QUOTE (AaroneusTheGreat @ 31 Jul, 2007, 9:07) |
Unfortunately no, there's currently no 3D engine that supports that for the 68k series. Perhaps if I become more skilled (much more) I could attempt to build one. But as of now, there's only one good engine, the FAT engine, and FAT stands for Fixed Angle Texturing, meaning all walls and corners and such are 90 degrees and there's no variable Z axis. :/![]() But so far I think I've been making due pretty well. When I have my good computer back I'll be advancing this project much faster. Btw DJ, do you have the time/interest to do a little beta testing? If so just let me know in a PM or something. |
QUOTE (AaroneusTheGreat @ 18 Aug, 2007, 0:20) |
Anywho, I looked into the advanced raycasting and I understand it to a point. If anyone here can help me find some tutorials on drawing a raycasted scene to a flat screen, please post the links here. |
QUOTE (AaroneusTheGreat @ 21 Aug, 2007, 20:21) |
I just added the fireballs that the imps throw, it looks amazing, only problem is, the fireball sprites are backwards! :P![]() |
QUOTE |
Unfortunately you can't destroy them on all the levels, it would slow down the game too much, meaning that when you fought enemies, the game would check if you shot a computer on the entire map. (I haven't figured a way around this yet. but if I do I'll implement it.) |
QUOTE (AaroneusTheGreat @ 2 Sep, 2007, 10:13) |
A pendrive or a smart drive (a usb mass storage device) goes for pretty cheap now. You can get a 1GB smart drive for no more than $6-$80 dollars and often cheaper with rebates and such. |
QUOTE (AaroneusTheGreat @ 2 Sep, 2007, 10:13) | ||||||||||||||||||||||||||
Ranman saves the day! I would have never thought to unplug the bios jumpers and the video card, plug everything back in and start it up. My computer lives!!! Muhahahaha. Post by: DJ Omnimaga on September 03, 2007, 05:10:00 am and glad your comp is fixed ATG :) ![]() Post by: Liazon on September 03, 2007, 06:16:00 am ![]() btw, does it have to be U3 or w/e or can you run programs off of regular 2.0 ones? Post by: AaroneusTheGreat on September 05, 2007, 05:43:00 am EDIT: I'll be revising the whole level set over the next few days to make sure everything is reasonable but not too easy. Plus there are a few things that irked me about some of the levels, so I'm going to change those things. Lots of optimization to do... Post by: Madskillz on September 05, 2007, 08:04:00 am Post by: DJ Omnimaga on September 05, 2007, 03:52:00 pm Post by: AaroneusTheGreat on September 06, 2007, 11:10:00 am It never really lags excessively, but this depends also on whether you are using an 89t and 89 or a 92+. Plus these are just estimates. There is a way to calculate the FPS within the FAT engine, I just don't know how. I could look it up and see if I could get some real data for you, but right now, all I can tell you is a broad estimate based on frame rates I saw in a FAT engine demo somewhere along the lines and the relative speed that went along with that. Post by: Halifax on September 06, 2007, 01:49:00 pm ![]() *Halifax Post by: DJ Omnimaga on September 06, 2007, 05:40:00 pm ![]() Post by: AaroneusTheGreat on September 12, 2007, 04:37:00 am I'll try and figure out how to diagnose the FPS rate. Post by: DJ Omnimaga on September 12, 2007, 06:28:00 am ![]() ![]() Post by: AaroneusTheGreat on September 12, 2007, 09:41:00 am Cool deal. Btw I just received the Ti-92+ I won on eBay and I am going to start testing the speed/memory usage on that as well. (It's awesome! It's all pretty, the guy who owned it before really took care of it. Slide case and everything, plus an original guidebook :) ![]() Post by: DJ Omnimaga on September 12, 2007, 10:33:00 am Post by: AaroneusTheGreat on September 12, 2007, 11:58:00 am I'm liking this large screen and keyboard thing. :) ![]() Post by: DJ Omnimaga on September 12, 2007, 05:40:00 pm ![]() btw on the 92+ do you think it would be easy to do some kind of dual joystick (with keys of course) like in newest fpses? One for straffing/moving forward/backwards and another for moving camera up/down and turn left/right Post by: AaroneusTheGreat on September 13, 2007, 05:21:00 pm Strafing is already implemented in the game with the