Show Posts

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 ... 4 5 [6] 7 8 ... 19
76
TI Z80 / Re: Untitled 84+CSE/CE project
« on: February 14, 2015, 07:06:53 pm »
It's looking kinda weird IMHO as the floor and the ceiling textures are static <.<
Yeah definitely, as I said in my post after the screenshots I want to have alternating ceiling/floor textures (as EoB had). I've resigned myself to the fact that if I continue with making this into a game that it will be many ROM pages, as I'd want to use different wall texture sets every few levels as well. I'm storing the textures uncompressed so that they render as quick as possible too :)

77
TI Z80 / Re: Untitled 84+CSE/CE project
« on: February 13, 2015, 11:43:36 pm »
Maybe give the floor and the ceiling textures, too? :P
Heh yep bit by bit! Today I wrote a quick map editor, added in the ceiling and floor textures and implemented side sliding/strafing.

 

The textures still need some work - I want to use alternating ceiling/floors as you move around so that they don't stay static. Decisions like this will all come back to how many ROM pages I want to chew up with textures...

78
TI Z80 / Re: Tornado (working title)
« on: February 13, 2015, 11:02:04 pm »
Ooh looks cool! :) Good luck!

79
TI Z80 / Re: Untitled 84+CSE/CE project
« on: February 13, 2015, 08:20:59 am »
Bit of an update - I've spent the last couple of days converting some of the original EOB wall textures, as well as putting in basic ceiling/far distance/floor.


80
TI Z80 / Re: Untitled 84+CSE/CE project
« on: February 11, 2015, 07:26:44 pm »
That looks like some BASIC 'raycasters' I've seen before on the b&w 83+ series. It looks really cool.
Haha yes it does at the moment. Thanks! I'll hopefully have an update in the next day or so with proper wall textures :)

81
TI Z80 / Re: Untitled 84+CSE/CE project
« on: February 10, 2015, 06:10:44 am »
I doubt speed will permit for the CSE :P
Anyways, it's looking nice so far! ^.^
Heh yeah it might become an issue later on, we'll see. I'll get the textures drawn properly soon (the engine is already drawing textures but they're just plain, so this won't affect the speed) and that will make a great visual improvement. I'll post more screenshots as it develops :)

82
TI Z80 / Zargul (TI-84+CSE)
« on: February 10, 2015, 05:50:56 am »
Here's a short screenshot of something I've started messing about with on the TI-84+CSE. It's a block-by-block pseudo 3D engine (facing either east/north/west/south).
 
It's still very early stages - I haven't finished drawing some of the distant wall tiles, and I've still got to do proper textured tiles for the walls. However the screenshot shows some basic rendering and navigation (the values shown at the bottom are x,y,direction).
 
The intention is to create a game similar to Eye of the Beholder (originally for Amiga/PC), although it won't be an exact clone. The player would control a party comprising of 4 heroes, each with their own class (warrior, priest, ranger, thief, etc.)
 
At this stage it's on the TI-84+CSE, but it will probably be for the newer "CE" (and possibly the "CSE" as well if speed permits).


83
TI Z80 / Re: Alien Breed 5 Episode II: Evolution
« on: February 08, 2015, 03:46:34 pm »
Alien Breed 5 v2.0.0 is now finished and uploaded - you can download it either from ticalc.org or Cemetech :)

Here is a copy of the v2.0.0 update notes:
v2.0.0 <> February 2015
- 4 page flash application for TI-83+/84+ only due to extra features.
- Levels now all stored as part of the application (no more multiple external files!).
- Added Episode II: Evolution with 12 brand new levels.
- Added 2 player co-operative mode.
- Added functional Intex Entertainment (Pong-type game).
- Added 2 new enemies: turtle type and shooting alien type.
- Added animated/interactive objects.
- Added retreat firing.
- Added smooth walls / soft corners.
- Added Achievements.
- Added in-game tips.
- Added more information and also pictures to the Intex Info Base.
- Added explosion animation when power domes are destroyed and doors are blasted open.
- Added cut scenes & neater screen transitioning.
- Remote Radar Scanner now works during the self-destruct countdown in NORMAL difficulty, but still doesn't in TOUGH.
- Mission text & Intex Terminal screens improved.
- Adjusted weapon strengths vs enemy strengths.
- Plasma Rifle & Flamethrower no longer wipe through multiple enemies in a row (was too powerful).
- End of level animation shows either 1 or 2 players.
- Boss AI revised.
- Bosses now flash when being damaged.
- Proper set of explosion animations when bosses are killed.
- New shadow effect for dark levels.
- Countdown timer now has a frame.
- Fixed bullet overflow/underflow bug.
- Fixed "more than 9 lives" bug.
- Fixed bug that allowed enemies to spawn on top of one another.
- Fixed bug with buying ammo clips from an Intex Terminal.
- Fixed bug that allowed enemies to freely walk in and out of service ducts without using ramps.
- Fixed bug with incorrect tiles showing on hatchery levels.
- Fixed APD bug.
- Improved the screen shaking effects during the countdown sequence.
- Improved the level exploding sequence.
- Updated the Pause menu key mapping & added a confirmation before quitting the current game.
- Minor adjustments made to some of the Episode I levels to be more like Team 17's ABSE'92.
- Increased healing from First Aid kits.
- One-way energy beams now push you through twice as fast, and kill you if you attempt to walk through them in the wrong direction.
- Radar scanner screen now centred on LCD.
- Optimised the level loading routine to load faster and added a progress bar.
- TI-83+SE/TI-84+/TI-84+SE calculators run at 15Mhz (TI-83+ still runs at 6Mhz)
- Revamped the menu system and integrated the passcode & high score screens into the main theme.
- Miscellaneous minor speed optimisations.
- Sped up the end-of-level animation.
- Can press [ALPHA] during text printing sequences to speed things up.
- Episode I now gives passcodes at the end of levels 1, 3, 5, 7 & 9 (same as Team 17's ABSE'92).
- Can now adjust contrast in the pause screen by pressing+/-.

