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Messages - chickendude
16
« on: February 19, 2016, 10:23:15 am »
Having a good idea of what you want before you start programming isn't bad (eg. look at the E:ToR forum) and besides, if AoC drops this someone else has a lot of inspiration to work off
17
« on: February 19, 2016, 10:18:42 am »
Looking great! Just clarifying, this is with updated sprite routines/etc. and not using Mateo's gbuf technique? The intro is really cool
18
« on: February 19, 2016, 10:15:30 am »
So what's currently being worked on? The game looks great, i just don't have a CSE to test it out on unfortunately.
19
« on: February 10, 2016, 06:38:18 am »
This version looks much better Here are some suggestions/ideas i've had: - highlight the combos you've used already (XOR a black square over them) so you can easily see which combos you've already used. - Replace the 'used' text with the points you scored for that combo - Perhaps up/down could move the cursor to the other row? If you want things to line up, you can make the USED/score box the same size as the YATZ box. - A way to see how many points you have in the top row (i believe it's 63 points you need to get the bonus) - Turn off the run indicator. The hex code for bcall(_RunIndicOff) is EF7045. Axe may have another way to do this. - It might be better to notify you that you're getting the +35, at first i thought it was a calculation glitch (eg. for 3 6's, it'd show 18+35 or something or have a text or button appear saying "BONUS"). - After selecting a combo, it might be better to clear the dice. Also, a rolling animation would look nice This version is much better, i like the interface, too. Nice work!
20
« on: February 08, 2016, 12:26:16 pm »
By key list do you mean like in the help menu? I think you could leave it as it is ([mode] brings up the help screen) or perhaps add an entry to the main menu or a [mode]=? button on screen. Personally i'd prefer to see all my combos. And your loop should more or less get turned into that asm code, i'm not familiar with Axe but in your program try pressing [2nd]+[On]. You'll exit your program and the RAM your program occupied won't be freed (a massive RAM leak). The way it works is, if you score more than one Yahtzee, you score again against an additional combo before rolling again.
You mean the second time around you get the fifty points and then pick another combo? The problem currently is you can just continually choose Yahtzee and get an infinite amount of points, at least until the counter overflows. I think i always just played after the first Yahtzee any others will give you 100 points, but with your way at least prevent the player from chosing another Yahtzee Btw, i forgot how much i love playing this game Please post when you get the new GUI ready!
21
« on: February 07, 2016, 10:08:56 pm »
I would just use a loop with _GetCSC, in asm: waitKey: bcall(_GetCSC) or a jr z,waitKey
I tested the game again and it seems to work pretty well, it'd be nice to be able to see all the sets at once. Also, when you pick your points after rolling, the dice aren't rolled again, you can choose to hold dice from the previous roll. I'm not sure what exactly happened, but i held dice until i eventually got a Yahtzee, and the second time i choose Yahtzee it wouldn't let me roll anymore, all i could do was press enter to get more points (see screenshot). I just tried it again and the same thing happened. Getting two Yahtzees (or maybe getting a Yahtzee after holding all five cards?) prevents you from being able to roll the dice anymore.
22
« on: February 06, 2016, 09:34:52 pm »
Why are you using GetKey? Also, i'd either disable interrupts or turn off the run indicator (_RunIndicOff or resetting the bit in indicFlags). What are the keys? I get to the screen where you have the five boxes, but there are no die or anything. I can select the boxes using the f1-f5 keys, but nothing else. The game screen looks a bit plain, but it's a nice start I played Yahtzee a ton in school, i believe this was the game i used to play, perhaps you could use it for some inspiration: http://www.ticalc.org/archives/files/fileinfo/191/19190.html
23
« on: February 03, 2016, 08:09:51 am »
The weird artifacts at the border i assume are from the lack of sprite clipping? It seems you're missing a column when the map isn't aligned, though i guess for the CE being byte aligned isn't such a huge deal since every pixel is byte-aligned The speed is looking nice, though i imagine drawing all those color sprites is gonna be a pain in the neck, hehe.
24
« on: February 03, 2016, 08:00:23 am »
Another option that takes up very little space is a health bar, two rows, one for HP and one for MP, would be enough to give you a general idea. Or 4 rows if you wanted to outline the bars. Or a flashing box with player info somewhere on screen. Or a box that pulls down/pops up when no key has been pressed (or when a certain key such as XTOn is pressed). The current layout looks really nice, it's pretty compact and there's still a bit of space left
25
« on: February 02, 2016, 06:20:58 am »
When it's a character's turn to attack the health stat is replaced by the magic stat? Color-coding the health based on how full the player's health is is a nice touch, too. Personally i think you could get away with leaving the player's health off the main battle screen, perhaps briefly showing all player's health/magic at the start of each round or having a box pop up with that info when pressing a certain key. For the currently attacking character, it'd be nice to have both their health and mp (as well as max stats) displayed. It's looking great, though.
26
« on: February 01, 2016, 12:18:22 am »
Especially considering you don't have to deal with a smooth scrolling tilemap, i'd say grayscale would work pretty well here
27
« on: January 30, 2016, 10:31:41 pm »
The title screen looks beautiful!
28
« on: January 30, 2016, 10:26:34 pm »
James, i wouldn't mind helping out with this project, you could share your ideas for what you wanted to add/change and i can get started on implementing them as you still focus mostly on the ab5 series Both Alien Breed and Thunderbirds were games that really impressed me back in the day (and still do today!). Another game i've been meaning to overhaul for a long time now is Dying Eyes.
29
« on: January 30, 2016, 10:07:16 pm »
You could check out programs with key hooks in them, such as zStart. Actually, i just found this: Key hooks tutorial in Axe. I dunno how accurate it is. Here's some code that runs prgmU instead of loading the graph equation screen when you press Y=: .nolist #include "ti83plus.inc" .list
.org UserMem-2 .db $BB,$6D
hook_addr = appBackupScreen
start: ld hl, hook_start ld de, hook_addr push de ld bc, hook_end-hook_start ldir pop hl ld a, 1 bcall(_SetGetKeyHook) ret hook_start: .db $83 bit editOpen, (iy+editFlags) ret z cp kYequ ;if y= wasn't pressed, check if we should uninstall hook jr nz, disableHook ld hl, hook_addr + varname - hook_start bcall(_Mov9toOP1) bcall(_ChkFindSym) jr c, disableHook ;if prgm doesn't exist ld hl,$0055 ld (saveSScreen),hl ld (OP1+1),hl ld hl,saveSScreen+4 ex de,hl ld c,(hl) inc hl ld b,(hl) inc hl ld (saveSScreen+2),bc ldir ld a,5 ld (OP1),a bcall(_ChkFindSym) jr c,$+5 bcall(_DelVarArc) ld a,5 ld hl,saveSScreen bcall(_ExecuteNewPrgm) ld a, 0 ret
disableHook: cp kGraph ret nz bcall(_ClrRawKeyHook) ; ld a, 0 ;pressing Graph continues to the graph screen ret varname: .db ProgObj, "U", 0, 0 hook_end:
30
« on: January 17, 2016, 01:08:42 am »
I've also used Dwedit's sprite page for inspiration, though those are mostly b&w.
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