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Messages - JamesV
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256
« on: July 02, 2012, 09:09:32 am »
Looks pretty nice. Also I like that boss
Just as an head up since you are new to the era of TI programming where animated screenshots are legion in calculator program showcases (as back when you were very active, no animated screenshot tool actually worked at all): In reference to one of the screenshot of the game you posted (that showed an incredibly long text intro) It's generally a good idea in a screenshot to skip directly (or within the first 5 seconds) to the actual gameplay or graphical intro stuff (if any), so that we do not have to wait half an hour for the text portion of the intro to finish. Otherwise, some people will not bother waiting and they will think that all there will be in your game is text. Since it's gonna be updated in the future, it might be a good idea when you upload your updated file in ticalc.org archives to tell the staff to remove that screenshot from the archive page, to prevent people from fearing they have to go through a very long intro before starting the game.
It's ok though. At least you didn't wait 10 minutes into the screenshot before actually starting the game.
Thanks DJ_O Yeah I was wrapped to see that we can make really smooth animated .gifs now, so much better than 10-15 years ago lol! It's all good, that particular screenshot with the 6 pages of text isn't part of the actual game, it was just a separate program that I put together quickly for a bit of a laugh as a "teaser", sort of like when teaser trailers are put out for upcoming movies. So when the actual game is released, it will be a separate file on ticalc.org, and thus, won't have all that text as an animated screenshot
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« on: June 29, 2012, 08:13:23 pm »
Just curious, will you have the option to skip the intro at the beginning of the game?
Do you mean the 6 pages of text in that teaser program? That won't actually be in the finished product, that was just something extra I did for a bit of fun I'll possibly also do another teaser program before final release, just for laughs The actual AB5 program itself simply says "JVTI presents" and then goes straight to the main menu screen.
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« on: June 29, 2012, 12:25:45 pm »
Quick update, nothing too fancy, but just shows a minor improvement in AB5 over previous AB games, where the screen scrolling now pans further up the map during boss fights to give the player a better view of the fight, and then after the boss is killed, returns to centre on the player again. Normal enemies are now coded as well, atm functioning fairly similarly to how they did in ABIV, although the triggering has been updated to closer match the original games, in theory providing a never ending supply of enemies
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« on: June 24, 2012, 06:51:22 pm »
ooh =0 does the flame-thrower have any limitations on its range?
It doesn't have any range limit at the moment, except that it obviously stops when it hits a wall. It functions very similar to how it did in the Team 17 original, in that you can only have a set number of "bullets" in action at once. Depending on game performance, I might make it so that the "bullets" or flames become inactive if they get further than say 8 or 16 pixels off screen, which would effectively give them a limited range. Once I've got the enemies coded and running around I'll play around with it all until it feels right
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« on: June 24, 2012, 05:10:20 am »
Better than Alien Breed IV?
Anyway, that sounds really awesome. It's amazing you're still actively working on calculator games after so long, and it's great!
How far along is it? From reading the list in the OP it seems like you've already implemented most of the stuff you wanted to add. Can't wait to see how this turns out.AB5 will be for the TI-83 / TI-83+ calculators. happy
I guess it's a fair way along, although I haven't programmed anything to do with enemies yet, but I'm literally about to get started on that. I've also still got to code all the level file handling, bosses, and some trivial things like high scores, etc. Here is a shot of some of what the game does so far. This clip shows the 5 weapons. 3 are returning from ABIV, but the starting weapon (Machine Gun) and the most powerful weapon (Flamethrower) are new. The Intex consoles now operate more similar to the original Team 17 game in terms of display. The option to view your mission objectives is now included (they also show at the start of the level). Also I've reprogrammed the radar scanner to make the player marker easier to spot After that, you see the player walk onto a new surface. In the original games, parts of some levels had "trench" type paths, that were like exposed electrical flooring that wasn't covered up by finished tiled flooring. You can walk in these trench type paths, but once you fall into one, the only way out is via a ramp. Finally, this clip shows that fire doors no longer close automatically when walking through them as previously mentioned - they are now activated by the [ALPHA] key. The only other things to note in this clip are the new tiles for the Intex consoles, as well as the larger power domes.
261
« on: June 23, 2012, 12:12:02 pm »
If your program is too big then you could use a FlashApp, just to tell you.
Yeah that is a fall back option, but so far it's looking ok. There's also the option of doing some code swapping if need be I'm curious, apart from the doors automatically closing, what weren't you satisfied with about ABIV? That game was awesome and together with Dying Eyes (and Bubble Bobble) will always hold a special place in the z80 section of my heart
There were quite a few things: - The levels in ABIV being limited to 32x32 tiles, it was just too hard for me to do the levels I wanted to do.
- No mission text/objectives was displayed for levels in-game, which is rectified in AB5.
- Passcodes were almost pointless, for the reasons I listed in my original post.
- The random wall/floor graphics were very cluttered. I've simplified this in AB5 and also added new tiles that are much clearer, as well as drawing closer to the original Team 17 games.
It's great to hear that you enjoyed ABIV Rest assured, there are no major features that were in ABIV that I'm "taking out" of the game for AB5, with the exception of no level editor being released for AB5.