84
TI Z80 / Re: Alien Breed 5 Episode II: Evolution
« on: January 31, 2015, 12:46:32 am »
TBO I prefer the previous version :P
Heh, well that would be right :P It's easy to change again, although I think I still prefer how I've got it, but I'll experiment some more :)

I've put up the 3rd beta version, which you can download here. The coding is all finished (short of any required bug fixing or balancing) and all levels are also finished (again, short of any balancing).

This beta has the 2-player mode, and you can now play through to the end of level 4 in Episode II. I've still left the "cut scenes" disabled for the full release.

If you give it a go and have any feedback / bug reports, you can let me know here or via email :)

All being well, the final release will be in the next couple of weeks!

85
Hi everyone !

I just registered on this site in order to present you the last game I created 2 weeks ago. I work on it since June 2014 so it's been a long time ! It's the adaptation of the famous iOS and Android game Jetpack Joyride on calculators !
I waited this long to post this on english websites cause it was a french game, but I just finished to translate the whole game in english so everyone could play it !

Here is the trailer : https://www.youtube.com/watch?v=xekE2-Vgaos

If you want to download the game, I wrote an english description on the main site, so you can go here : http://www.planet-casio.com/Fr/programmes/voir_un_programme_casio.php?showid=2749&page=last

Hope you will enjoy it ! If you have any questions ask me here or even on the french site it's ok ;)

Drakalex
Welcome Drakalex007! Great work, that looks like a very accurate adaptation of the original game! :)

86
TI Z80 / Re: Alien Breed 5 Episode II: Evolution
« on: January 28, 2015, 04:39:07 pm »
Yeah, i think your version looks even prettier :)
I went a step further and put square top edges with rounded bottom edges, which I think I'll stick with :)

87
TI Z80 / Re: Alien Breed 5 Episode II: Evolution
« on: January 27, 2015, 03:19:26 am »
Sure thing, how about like this?  :)


88
TI Z80 / Re: Alien Breed 5 Episode II: Evolution
« on: January 27, 2015, 01:06:58 am »
Wow, that looks really cool, i like it! I always thought that the screen was small enough without limiting the range of view even more, i think the new darkness looks better and will be a bit less frustrating ;)
Agreed - it was very limiting. Now it's just a good challenge (and it's only 1 level per episode, just to throw something different into the mix).

I also just made that change to the countdown timer that you mentioned, and put a border around it to make it stand out a bit more (and you can also see the slightly different variation on the end-of-level animation in 2-player mode that shows 2 players descending down the lift) :)


89
TI Z80 / Re: Alien Breed 5 Episode II: Evolution
« on: January 26, 2015, 05:18:28 pm »
There was a mechanic in v1.x of the game for levels to be shrouded in darkness, which you can see in action in this first screenshot.



This worked fine, although for the new 2-player mode it wouldn't have functioned correctly, and also I wanted to improve the "darkness" effect. Thus I've written a new routine that works for 2-players and (imo) has improved shadowing around the player.

Below are screenshots showing the effect in 1-player and 2-player modes respectively. It does slow down the gameplay a little bit in 2-player mode, but not a huge amount :)

 

(This is running in a testing mode so that enemies don't hurt me and the countdown timer is stuck at "99")

90
TI Z80 / Re: Alien Breed 5 Episode II: Evolution
« on: January 24, 2015, 06:52:56 pm »
I just noticed the timer that pops up after beating the boss. I think it could use a box or something around it rather than just an empty mask. Also, the smooth walls feature makes a big difference, in my opinion.
Hmm yes good idea, I'll look at implementing something like that to make the timer stand out more :)

Pages: 1 ... 4 5 [6] 7 8 ... 19