Author Topic: DOA  (Read 69674 times)

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Offline simplethinker

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Re: DOA
« Reply #15 on: November 20, 2008, 10:54:20 pm »
My cousin has one.  It's not as big as that picture makes it look.  (Look at the size of that picture, the pic of a 92 takes up more memory than a 92 has :D)
"We've all heard that a million monkeys banging on a million typewriters will eventually reproduce the entire works of Shakespeare. Now, thanks to the Internet, we know this is not true." -- Professor Robert Silensky



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metagross111

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Re: DOA
« Reply #16 on: November 21, 2008, 01:24:21 am »
lol, can't the same be said for other calculators? ;)

Offline AaroneusTheGreat

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Re: DOA
« Reply #17 on: November 22, 2008, 11:44:32 am »
Lol actually I think it's quite a pleasing size, the keyboard is actually big enough to type on with three fingers of each hand, making basic programming a BREEZE, let me tell ya. You can type about 70% of your normal speed on it, which is nice. It's much clunkier than the other  models though, I also like the directional pad on it, it's a fused piece of plastic, so it feels like the directional pad on a sega or similar.

Offline AaroneusTheGreat

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Re: DOA
« Reply #18 on: November 26, 2008, 01:49:10 pm »
I did some work on this, I just finished implementing the "Read Emails" feature of the computer console feature. What this allows you to do is to read emails to and from crew members in the game, giving you important clues and hints. Also this same code is going to display the security logs feature as well, and probably any other text that the computer console displays that needs to be word wrapped and might cover several pages. It also lets me format the messages so that they aren't just huge monolithic blocks of text.

When I write the messages I can add line endings wherever I want to end the current line and make the code start a new line, plus I can add spaces at the beginning of lines for a tab effect, and the word wrapping will not remove them if they are more than one space. (one space means that the code wrapped a space to the next line, and that looks stupid do the code removes it, if its more than one it's a tab so it leaves it alone)

Anywho I'll show you what I mean as soon as I get a chance to make a screenshot. Next order of business, write some messages, after that I will start on the proximity mines feature.

Offline DJ Omnimaga

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Re: DOA
« Reply #19 on: November 26, 2008, 02:32:00 pm »
mhmm nice, is it a bit like my old Omnimaga Speech Routine From 2004?. I inputted a string of characters and certain symbols caused the calc to start writing on a different line and other characters triggered a pause and others made the routine erases everything then start displaying at the beginning oif the text box again

Offline AaroneusTheGreat

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Re: DOA
« Reply #20 on: November 27, 2008, 10:19:52 am »
Yea similar to that except this is in C and it reads from files in the archive memory.

metagross111

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Re: DOA
« Reply #21 on: November 28, 2008, 04:55:29 pm »
the omnimaga speech routine? sounds interesting. do you still have that file lying around?

Offline DJ Omnimaga

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Re: DOA
« Reply #22 on: November 28, 2008, 06:19:38 pm »
it's in the download section under Our TI products and TI-83+. It uses CODEX though and is very old so it might require optimizing and will require modifications to work with xLIB instead of CODEX

Offline AaroneusTheGreat

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Re: DOA
« Reply #23 on: December 26, 2008, 10:11:37 pm »
I recently implemented a neato new feature, Proximity Mines both as traps and for the player to use against his or her enemies. Also, I fixed several issues that have been around for a while now, and it seems the game engine is currently completely stable, which is nice to have it that way so soon again, I'm sure  I'll break it again while adding new things, but that's how it goes. I also started work on the player's default weapon, being his fist, so soon you will be able to shoot till you're out of bullets, then pummel things to death with your fist.

I also started writing down ideas for DOA in a notebook as well as a general outline of work to be done to keep better track of DOA's daunting to do list. Anywho, here's a screenshot.




Offline DJ Omnimaga

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Re: DOA
« Reply #24 on: December 26, 2008, 11:20:36 pm »
Yay new screenies! looks even better, I love how the enemies die, very Doom-like. Keep up the good work :)

Offline kalan_vod

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Re: DOA
« Reply #25 on: December 26, 2008, 11:32:50 pm »
Great work sir! I love how those enemies decentigrate!

Offline AaroneusTheGreat

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Re: DOA
« Reply #26 on: December 27, 2008, 10:18:03 am »
Thanks guys. :)

Offline Madskillz

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Re: DOA
« Reply #27 on: December 29, 2008, 06:49:14 pm »
Wow this is great, I am thoroughly impressed. Keep it up, this looks to be a sure fire hit!

Offline AaroneusTheGreat

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Re: DOA
« Reply #28 on: December 31, 2008, 09:01:21 pm »
Thanks man. Im starting work soon on two new levels, I have the ideas already worked up, most of the implementation already mapped out in my head, the only thing left to do is to sit down and write code. I have a few more graphics things to do as well, I started work on a new weapon, your fist, so you can pummel your enemies to a pulp once you run out of ammo.

I have to finish writing the code for the fist weapon and draw the images for that and that will be done, which won't take long, I expect to have that done by next week or so. So more to come, things are going much more smoothly, I've reached the downhill slope I think, most of the work in this game has been setting up the engine so that I can do things like this.

Offline Madskillz

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Re: DOA
« Reply #29 on: December 31, 2008, 09:47:14 pm »
cool, ha I love that you added a fist. Keep us posted!