Author Topic: [2011 Axe Entry] Uncharted TI  (Read 12513 times)

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Offline tloz128

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Re: [2011 Axe Entry] Uncharted TI
« Reply #60 on: June 21, 2011, 12:13:53 pm »
That's some nice compression you've got going there. Makes me wish that I had done a little more than just using nibbles for my tilemap...
« Last Edit: June 21, 2011, 12:14:14 pm by tloz128 »
Naaa... Na Nah Na Nana Na Nah... Hey Jude!

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Re: [2011 Axe Entry] Uncharted TI
« Reply #61 on: June 21, 2011, 02:49:58 pm »
Well, I still can't show screenies ATM, but I can show mockups! :D  Mockups as in one.  All that I have done lately is shown here, and it looks 100% like that in game (besides the "Level 1-5" thing, I have two custom text routines, one for the "BULLET" and the other for "Level 1-5" I'm working on but it'll look like that):



I have enemy movement almost down (they can move, they have a line of sight and such, but I still need to get them to attack Drake and doze off after a while of you hiding).  Then the enemies will be perfect state machines and will be awesome and kill you :) (in this replica mock, it shows only skeletons, which are one of the ~10 different enemies, which, as you can't see as the main character isn't included, are twice your size)

I also have compression working perfectly now, that above screenie looks like this with no prediction and only bits to map with:



This is compressed to about 15 bytes with my algorithm.  The moon in the background is overlain on top based on the level nibble's value, and it is checked to see if the space needed for drawing the moon is occupied, and draws as much of it as possible.

HUD is now somewhat functional.  Added a bullet indicator and a health bar (I finally got dithering to work well with this in-program) and almost done the level thing you see there.

And on a side note, I think UCTI is the first game that features a non-normallic 1st/3rd party scripting language (I made a scripting language, TCPS, found here in the projects section) on a calculator that can be used to mod and make add-ons to the game (almost 100% functional and documented)

So, decent progress today and yesterday ;D


Offline DJ Omnimaga

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Re: [2011 Axe Entry] Uncharted TI
« Reply #62 on: June 22, 2011, 02:25:12 am »

Are you saying this screen only takes 15 bytes of space?? O.O

This looks great by the way :)

Offline jnesselr

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Re: [2011 Axe Entry] Uncharted TI
« Reply #63 on: June 23, 2011, 03:54:29 pm »

Are you saying this screen only takes 15 bytes of space?? O.O

This looks great by the way :)
I think he meant the less detailed version below that picture.
« Last Edit: June 23, 2011, 03:54:45 pm by graphmastur »

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Re: [2011 Axe Entry] Uncharted TI
« Reply #64 on: June 23, 2011, 04:33:49 pm »

Are you saying this screen only takes 15 bytes of space?? O.O

This looks great by the way :)
I think he meant the less detailed version below that picture.

No, I meant that picture ;) though I lied; it's really 31 bytes, due to the objects -- the tile data amounts to 15 bytes.

Offline Munchor

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Re: [2011 Axe Entry] Uncharted TI
« Reply #65 on: June 24, 2011, 07:59:30 am »
Indeed, the mockup looks cool. Even though, 16bytes for the objects and 15 bytes for the tiles is not *that* much :)

Offline tloz128

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Re: [2011 Axe Entry] Uncharted TI
« Reply #66 on: June 24, 2011, 10:39:06 am »
How restrictive is the compression algorithm in terms of level design? It seems like levels would be filled with houses (or whatever those are), or can you switch which tileset is being used?
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Re: [2011 Axe Entry] Uncharted TI
« Reply #67 on: June 24, 2011, 11:07:14 am »
Yeah, I can switch at any time by changing the screen's level nibble :)

Offline XVicarious

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Re: [2011 Axe Entry] Uncharted TI
« Reply #68 on: June 28, 2011, 05:11:40 pm »
Its looking better and better every time I see this. So far my favorites for this contest are between you and tloz128's AXEL and I think it will really come down to you and tloz128
« Last Edit: June 28, 2011, 05:12:46 pm by jkag »

Ashbad

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Re: [2011 Axe Entry] Uncharted TI
« Reply #69 on: September 09, 2011, 12:11:53 pm »
Source Released, I don't want xnor need it anymore.  Far from the last version, but I think this one has the rockets at least (possibly exploding sap):

PasteBin: http://pastebin.com/xxvvTLrr

Also attached.

Offline Freyaday

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Re: [2011 Axe Entry] Uncharted TI
« Reply #70 on: September 09, 2011, 06:27:46 pm »
Waaaaaat? U no gonna work on it? Y U abandon it Ashbad?
In other news, Frey continues kicking unprecedented levels of ass.
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Re: [2011 Axe Entry] Uncharted TI
« Reply #71 on: September 09, 2011, 06:29:04 pm »
Waaaaaat? U no gonna work on it? Y U abandon it Ashbad?

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Offline Freyaday

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Re: [2011 Axe Entry] Uncharted TI
« Reply #72 on: September 09, 2011, 10:38:59 pm »
Waaaaaat? U no gonna work on it? Y U abandon it Ashbad?

PrizmCity
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« Last Edit: September 10, 2011, 09:55:56 am by Ashbad »