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Messages - necro

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736
TI Z80 / MLC - For the TI-83+
« on: September 13, 2006, 04:12:00 am »
wow, this is actualy progressing o.oblink.gif .  While i was going to try and make a version of combat ball in asm once I got the comp version done, maybe I will shoot for mlc83 capatable instead.

737
Official Contest / Advanced routine contest
« on: September 12, 2006, 05:45:00 pm »
I am not sure what you mean...if it is a draw, I will just choose one from the tied options.

738
Official Contest / Advanced routine contest
« on: September 11, 2006, 01:37:00 pm »
I don't see why that couldn't be done...keeping in mind I am not going to be running this of course (mainly as i will be starting college shortly and getting a job)

739
Official Contest / Advanced routine contest
« on: September 09, 2006, 01:00:00 pm »
The point of this is not to make people bend over backwards to think of features or what input would be taken, output created, instead, I will list a number of goals for the routine and say exactly what kind of input your program has to deal with.  Thus the challange is to create the best way to do a process and how many of the features you can get into it.

740
Official Contest / Advanced routine contest
« on: September 08, 2006, 06:11:00 pm »
Platform Game Routine Contest:
Information-
Your goal is to create a game routine with at least the minimum requirements below stated as well as many optional components as you can
Your program will be designed for use with an matrix based map with each matrix entry representing a single unit of an 8X8 grid.
Your Program will need to be able to react to collision of the following: 0: non-wall, 1: wall, 2: invisible wall
You may use what ever form of display you want (picture, tile map system, etc.)to display your map, but it most be called externally from program "Draw"
How the map is displayed will not effect the score so long as it corresponds with the Matrix Map I include bellow.  Walls should be black rectangles.
All optional variables are initialized in program START which then launches the routine program with each variable being stored on its own line.

Considerations:
--Requirement: 25 points each--100points total
--Additional: 50 points total
--Optional: 5 points each--50 points total


1. character moves around the screen based upon vars x,y
"real(1,X,Y,8,8,0,0,0,1,0,1" You may use what ever sprite you wish.

Optional: instead the character has a looping sequential animation (spaced 8 pixels horizontally apart) with the animation length based on List1(1) and the original sprite based upon L1(2)
Optional2: the character has a changeable image index based upon the vars with the pic X in L1(3) and Y*8 in L1(4)
Optional3: if the character is moving left or right
Optional4: using variable D to flip the sprite left when left is pressed and back when right is pressed if L1(5)=1

2. The direction keys left and right cause the character to move a variable amount +/-'V' and this is combined with X and stored into the X variable.

optional: V increases each time the left/right keys are pressed a variable amount L1(6) up to a maximum amount L1(7) instead
optional2: The value V decrease from a certain amount of friction L1(8) each turn instead of becoming zero instantly each turn
optional3: if there is no ground bellow character, if L1(9) is 1 then there is no movement left or right (momentum based jumping) otherwise character moves normally

3. When up is pressed, the character jumps up for variable amount of time 'J' at a variable speed 'I' and then falls at a variable speed 'G' which each turn effects y.  Jumps should be limited to when there is a collision below the character with a wall, and falling limited to when there is not.

optional:  'I' increases a variable amount L1(10) up to a maximum amount L1(11) for 'J' instead
optional2: after J is 0, character falls at a speed G that increases at a rate of L1(12)
optional3: if L1(13) is 1, if a collision with wall is detected above, stop jumping and start falling

4. If there are collisions left or right, the movement in those directions stops.

Additional
1. Size of code
2. Speed of code
3. Lack of errors


MAP:
the following is the map I will test with
[[1,1,1,1,1,1,1,1,1,2,2]
[1,0,0,0,0,1,1,0,0,0,2]
[1,0,1,1,1,1,0,0,0,0,2]
[1,0,0,0,0,0,0,0,0,0,2]
[1,1,0,0,0,0,0,0,0,0,2]
[1,1,0,0,0,0,0,1,1,0,1]
[1,1,0,0,0,0,1,1,1,0,1]
[1,1,1,1,1,1,1,1,1,1,1]]

741
Official Contest / Advanced routine contest
« on: September 08, 2006, 06:02:00 pm »
Well, since the last contest was a massive dud, I think I will give this one last try.  So, I decided that a problem with many contests is they take to much time...so, hopefully here is one where you probably wont have that problem.  The challange will be to create the most advanced and versatile routine for a single selected task such as an enemy managing routine, a weapon routine, an rpg combat routine, etc.  All these routines will have very concrete rules and requirements and will restrict the imagination to how to execute the code instead of what the code should do.  So, as such, I will set the following deadlines.