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« on: June 23, 2012, 08:49:03 am »
Here is the teaser program I made last month:
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« on: June 23, 2012, 08:36:32 am »
It's just over 10 years since I released Alien Breed IV, but there were a few things that I wasn't really happy with about it. So, I'm now in the middle of making ALIEN BREED 5, which if all goes to plan, will finally be an AB game that I can be satisfied with AB5 will be for the TI-83 / TI-83+ calculators. Here is a list of planned improvements that AB5 will feature over previous installments. Not all are definite yet, but I'm determined to fulfil as many of them as possible: - Mission objectives/text displayed before each level (already implemented)
- Better weapon variation, both functionally & graphically. AB5 has a flamethrower! (already implemented)
- Bigger levels. Currently planned at up to 60x48 tiles, as opposed to 32x32 in previous version (implemented but may need to be reduced if memory issues arise)
- Dynamic passcodes that will store your progress including ammo supplies, weapons, etc. In the previous version if you used a passcode, it only saved your level number, so you would start on a later level with basic weapons, which made it hard (still to be programmed, but will be definite)
- At least two difficulty levels, "normal" & "tough" for more of a challenge (still to be programmed, but will be definite)
- Enemy triggers will work more similar to how they did in the Team 17 Amiga versions, ie. triggers don't deactivate after spawning an enemy, they trigger each time the screen edge scrolls over the trigger point (still to be programmed, but I can't see it being a problem)
- A couple of extra enemy types. The initial release will most likely have the same enemies from the previous installment, but other types will be ready for additional levels down the track - this is a story thing (not programmed yet)
- Intex consoles (computers) have been reprogrammed to work more similar to the original Team 17 game, printing text the old terminal way (like the text in the teaser program, albeit printing the lines much faster) (already implemented)
- Graphics touched up in various ways. I found AB4 had too many random wall & floor variations that just made the screen look cluttered, so this time I've gone for the "less is more" approach to make things clearer. Also things such as power domes, intex consoles & alien eggs have been redrawn: power domes are now 16x16 as opposed to 8x8; intex consoles are 16x8; alien eggs are 16x16 (already implemented)
- Fire doors have been reprogrammed so that they don't automatically close when you walk through them. This was one of my biggest pet peeves in the past installments, which was really just lazy programming on my part. They are now activated to close by pressing [ALPHA] when facing them (already implemented)
- During boss fights, the screen will scroll so that the player is towards the bottom of the screen at all times so that it's easier to see the boss coming at you (not yet programmed, but shouldn't be a problem)
- When the player is hurt or picks up first aid kits, a health bar will temporarily appear at the left of the screen (not yet programmed but should be fine)
There are also a couple of other ideas from the original Team 17 games that I'm hoping to implement, although they're only concepts in my head at this point, so I won't bother bringing them up as I'm yet to attempt coding them whilst jugging with limited RAM. I'll post a demo video soon showing some stuff that's already programmed I'll also be posting updates on my web site, http://www.jvti.org.
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« on: June 07, 2012, 04:26:19 am »
Before whatever happens, can I port Illusiat 12 to the 68k calcs? Also, good thing you won't stop being here at least!
You can, although you might want to add graphics to villages or make custom menus with getkey, otherwise towns made with 68K-like menus would look pretty well. (in Illusiat series, villages are menu-based)Also you have the ROL0 PC port in the works, which is non-negligible. Omnimaga also welcomes computer projects.
True, although keep in mind that ROL0 is not programming, since it uses RPG Maker 2003, meaning just pasting pre-made events here and there and using patches to do stuff RPG Maker 03 cannot do.
That said I might eventually do like Zera/Grendel did a few years ago with Escheron: Shadow over Rangaroth: design some calc or PC projects with every map, the story, items, etc, but leaving the entire coding task to someone else (or do the game using different means and someone ports it to a more efficient language later)
You never know man, you might get sucked back into the calc scene again to program something again one day... I know I seem to keep coming back for more lol
265
« on: June 05, 2012, 11:53:13 pm »
Sad news, but hopefully we still see you around Best of luck with everything man
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« on: May 09, 2012, 08:39:01 pm »
Now that is awesome. And the TI-85: The mother of all TI calcs.
So far I have only met two people in the community: AaroneusTheGreat (once during Summer 2009) and Juju (once in 2010 and almost every few week since Summer 2011). AaroneusTheGame got to see Illusiat 13 running on my calc in person (granted, that's not one of the ASM hits, but it was still kinda cool that someone from the TI community gets to see my latest project at the time run on my own calc )
Lol yeah, as lame as it may sound, it was cool to meet Pat, and his TI-85 That's cool that you've been able to meet a few TI community members. Not sure there are that many of us in Australia, although from memory tr1p1ea only lives around an hour and a half drive from me.
267
« on: April 29, 2012, 08:38:05 pm »
Lucky!
Yeah it was cool, he even had his old TI-85 with him! I took him for a drive and we went kangaroo hunting haha, unfortunately we couldn't find any, it sucked that I let him down lol
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« on: April 26, 2012, 06:36:55 pm »
He's such a nice dude as well, I had the pleasure of meeting him about 6 or so years ago when he visited Australia. It's not every day you get to meet one of your TI community idols when you live in Australia
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« on: April 26, 2012, 01:14:15 am »
Good ol' Patrick Davidson!
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« on: April 19, 2012, 08:04:03 am »
It's really cool to see a site like this developing that will chronicle the TI community history
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