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Messages - simplethinker

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541
TI Z80 / Re: Chip's Challenge screenies
« on: December 14, 2008, 10:50:22 pm »
In the first post I had forgotten to add a line between the map and HUD, so I said if I forgot it in the next set that someone gets to hit me over the head with a stick.

542
TI Z80 / Re: Chip's Challenge screenies
« on: December 14, 2008, 09:45:47 pm »
dang. i wanted to hit you over the head with a stick.
It was close :P.  I made the screenies, written the post and was about to hit "post" when I noticed I forgot the line :D

543
CaDan SHMUP / Re: Yet another shooter
« on: December 13, 2008, 10:25:02 pm »
It looks great ;D

544
Lol nice :P

but this is nothing, on UTI I revived a 5 years old topic once and on the old Omnimaga forums I think people revived 1 year old threads from time to time in its final year
Since it was your post and was relevant to the issue, it wasn't that bad :D (plus, it was only 4.5 yrs :P)

545
TI Z80 / Re: Chip's Challenge screenies
« on: December 13, 2008, 05:00:39 pm »
wow looks so great. Keep up the good work. I especially like the complexity shown in these screenies like how some floors makes you automatically move in certain directions
Thanks ;D

I'm trying to pick levels that show the different floors/tiles (that's why I threw level 87 in).

546
TI Z80 / Re: Chip's Challenge screenies
« on: December 13, 2008, 03:36:34 pm »
Here are levels 3 (with the new sprites), 6, and 7:

    Level 3                        Level 6                      Level 7
                         



547
TI Z80 / Re: Chip's Challenge
« on: December 13, 2008, 03:32:53 pm »
More good news:
1) I'm finally done implementing all of the different tile effects.
2) The routine for determining the player's new direction has been reduced by 90 bytes (using a look-up table)
3) Sprites are done.  (Adding one extra row of pixels into deeph's boot sprites made a huge difference)

To-do list:
1) Implement the timer
2) Modify the HUD, which will be white-on-black to help distinguish the map from HUD (thanks to DJ Omnimaga for the suggestion :))
3) Mask the player's sprite instead of just ORing it over the tile.
4) Add in tanks (the only enemies I'm sure I can handle), then possibly other enemies.
5) Optimize the hell out of everything.
6) Port more levels.
7) Repeat (5) & (6) a few dozen times with bug-fixing and adding features I've forgotten about scattered throughout.
8 ) Repeat (7), etc...

I've attached a screenshot of level 3 with the new sprites.  I also posted screenies of levels 6 and 7 in the other thread.

[edit]I forgot to add a few things in:
-Level hopping/switching
-Keep score
-Do more than just display "You Win/Lose"
-Figure out the algorithm for when you can skip a level after losing a bunch more times.
-Implement passwords.

549
Computer Projects and Ideas / Re: Other Velvet Engine Games/Stuff
« on: December 13, 2008, 12:30:31 pm »
Looks great!

550
TI Z80 / Re: Chip's Challenge screenies
« on: December 13, 2008, 12:27:18 pm »
it scrolls pretty fast. are these really 8x8? maybe you could draw up some sprites for pokeymanz
Sadly, my drawing/creative skills suck worse than bad, so most of my good sprites are thanks to deeph.

551
News / Re: Simplethinker joins staff
« on: December 11, 2008, 12:54:32 pm »
Thanks guys ;D

552
TI Z80 / Re: Chip's Challenge screenies
« on: December 10, 2008, 10:31:25 pm »
Yep, my skills aren't that good ;)

553
TI Z80 / Re: Chip's Challenge
« on: December 10, 2008, 09:39:15 pm »
Hehe, it looks like my tracks were followed pretty closely XD..I use a main engine program/levels/actions.
When I said "this mess" I was talking about the little code snippet at the bottom of the page, not how my programs are organized (not sure if you thought I meant routine or not).
At least this means I'm not messing up too much :)

Oh, and right now my programs are:
CHIP, ZBLOCK, ZD, ZITEM, ZLOSE, ZMOVE, ZWIN, then ZLV...  Eventually CHIP & ZD will be recombined, ZMOVE & ZBLOCK combined ZLOSE & ZWIN will be combined, so overall there will be the engine, movement processing and winning/losing/level hopping, plus the levels.

554
TI Z80 / Re: Chip's Challenge
« on: December 10, 2008, 09:06:55 pm »
That's awesome
It looks like you were pretty close to completion.  And you have great sprites too :).

How did you store the data?  Was it in a string and you decompressed it, lists, matrices etc. ?
What did you do for the toggle (green) walls/switches?  Right now I just have it switch between pictures (Pic3 for off, Pic4 for on).

I'm also interested in how you did the ice and force tiles.  I'm stuck with this mess (well, I've modified it a bit but it's still the same general idea).

555
TI Z80 / Re: Chip's Challenge
« on: December 10, 2008, 08:47:04 pm »
Wow, it looks great!  Is this asm or BASIC?

As for enemies, I'm still working on that.  The flying star-things, rockets and balls should be fairly simple (but still not in large numbers, since that might make the calculator explode :o).  The star-things and rockets move in a straight line until they hit an object, then they turn right/left.  The bouncy balls move in a straight line but turn around when they hit something.  I'm planning on having a list with the locations and another with the directions of movement.  I'll add them together, but when the new location isn't walkable I'll alter the direction list component.  Then I'll just loop over and display them.  Since the calculations are done in one chunk I don't think having many should slow it down a lot, just the displaying part.

These are just the thoughts going through my head right now, so it could turn out to be something completely different.  And if it turns out that enemies slow it down too much I might just not have any, since there are a lot of levels without them and others could be modified to still be a challenge without enemies.

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