Author Topic: Screenshots  (Read 17752 times)

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Offline Builderboy

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Screenshots
« on: September 05, 2009, 08:58:42 pm »
Just a thread to compile all the screenshots :)

Original Still Image Screenshots



An early version of the engine.


The first Boss fight


An example of the crate and button system designed for puzzles.


And the menu.  Supports 4 save slots, and a help file.


Another animation of the Main Menu


The pause menu, with multiple pages :)


A demonstration of the Talking algorithem

« Last Edit: December 06, 2009, 11:53:04 pm by Builderboy »

Offline DJ Omnimaga

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Re: Screenshots
« Reply #1 on: September 05, 2009, 10:57:41 pm »
I love them :)

Btw are all of these running at normal 83+ speed, SE speed or are they speed up?

Offline Builderboy

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Re: Screenshots
« Reply #2 on: September 06, 2009, 12:32:27 am »
SE speed, which it is being developed for.  Although it should be playable on the 83 as well, just slower.

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Re: Screenshots
« Reply #3 on: September 06, 2009, 12:37:50 am »
Nice, judging by the speed, I think this should be very playable on reg 83 too

Offline Builderboy

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Re: Screenshots
« Reply #4 on: September 06, 2009, 11:39:11 am »
Thats good, and I won't be using checktmr( or anything, so it should keep up good compatibility.  lol, that would be crazy it the screenshots were in 83 speed O.O

Offline DJ Omnimaga

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Re: Screenshots
« Reply #5 on: September 06, 2009, 12:41:05 pm »
Yeah, timer functions and OpenLib/ExecLib aren't 83+-friendly

Offline trevmeister66

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Re: Screenshots
« Reply #6 on: October 23, 2009, 10:10:50 am »
Heh, I'm a little late on this, but those screenies look great.
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Offline Builderboy

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Re: Screenshots
« Reply #7 on: October 23, 2009, 10:23:11 am »
thankz ^.^

unfortunately i most likely won't be getting any more screenshots out before the demo, just because i've revealed too much already XD

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Re: Screenshots
« Reply #8 on: October 23, 2009, 05:40:19 pm »
Lol yeah :P, looking at them I am still amazed at how fast it runs. I am curious if one day you could maybe look at Metroid II walking engine to see what I might have done wrong to cause the game to run so slow compared to games like Shift? I tried closing parhentesises of every For( loop that had lone If conditions in them, in case the slowdown after-effect glitch might have happened, but I did not get a performance boost in the game, except during certain loading sequences or animations

Offline Builderboy

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Re: Screenshots
« Reply #9 on: October 24, 2009, 12:25:55 am »
I think there are 2 main reasons the main loop is so fast.

1:Collision detection is done via PixelTest, which is faster than lists, strings, or Matrices.

2:There are only 4 scenarios when you wan exit the main loop.  3 of those are to see when you go off the screen (left, right, bottom) and the third is the event variable/key variable.  If K>30, exit the loop.

This accounts for:
The Item/Action/Menu keys, as well as key values above 105 to account for other possibilities such as being hit by an enemy


The same applies for shift, in a slightly different manner, as it uses matrices for collision.

Offline mapar007

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Re: Screenshots
« Reply #10 on: October 24, 2009, 06:38:39 am »
The rope-pull-up thingy is super nice! (but for the sake of shape congruence you should use a pipe (|) instead of [ for the vertical one)

Offline Builderboy

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Re: Screenshots
« Reply #11 on: October 24, 2009, 10:54:48 am »
I do, its just that for the screenshot, i had to use a non-special char because wabbit was complaining.

Offline DJ Omnimaga

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Re: Screenshots
« Reply #12 on: October 24, 2009, 01:25:55 pm »
did you have a ROM version of 1.15 or higher?

Offline Builderboy

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Re: Screenshots
« Reply #13 on: October 25, 2009, 03:37:48 am »
No i didn't, i had used my Sisters 83 because i couldn't get my 84 to work back then.  But i recently was able to dump my own, so screenshots will be a bit smoother now, since i won't have to boost speed to make it SE

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Re: Screenshots
« Reply #14 on: October 25, 2009, 03:44:29 am »
oooh ok that's why then. On 1.14 and lower, many weird characters accessible from some ASM programs and hacked basic programs were not storable in BASIC programs and strings. You had to display them using a slow ASM program. On another hand, one character from 1.14 or below is no longer avaliable since 1.15. It was a 256 char long token made of just 3x3 squares, which, from what I could gather, was simply displayed from empty Flash ROM sectors. I would need to find the appropriate IRC quote from Dr.Dnar when he visited #omnimaga a few times last month. That long character displayed as one arrow on OS 1.15 or higher. This is why the final dungeon in Illusiat 6 is glitched in OS 1.15 or higher.