-Saturday, September 16, voting for which routine the contest will be on ends and the contest begins.
-Saturday, September 30, contest ends (that is just 2 weeks)
-The following Saturday, all entires will be tested against a yet to be made rubrik and the winner anounced.

I will officialy resign from contest manager after that.

The contest will be a platfrom engine with details will be posted bellow.

742
Computer Projects and Ideas / combat ball
« on: September 08, 2006, 05:30:00 am »
yes...stay at the very far right and wait for all the discs and wisps (bouncing things) to come after you, then shoot at the up and down 'shooters', then shoot the arachnas, then jump onto the platforms to go to the upper left and with cover shoot the last shooter.  Always use cover when you have it as there is no time limit and you have very little armor/health.

743
Computer Projects and Ideas / combat ball
« on: September 07, 2006, 04:19:00 pm »
well, i think they more disliked it because, from the screenshots, it doesn't look like much.  Anyways, I have created an actual scripting system for the weapons so each is actualy just a set of variables and a peice of code will shoot the weapons diffrently due to these diffrent values (like a value for wether the weapon is an automatic (can hold down the trigger) or not (press for each shot), how fast and under what conditions the guns will reload (because I am not using amo for the weapons) and so on.  Also, you can both find weapons and build them with various parts if you have a blue-print for it, which you get from various data canisters throughout the game (each of which has some overlapping blue prints, but each also contains at least one unique component meaning all will be needed for absolute completion) and so on (oh, getting a weapon will give you a blue print for it, but not nescisarily all of its parts).

744
Computer Projects and Ideas / combat ball
« on: September 05, 2006, 03:28:00 pm »
the inventory should be fully done and I plan to have at least a dozen equipable items.  One of the biggest focuses is on getting some better visuals in as this is getting no attention else where, likely for that reason.  No new sound or music is planned, but who knows.

745
Computer Projects and Ideas / combat ball
« on: September 04, 2006, 05:13:00 pm »
Well, here what is in the works on this game.  I am remaking all the enemies with some better AI and such, and will add in a sytem in which when they hit you they deal a finite amount of damage and have to wait a short period before they can deal more damage (kinda like invunerability, but only to the enemy that hit you) so as to make it easier to balance how much damage things do.  Also, I am going to replace the current powerup system with a actual weapon selection and like wise for the secondary weapons (which by the sounds of it, no one has gotten to play with yet.)  Further, armor type items will be available as you progress, and there will likely be an item forging system to allow you to have a lot of rpg like depth.  One thing I am not planning though, is exp or money drops as it causes people to play areas of the game repitively to try to exp harvest.  Also, perhaps you will get to see the pilot of the ball in future updates in a story line.

746
Computer Projects and Ideas / combat ball
« on: September 03, 2006, 03:23:00 pm »
It is easy to use, but it is a very bloated and high level laungauge.  IOW, it isn't going to be usable even on very modern computer for anything better than quake 1.

747
Computer Projects and Ideas / combat ball
« on: September 03, 2006, 08:23:00 am »
Game Maker ...I will recode it in a decent laungage when I get it further progressed.  It and other credits are in the readme.

748
Computer Projects and Ideas / combat ball
« on: September 03, 2006, 06:41:00 am »
Adapter?  Any ways, I will be putting out a update of necro's puzzle soon aswell.

749
Computer Projects and Ideas / combat ball
« on: September 03, 2006, 02:43:00 am »
there are about 12 levels as it stands...last one is plenty fun.  I am curious how people liked or dislkied the music...

750
Computer Projects and Ideas / combat ball
« on: September 02, 2006, 06:40:00 pm »
A new Update has been made, check the first post...MUSIC AND SOUND BY NECRO! not very good sound or music...but music and sound none the less

Also...mini game uploaded!

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