use of the Diamond button on the 89 and the F2 button on the 92+/V200 The 92+ actually has diagonal arrow keys. The arrows are actually connected in a rounded plus shaped button which when you press to the respective directions acts as the arrow keys. So you have 8 directions in one arrow button thing, it's a lot like a joystick anyways. It's difficult to describe what it looks like, on the XBox I believe there is something like it on the controller. It's also a little weird to get used to, but once you do, it adds to your maneuverability by leaps and bounds. Even on the 89, pressing multiple arrow keys will make you move in both those directions, for instance pressing up and right will make you walk forward and turn to the right at the same time. Btw I cleaned up some more graphical issues with the 92+/v200 versions of the game and it looks much more professional now. I also added one more level (currently working on some new eye candy and things to add to this level). Once I get done with the new level and possibly another after that I'll be a little closer to releasing the next beta. I think once I finish fully integrating the new features and finish cleaning up the story a bit, I'll be ready to release the next beta. I'll work on getting it done as fast as possible with my schedule. Right now I can't really give you a fair estimate aside from a couple of weeks or so. Post by: DJ Omnimaga on September 13, 2007, 05:41:00 pm ![]() Post by: Madskillz on September 13, 2007, 05:43:00 pm ![]() Post by: AaroneusTheGreat on September 14, 2007, 10:00:00 am ![]() & DJ, the flying enemies thing can be accomplished by drawing the sprites for such enemies based on the ceiling or the middle of the drawing. Each sprite is 64*64 pixels, based on the "floor" and "ceiling" of the level, so if you draw them off the "floor" then they look like they are flying. And if you're really good with drawing sprites you could animate them to flap their wings and rise up and down a little while they do it to sell the effect even further. That would come in handy for something like House Of The Dead where you often run into characters who fly. Good thinking though. I may use this in another game sometime down the road. Actually, come to think of it, my next game is most likely going to be a 2D game for a change. Time will tell. UPDATE: I finished implementing a neat little piece of eye candy. On certain levels there are "windows" where you can look out and see the mountains of Phobos and outer space beyond that. On those levels the floor and ceiling are a speckled gradient that moves when you move. It makes the scenery effect work. The scenery was actually a neat little trick that was suggested to someone on a Ti-Chess Team forum. I ran with it and it worked out pretty well. I hope to have the next beta out by the week after next at the latest so that my beta testers can go to work. After that is done testing, I'll release that beta as a public beta. If I do this I'll have to take a little break while the beta testers are at work so that I don't make progress that I'll have to go back and change because of a bug fix. More will be revealed.... Post by: DJ Omnimaga on September 14, 2007, 10:24:00 am btw of course you could always have the gun aiming cursor move up and down instead of the entire screen, like on the Wii when you dont move the controller too high in Metroid Prime 3 Post by: Liazon on September 14, 2007, 01:49:00 pm btw, i thought 92+ only had 4 directions from the programmer's perspective, but it was just more convenient for the user because it's connected? Post by: AaroneusTheGreat on September 15, 2007, 08:34:00 am As for the moving the aiming cursor up and down, that would be a neat effect, but you'd really have to do some serious mathematic calculations in order for it to detect whether or not the aim was true if you arent just shooting horizontally. The thing you'd actually have to do is to determine the angle based on the cursor position, then do a cosine and sine calculation to figure out if you are shooting in the right direction, then you'd have to decide whether the ray you casted is within the margin of error. That's how it makes sense in my head, but the actual calculations would