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Omnimaga
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DOA
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Topic: DOA (Read 73925 times)
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AaroneusTheGreat
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DOA
«
on:
November 19, 2008, 10:40:15 am »
Seeing as the new omnimaga is up, running, and doing quite well from the look of it, I am going to start a DOA thread here.
STORY:
You are part of the I.G.I.A, the InterGalactic Intelligence Agency. You have been sent to Titan, one of saturn's moons to investigate the disappearance of weapons, plutonium and some soldiers. The IGSA, the InterGalactic Security Agency runs and funds this base, so uncovering the reasons for the disappearing weapons and soldiers is of the highest importance.
After being briefed, fed and dismissed, you spend some time reading in your quarters. Some time in the early hours of the day, you hear a crash. You grab your weapon and dash towards the direction the sound came in. The T1000 has gone berserk. It appears that this prototype defense robot has killed a soldier. You draw your weapon, find a weak spot and fire. After the thing has been disabled and the body of the soldier is taken care of, the T1000 is taken in for diagnostics to find out why this happened.
In the morning you hear a commotion coming from the administrative quarters. "What now?", you think as you rub the last remnants of sleep from your eyes. You make your way to the commander's office and find out that during the night, the diagnostics lab technician has been murdered.
.... And that's all I'm giving you for now. When I write up the rest of the story you'll have to play the game to figure it out for yourself.
There has been a lot of work done on this game already, and you can track the progress from the beginning on
www.tifreakware.net
.
Recently I implemented some nifty things with the enemies, they drop items when you kill them, and also locked doors, and black hole generator booby traps.
Here are the screenshots chronologically.
Here's the beginning:
A little further into development:
AI starting to take shape:
Some early cinematics:
Menus starting to take shape:
Starting to put fine touches on cinematics:
:: A little time warp ::
Here's today:
This one shows that the player is mortal and the black hole effect.
This one shows the neat little item dropping from the dead enemy thing.
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DJ Omnimaga
Clacualters are teh gr33t
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Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: DOA
«
Reply #1 on:
November 19, 2008, 04:02:53 pm »
I eat aaroneusthegreats
err... I mean this is awesome, I was getting worried because there weren't any progress but I'm happy that you resumed work on this. I love the enemies, they look very realistic for a calc game and still look pretty well with the background walls. I was wondering, is the floor randomly generated? I am curious if a mode 7 floor could be possible with such engine?
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metagross111
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Re: DOA
«
Reply #2 on:
November 19, 2008, 06:15:04 pm »
nice. imcurious about why all of these have a square screen. why not full screen?
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DJ Omnimaga
Clacualters are teh gr33t
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Omnimagician (Next: --)
Posts: 55943
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CodeWalrus founder & retired Omnimaga founder
Re: DOA
«
Reply #3 on:
November 19, 2008, 06:30:26 pm »
It's because raycasting, especially with grayscale, takes a lot of processing power. Even if it's running on a TI-89 making it full screen would make the game run under 2-3 frames per seconds for sure. On a TI-83+ all raycasters uses smaller portion of the screen too for similar reasons, altough with no grayscale.
Even Mode-7 runs a bit slow at screen wide resolution. In F-Zero 68k the lower rows of pixels are half resolution scaled at 2x size to speed up things, if I remember
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AaroneusTheGreat
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Re: DOA
«
Reply #4 on:
November 19, 2008, 07:30:18 pm »
I don't know for sure if a mode seven style floor would be possible, but it sounds plausible, even a modified raycasting algorithm that drew the floor and the ceiling the same way you would draw the vertical walls (imagine walking through a hallway on it's side) would do the same thing. Or I could make a mode seven style engine that drew to the flat picture I'm using for the background, but I don't know much about mode seven, I might be able to work something out given enough time, but I don't know how much it would slow the whole game.
It's a good idea though.
I hear a lot about the whole screen thing, besides the fact that the game's viewing screen already has more pixels than most of the whole 83+ screen (96*96 pixels for my game, 96 * 128 for 83+), the HUD is one of my favorite things about the way this game plays, it gives you the impression of being at the controls of the player
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DJ Omnimaga
Clacualters are teh gr33t
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Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: DOA
«
Reply #5 on:
November 19, 2008, 07:43:02 pm »
actually the 83+ is only 96x64 and the 86 128x64
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metagross111
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Re: DOA
«
Reply #6 on:
November 19, 2008, 10:03:12 pm »
well, i do not yet own an 86
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Madskillz
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Re: DOA
«
Reply #7 on:
November 20, 2008, 12:18:21 am »
I think this is an 89 game...
This looks great by the way. Can't wait to see what else comes from it!
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metagross111
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Re: DOA
«
Reply #8 on:
November 20, 2008, 01:02:42 am »
nice colors -_-
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AaroneusTheGreat
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Re: DOA
«
Reply #9 on:
November 20, 2008, 01:38:23 pm »
Thanks for the support and commentary guys.
Oh right, I remember, 96*64.
Yea this game if for the following calculators;
89/89Titanium
92+
Voyage 200
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simplethinker
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snjwffl
Re: DOA
«
Reply #10 on:
November 20, 2008, 04:40:19 pm »
It looks great so far
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metagross111
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Re: DOA
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Reply #11 on:
November 20, 2008, 05:30:55 pm »
i like the enemy. berserk bot FTW!
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DJ Omnimaga
Clacualters are teh gr33t
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Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: DOA
«
Reply #12 on:
November 20, 2008, 06:21:39 pm »
(on a semi-off-topic note, does the TI-92+ have a blue LCD like the old TI-92?)
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AaroneusTheGreat
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Re: DOA
«
Reply #13 on:
November 20, 2008, 10:43:41 pm »
I don't know for certain but I believe an early form of it did, being the little talked about 92II which was a regular 92 with an expansion port and came with an optional plus module. The neat thing about that one was if you had more than one plus module you could use it as preloaded flash memory, therefore you had "flash drives" for your calc as I understand it. I haven't seen one in real life, but I think it had the blue lcd.
EDIT: I was right:
http://commons.wikimedia.org/wiki/Image:TI-92-II.png
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metagross111
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Re: DOA
«
Reply #14 on:
November 20, 2008, 10:50:29 pm »
well, isnt THAT a clunky looking device?
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