harder to get a good feel of levels as a whole.

Thanks guys! It is definitely much easier editing on the computer and being able to view the whole level. Also since those last screenshots, I changed the white & black tile colours to a pale green / grey & black colour theme, so that it looks on computer screen almost identical to what it does on the calc :P

I've now just started serious bug testing and doing general game testing so that I can balance the game.

I'm happy to report that 99.9% of "required" coding is complete. That is to say, if bug testing & balancing were complete, the game would be ready for release.

However, there is still one more optional extra that I have in mind that I'll experiment with as well.

I've finally been spending some time playing on my actual TI-83 & TI-84+ calculators as opposed to WabbitEmu, and I'm really happy with how it looks, particulary on the TI-84+ LCD.

The last few days have been spent on a few asthetics, such as: level exploding animation when the self destruct timer expires; some nice little fade in & fade out transitions; (as suggested by Merth) I've included the descending deck lift animation between levels; plus a few other very minor things.

I could post a couple of screenshots, although the fade in / fade out contrast effects don't quite work exactly right on WabbitEmu as they do on calc - they're close, but it's much more seamless on an actual calc screen :)

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