be very complex more than likely. Shooting horizontally is difficult enough. (I'm not that great at math, go figure :P ![]() Post by: Liazon on September 15, 2007, 08:47:00 am can't wait for a demo though! Post by: DJ Omnimaga on September 15, 2007, 08:48:00 am ![]() Post by: AaroneusTheGreat on September 15, 2007, 06:48:00 pm // this is a quote of a post on another forum because I'm a little lazy// You will all probably be glad to hear this: After a series of nights of limited sleep, tonight being one of them (it's 1:37 AM here in NC), the newest beta is ready for release. So far I haven't found any bugs, but that is also because it hasn't been extensively tested yet. Here's where you all come in. I am releasing this beta as a public beta, and the only thing I ask is if you find any bugs, please report them in my "Bug Reports" thread. // on Ti-Freakware // Even if it's not a bug, and just something that bothered you, post it there also. That could be things like a graphical issue or a gameplay issue, etc. Here's the link, I hope everyone has fun playing this game. :) ![]() http://www.tifreakware.net/atg/Beta_1_5_4.zip // end quote // If you have any problems with the link or anything else let me know. Thanks. Post by: DJ Omnimaga on September 15, 2007, 07:24:00 pm Post by: AaroneusTheGreat on September 16, 2007, 06:20:00 am Post by: DJ Omnimaga on September 16, 2007, 08:58:00 am Post by: AaroneusTheGreat on September 16, 2007, 04:11:00 pm ![]() Post by: DJ Omnimaga on September 16, 2007, 04:23:00 pm ![]() Post by: calc84maniac on September 16, 2007, 05:12:00 pm Post by: DJ Omnimaga on September 16, 2007, 05:16:00 pm Post by: AaroneusTheGreat on September 17, 2007, 03:40:00 am And if you already had it on your calc and you did not send the included FAT engine to your calculator, that could be the problem. The FAT engine I am using for this game is the newest version of the engine, so the client is not backwards compatible with the older FAT engine versions. Try sending the included FAT engine and see if that works. If not let me know and I'll double check the beta files. Hope this helps :) ![]() Post by: DJ Omnimaga on September 17, 2007, 04:35:00 am ![]() And I have TI-89t OS version 3.10 HW3 EDIT: w00t it works! awesome game ATG' I love the graphics! One little suggestion: to make it more doom-ish, you should put the gun in the middle of the screen, like the original doom on the SNES/Sega Megadrive/Genesis/PC. Also I would make walking a bit faster, like in oblivion, which seemed to have faster walking :) ![]() Post by: AaroneusTheGreat on September 17, 2007, 05:18:00 am As for the pistol thing, IIRC, the player was left handed and the hand was a little offset to the left. Why I don't know, but it'd take too long to change now, I'd have to change 10 images all together I think. Then rebuild the graphics file with those in there. The faster walking speed would possibly cause the movement to look jittery when you ran, because the steps would be pretty large at that point. Idk, have you ran around a level yet? He runs pretty fast. And thanks! I took a lot of time on the graphics. :) ![]() (it may make oblivion act up but since that uses an older fat engine, it probably will still work with it on there, most FAT games have the unfortunate side effect of running best when it's the only game installed. Although if you are using a v200/89t then you can also install M68k and it'll run just fine :) ![]() Post by: DJ Omnimaga on September 17, 2007, 07:51:00 am Post by: AaroneusTheGreat on September 17, 2007, 03:29:00 pm Right off the bat I noticed a rather nasty bug, and don't worry, it won't crash your calc. Once you get the yellow or blue key in the first levels it seems that you don't need them for the rest of the levels. :P ![]() Also I think I'm going to add an indicator on the HUD for whether or not you have a certain key, to take up that wasted space to the right of the face and also to make it a little easier to know whether or not you found the key. Plus I need to write a little thing in there about updating the messages at the bottom of the screen so that they don't dissappear when you press the open door button anymore. I noticed that too. (why is it that I notice these