Author Topic: [Axe Parser Shoot'em up] Devrays  (Read 26472 times)

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Offline thepenguin77

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #15 on: May 19, 2011, 08:45:49 pm »
Please, no one hate me for this, but I can honestly say that is the first Axe game that has made me say, "Wow, I wish I could help the language." This game looks great and it is very in depth. Make sure you do not let the size stop you, see if you can get CrabCake to work because if you have gone this far, I'm sure you can go farther. And for some reason if crabcakes fails on you, just PM me because I will do whatever I can to see this continue.
« Last Edit: May 19, 2011, 08:46:19 pm by thepenguin77 »
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Re: [Axe Parser Shoot'em up] Devrays
« Reply #16 on: May 19, 2011, 09:07:53 pm »
Yeah, this game looks very polished and well animated.  Excellent job!  Another solution to the 8kb problem by the way is to just compile it as an application if you're not using self-modifying code, that gives 16kb. 

@thepenguin77: There are a lot of ways assembly programmers can help the language if you're interested in that.  In the developers section of the zip file, there's z80 source to every routine used in the parser.  I'm constantly trying to optimize, improve, and add new ones.  So if you have ideas there I'd love to hear them.  There are also Axioms (Like CrabCake) which are language extensions written in assembly to add new commands to Axe programs.  These are also documented in the developers folder and are fairly easy to make and use.
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Offline Aichi

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #17 on: May 20, 2011, 11:51:59 am »
Aichi, that's looking great, and what emulator is that?
I believe it's Wabbitemu, but recorded with Camtasia instead of Wabbit's normal gif recording software.
I use an old version of WabbitEmu. The latest one doesn't work for me. :/

Please, no one hate me for this, but I can honestly say that is the first Axe game that has made me say, "Wow, I wish I could help the language." This game looks great and it is very in depth. Make sure you do not let the size stop you, see if you can get CrabCake to work because if you have gone this far, I'm sure you can go farther. And for some reason if crabcakes fails on you, just PM me because I will do whatever I can to see this continue.
Wow, thanks for this motivation. I don't think that size will be such a big problem.

Yeah, this game looks very polished and well animated.  Excellent job!  Another solution to the 8kb problem by the way is to just compile it as an application if you're not using self-modifying code, that gives 16kb. 
Thanks, and I prefer using programs in this case, since the highscore system will base on SMC.
It's pretty cool that anyone who shares The Game also shares the highscores of him and of anyone who did own that version
of the program before.


Also, I must admit that I'm getting more and more in trouble with it.
Would anyone help me out with the optimizations when I pm him my source?

Offline aeTIos

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #18 on: May 20, 2011, 02:36:26 pm »
THis is soooo awesome!!
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Offline yunhua98

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #19 on: May 20, 2011, 03:51:54 pm »
can we haz demo?  :D

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Offline Aichi

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #20 on: May 20, 2011, 03:55:15 pm »
can we haz demo?  :D
As soon as I get rid of some issues.
The Game crashes by starting and I know why, but I have no idea how to fix it.^^

Offline TIfanx1999

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #21 on: May 20, 2011, 07:22:56 pm »
@Aichi: this game looks really beautiful, and like it'll be loads of fun to play. I do have a few suggestions though. I'd also like to see the game speed increased, as it looks a bit slow at the moment. Are you planning on having multiple levels with each of them containing a boss at the end? I think power ups would also be a wonderful addition (ship speed boost, weapon upgrade of different weapon choices). The last thing I can think of that would be cool would maybe be a shop at the end of the level where you can spend points on ship upgrades or extra lives. I'm really looking forward to see where you take this game. <3

Offline Aichi

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #22 on: May 21, 2011, 05:40:40 am »
@Aichi: this game looks really beautiful, and like it'll be loads of fun to play. I do have a few suggestions though. I'd also like to see the game speed increased, as it looks a bit slow at the moment. Are you planning on having multiple levels with each of them containing a boss at the end? I think power ups would also be a wonderful addition (ship speed boost, weapon upgrade of different weapon choices). The last thing I can think of that would be cool would maybe be a shop at the end of the level where you can spend points on ship upgrades or extra lives. I'm really looking forward to see where you take this game. <3
I am not using Pause or something and I will optimize everything as much as I can.  However, I am already happy with the speed.^^
There are already some Power Ups in it. And the game concept will be more like the Rtype series than Pheonix games. Furthermore, the program size is actually too large to add such a big feature like a shop yet.
Thanks for these suggestions. =)

I didn't find a way to remove the crashing at the start, so I will continue the project as an app.
Edit: Solved
« Last Edit: May 21, 2011, 07:46:55 am by Aichi »

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #23 on: May 21, 2011, 02:09:45 pm »
Wow, this game looks fantastic!  I can't wait for a demo!  (and a calculator to play it on <_<)

Offline aeTIos

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #24 on: May 21, 2011, 03:15:18 pm »
Need... Demo...
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Offline Aichi

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #25 on: May 21, 2011, 04:13:12 pm »
Need... Demo...
I do my best, a demo is coming soon.

(and a calculator to play it on <_<)
What about your emulator?

Offline Deep Toaster

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #26 on: May 21, 2011, 08:13:46 pm »
That is incredible. Pretty much sums it all up.

can we haz demo?  :D

Er, that too.

Aichi, that's looking great, and what emulator is that?
I believe it's Wabbitemu, but recorded with Camtasia instead of Wabbit's normal gif recording software.
I use an old version of WabbitEmu. The latest one doesn't work for me. :/

The newest one at wabbit.codeplex.com? If so you should post a bug report here :)




Offline Aichi

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #27 on: May 22, 2011, 11:22:54 am »
The newest one at wabbit.codeplex.com? If so you should post a bug report here :)
Yes, I mean that version. Win7 just says "Wabbitemu z80 doesn't work anymore" after turning the calc on and closes the program.


This game is going to be terribly hard, by the way. :P

Offline ztrumpet

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #28 on: May 22, 2011, 11:28:34 am »
Did you try this (hotlinked) version?  It's the 64-bit build of Wabbitemu, and what I'm currently running on my Windows 7 laptop. :)

Offline Aichi

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #29 on: May 22, 2011, 11:39:16 am »
I'm using the x86 version of Win7 Ultimate.
The program also crashes when I open the options window.
However, the older version of Wabbitemu I'm currently working with supports every feature I need.