Author Topic: DOA  (Read 72891 times)

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Offline DJ Omnimaga

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Re: DOA
« Reply #60 on: March 13, 2010, 04:02:55 am »
Ok I tried it and friggin awesome intro! However, I can't figure out how to pick the weapon at the beginning ???

Also I wanted to capture the awesomeness but seems like I failed at setting Calcapture properly so I only got 3 levels of gray instead of 4 x.x

However here's screenie anyway for those who haven,t tried yet

Offline ztrumpet

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Re: DOA
« Reply #61 on: March 13, 2010, 11:33:39 am »
That's awesome!  I wish I have an 89 to play this on. ;D

That looks great. :)

Offline AaroneusTheGreat

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Re: DOA
« Reply #62 on: March 13, 2010, 01:05:49 pm »
There's always TIEmu if you don't have an 89, you can download it here:

TIEMU

Also, you'll need a flash OS for the 89 available here:

TI-89 OS
« Last Edit: March 13, 2010, 01:07:30 pm by AaroneusTheGreat »

Offline DJ Omnimaga

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Re: DOA
« Reply #63 on: March 13, 2010, 07:08:14 pm »
Yeah that's what I used. I used CalcCapture for capturing the screenshot since Tiemu didn,t show animated screenshooting features in the menus.

Btw aaron what are the controls? I would enjoy this game more if I actually knew how to pick weapons from the ground :(

Offline AaroneusTheGreat

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Re: DOA
« Reply #64 on: March 14, 2010, 03:03:33 am »
The player already has all the weapons, this is only for the alpha so that you can see and use all the available weapons, just for fun. If you want to set your controls, you can do so from the options menu. The standard controls are shown in the options menu as well. If you don't already have a weapon, and all the ammo for that weapon, the player won't pick up the weapon from the ground. If you don't have full ammo or you don't have a particular weapon, the player will pick the weapon up automatically.

Offline DJ Omnimaga

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Re: DOA
« Reply #65 on: March 14, 2010, 03:13:12 am »
oooh ok thanks for the info, I should have looked harder at the options to see every control x.x

Suggestion in the future, though: it would be good if we could still pick up weapons even if we didn't have  ammo, and maybe do like other FPSes, have the weapon give you some ammo when picking it

Offline AaroneusTheGreat

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Re: DOA
« Reply #66 on: March 14, 2010, 03:22:30 am »
Yeah you can pick up the ammo out of the weapon if you have that weapon already and you need the ammo, if not it just does nothing. I thought of that already :D

Offline AaroneusTheGreat

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Re: DOA
« Reply #67 on: March 27, 2010, 11:55:27 pm »
I finished up the story stuff for the last finished level. I'm going back over the levels and polishing them up graphically, so that they are a bit more interesting, plus I'm adding in hidden weapons and secret areas.

More to come.

Offline DJ Omnimaga

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Re: DOA
« Reply #68 on: March 28, 2010, 12:02:20 am »
Nice, more progress! Will secret areas be discovered by pushing walls like Gemini for the 83+?

Offline AaroneusTheGreat

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Re: DOA
« Reply #69 on: March 28, 2010, 12:22:44 am »
Actually yes they will ;)

In fact, DOA will be the first FAT engine game to utilize the new pushable wall feature of the engine.
« Last Edit: March 28, 2010, 12:23:22 am by AaroneusTheGreat »

Offline DJ Omnimaga

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Re: DOA
« Reply #70 on: March 28, 2010, 01:48:40 am »
Wow nice ^^ I liked these since they can be hard to see sometimes so more challenging to find secrets, altough still doable if you check suspicious areas

Offline AaroneusTheGreat

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Re: DOA
« Reply #71 on: March 31, 2010, 11:22:19 pm »
Thanks :)

Yeah definitely, all the wall textures are designed to blend in with each other so they are very difficult to find, even if they are plainly visible in the room. I plan on adding a few more types of hidden areas to spice things up as well.

Also;

I've gone through the code for my save game/load game feature and edited it. I removed some code that was unnecessary and reduced the average save file by about 2,200 bytes or so. The maximum save file size is 10,200 bytes. so its still pretty big, but I'm still figuring out ways to pare that down to a more manageable size. My goal would be to reduce that to about 6,100-ish bytes, that's assuming I can remove the section of the save/load function I've been thinking of working out of the code somehow. 

Also I've been altering the way that the game accesses some of the data that the game uses, it now requires a bit less code to access some commonly used things. I'm not sure how much ram that might save, but I'm hoping that it's significant. If nothing else it makes my life a bit easier, and makes the code a lot simpler.

Anyways, I've started coding the mini game but I don't really have anything to show for it yet, most of what I've done so far is just structure stuff to make the mini game run.

When I get more done I'll make a screen shot. 

Offline DJ Omnimaga

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Re: DOA
« Reply #72 on: March 31, 2010, 11:27:11 pm »
Wow nice optimization :D do you use compression for save files? In Illusiat 13, you can carry 100 items and their IDs are 1 or 2 digits large. I simply stored 5 per list elements during saving and it made save files like 4x smaller in total.

I can't wait for screenshots.

Btw if you need me to make one, I think I finally fixed my CalcCapture settings, now it shows perfect colors

Offline AaroneusTheGreat

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Re: DOA
« Reply #73 on: April 01, 2010, 12:56:03 pm »
Actually, i just altered some code in the game engine so that the save/load function doesn't have to save so many things. If I were to compress the file, it would probably be very small, but take much longer to load. The game auto saves when you advance to a new level, so it would probably slow down that process to compress and decompress the save file a bunch of times.

I added that feature in because people forget to save when they get to a new level and lose their progress.

Offline DJ Omnimaga

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Re: DOA
« Reply #74 on: April 01, 2010, 04:55:07 pm »
aaaah ok seems nice. I like the later idea because today most shooters work this way, so people are more used to autosave features and may forget easier.