things after I release the beta? :grr: ![]() ![]() Post by: DJ Omnimaga on September 18, 2007, 04:39:00 am ![]() Post by: AaroneusTheGreat on September 18, 2007, 01:43:00 pm How far have you gotten in the game and what do you think so far? Post by: DJ Omnimaga on September 18, 2007, 03:44:00 pm Post by: AaroneusTheGreat on September 18, 2007, 03:52:00 pm ![]() Post by: Madskillz on September 18, 2007, 04:12:00 pm Post by: Liazon on September 19, 2007, 03:55:00 pm and i duno why, but the skip level button didn't work for some reason. Post by: AaroneusTheGreat on September 21, 2007, 02:16:00 am ![]() And thanks for the complements! I hope you have fun playing this game. :) ![]() Post by: DJ Omnimaga on September 21, 2007, 03:05:00 am Post by: Liazon on September 21, 2007, 02:23:00 pm
actually, it crashed the emu, but it might have been a combination of button mashing that caused the emu to crash. not sure, i think tiemu might be a bit buggy. like i said before, i'm loving it so far. Post by: AaroneusTheGreat on September 22, 2007, 02:50:00 am Post by: DJ Omnimaga on September 22, 2007, 05:30:00 am ![]() Post by: Liazon on September 22, 2007, 08:41:00 am
no, just the calc just reset, but ya, I agree w/ DJ_Omnimaga, 68k emus are so-so relatively to a lot of the z80 emus. it's just that i want to keep my 89ti functionally intact for at least the rest of this year. Post by: AaroneusTheGreat on October 01, 2007, 05:04:00 am Each enemy can have it's own unique damage dependent on the difficulty level, it breaks down like this right now. let me know if you think it should be higher or lower for any specific enemies. Imp: easy: 1pt medium : 2pts hard : 3pts ridiculous : 4pts Large Cyborg: easy: 2pts medium : 3pts hard : 4pts ridiculous : 5pts Small Cyborg: easy: 1pt medium : 2pts hard : 3pts ridiculous : 4pts Zombie: easy: 1pt medium : 2pts hard : 3pts ridiculous : 4pts They are pretty much all the same still, I wanted some input before I messed with them too much. The boss has three phases now, as he gets weaker, his attacks get stronger and change between biting and throwing fireballs. I haven't tested it so I don't know if it's beatable but it's going to be pretty cool. :) ![]() Post by: DJ Omnimaga on October 01, 2007, 06:23:00 am Post by: Liazon on October 01, 2007, 10:19:00 am ![]() At least in your games I can see I'm being pwned by balls of fire. Though I think it'd be awesome if you actually simulated plasma grenade explosion on calc ^^ Post by: AaroneusTheGreat on October 01, 2007, 03:33:00 pm @DJ, I think that might be cool, but I'd have to increase the number of lives you get for the ridiculous mode, you'd just keep starting over. It'd get a little ridiculous (hmm perhaps that's your reasoning? :P ![]() (it's actually called nightmare, but as it is it's pretty ridiculous when you start fighting the stronger enemies.) Post by: DJ Omnimaga on October 01, 2007, 04:14:00 pm ![]() Post by: Liazon on October 02, 2007, 12:09:00 pm @ATG: ya, i mean the cloud of energy. like zDoom and other z80 FPS i've played really don't compare, but i guess it's because z80 doesn't have FAT and good gs. At least I know when I'm getting hit and who I'm supposed to shoot at ^^ Post by: DJ Omnimaga on October 02, 2007, 12:15:00 pm Post by: AaroneusTheGreat on October 02, 2007, 03:24:00 pm
Na, no special formula, you just get shot quite a lot, plus the enemies kind of pop out at you depending on where you are, I hid them in several spots throughout the game. It doesn't take too long to get killed on the higher difficulty levels. Plus there are 32 levels total, so I figured if you lose all 5 lives on the first level, you'll never beat the game. I may add some special behaviors for the higher difficulty levels over the next few days to make it more dynamic, so as not to disappoint anyone. :P ![]() @as for getting hit and not knowing where to shoot, I was trying to think up a way to do this earlier, I want to create a set of arrows that will show up on the screen when you get shot, kind of telling you were you got shot from, plus it's a better alert than the grimacing face. I'd make the screen blink, but it slows the game down too much. The directional arrows will look cooler too. I'm thinking a left arrow on the left side of the screen when you get shot from the left, the same sort of thing for the right. One up top on the screen when you get shot from the front and one on the bottom for the back. @Liazon, it wouldn't bee to difficult to do, I'd just need a really believable set of animations for the plasma grenade. Plus I don't think it would be too difficult to make it stick to players or to make it look like it arches as you throw it. It'd just take a lot of animations/clever code to pull off, but I have a couple of ideas on how I might pull something like that off for another game. Post by: DJ Omnimaga on October 05, 2007, 02:09:00 am Post by: AaroneusTheGreat on October 05, 2007, 02:35:00 am ![]() Post by: DJ Omnimaga on October 05, 2007, 03:10:00 am ![]() jk Post by: Liazon on October 05, 2007, 10:22:00 am Post by: DJ Omnimaga on October 05, 2007, 11:10:00 am Post by: AaroneusTheGreat on October 05, 2007, 02:33:00 pm ![]() Post by: DJ Omnimaga on October 05, 2007, 03:25:00 pm Post by: Liazon on October 06, 2007, 11:22:00 am Post by: DJ Omnimaga on October 06, 2007, 12:27:00 pm Post by: AaroneusTheGreat on October 08, 2007, 11:51:00 am Post by: Liazon on October 08, 2007, 02:14:00 pm Post by: AaroneusTheGreat on October 08, 2007, 03:14:00 pm UPDATE: I just finished scene one of the three part cinematic ending and I am most of the way through the second scene. I fixed a bug in the saving/loading function of the game, and am working on another one concerning doors closing on enemies when they shouldn't be able to. Won't take long and I'll have that bug fixed. Plus I need to remember to fix the movement of the "you are here" indicator on the map, so that it shows things accurately. I think it skips around a little right now, due to an oversight on my part. So, not really all that much left that I know about. :) ![]() ![]() Post by: DJ Omnimaga on October 08, 2007, 04:20:00 pm ![]() Post by: AaroneusTheGreat on October 10, 2007, 12:02:00 pm The Final Beta has been released to my beta testers today! This is the last stage in the development of Doom89! I finished up the credits, the cinematic ending and all the story stuff over the last two days, and spent today polishing everything up. Once this is through testing and bug fixing, version 1.0 will be released to the public. (Whoo! Only a little while to go! :) ![]() Post by: DJ Omnimaga on October 10, 2007, 01:20:00 pm j/k :P ![]() ![]() Post by: Speler on October 10, 2007, 01:38:00 pm Heres to 3d calc games everywhere! *Raises glass in toast* (relax kiddies, it's non-alcoholic orange juice. Or is it?!?!?!) Post by: Liazon on October 10, 2007, 02:01:00 pm Post by: AaroneusTheGreat on October 10, 2007, 03:31:00 pm UPDATE: As per usual I jumped the gun saying I was on the Final Beta. I did a little more editing, and I implemented a *full* save feature. It saves every possible condition *exactly* how you left off. All the dead enemies will still be dead, all the items you picked up will still be picked up, etc. Plus, when you load your game and you were at a new sector, it doesn't do the intro stuff for that sector again, allowing you to just skip directly to what you were doing when you left off. Plus I implemented this nifty system that allows me to have a variable file size without having to worry about address errors. It calculates the file size before closing the file and if it's odd, then it adds one more byte in the form of a number 12. (just a random number between -127 and 127, and 12 is a nice even one) If it's even it does nothing, and it does the same when loading. It reads that useless byte if the file size is odd so that it never reads or writes to an odd address. I thought it was pretty clever. :) ![]() I guess you could say this is nearly the final beta. If nothing goes wrong with the save feature or any other bugs, then it will be. Post by: DJ Omnimaga on October 10, 2007, 03:36:00 pm ![]() Post by: AaroneusTheGreat on October 12, 2007, 10:01:00 am Now you can save wherever you are. :) ![]() Post by: Liazon on October 12, 2007, 10:12:00 am ![]() Post by: DJ Omnimaga on October 12, 2007, 12:43:00 pm Post by: Liazon on October 13, 2007, 12:13:00 pm ![]() Post by: TIfanx1999 on October 13, 2007, 03:25:00 pm
|