Author Topic: [83p] Hero Core  (Read 39360 times)

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Offline Matrefeytontias

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Re: [WIP] TI84+ Herocore clone
« Reply #45 on: February 18, 2013, 09:00:18 am »
6 months necro :P

Is this still alive in any spiritual sub-world of another dimension ?

Offline Keoni29

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Re: [WIP] TI84+ Herocore clone
« Reply #46 on: February 22, 2013, 03:09:03 pm »
I'm sorry. I think I have a source lying around somewhere in my TI stuff folder. I have not been making games for the past months. I just do hardware stuff.
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Offline DJ Omnimaga

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Re: [WIP] TI84+ Herocore clone
« Reply #47 on: March 12, 2013, 01:58:42 pm »
Do you think you could release what you have if it's fully playable in demo form or at least the source? (In case someone was willing to continue it)

Offline Keoni29

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Re: [WIP] TI84+ Herocore clone
« Reply #48 on: March 12, 2013, 03:09:52 pm »
It's just the engine by the way. Nothing fancy. I did not even have the world map engine done. Just two rooms. If someone would like to continue this project he would really only need a few snippets of code and the graphics. It's better to redo my bad code. I was not a very good axe programmer back then.
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Offline Keoni29

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Herocore Rebooted
« Reply #49 on: March 18, 2013, 05:57:23 am »
« Last Edit: June 26, 2013, 04:03:51 pm by Keoni29 »
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Offline TIfanx1999

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Re: [WIP] TI84+ Herocore clone
« Reply #50 on: March 18, 2013, 06:00:06 am »
Very nice. :D *Edit* This is looking quite good now that it's alive again.
« Last Edit: March 18, 2013, 06:07:11 am by Art_of_camelot »

Offline Keoni29

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Re: [WIP] TI84+ Herocore clone
« Reply #51 on: March 18, 2013, 06:35:52 am »
At the moment the enemies are just spawned in at random and this level is just a test level. I want to have more kinds of enemies soon and a map you can open in a pause menu.
« Last Edit: March 18, 2013, 06:36:15 am by Keoni29 »
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Offline DJ Omnimaga

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Re: [WIP] TI84+ Herocore clone
« Reply #52 on: March 19, 2013, 02:00:01 pm »
Glad it's revived! *.*

Will the new version use bosses like in this post http://ourl.ca/12654/257659 and maybe sound (that doesn't require hardware modding)? :P

Offline Keoni29

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Re: [WIP] TI84+ Herocore clone
« Reply #53 on: March 19, 2013, 02:26:58 pm »
Yep I am already working on a simple set of SFX for users that do not have access to microcontrollers. Those who do have an arduino get better soundeffects and probably even music. I have to find a way to easily compose or convert music to a calculator format.
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Offline TIfanx1999

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Re: [WIP] TI84+ Herocore clone
« Reply #54 on: March 19, 2013, 02:53:51 pm »
That's awesome Keoni! :D

Offline Keoni29

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Re: [WIP] TI84+ Herocore clone
« Reply #55 on: March 27, 2013, 06:32:01 am »
I am working on a minimalistic music editor so I can create song files that play during the game. I got the basic engine done. Now I have to add wavetables, instruments and some setting such as speed, song length etc.

In the attachments you find a sample of the soundchip music editor. Recorded from the arduino.
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Offline TIfanx1999

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Re: [WIP] TI84+ Herocore clone
« Reply #56 on: March 27, 2013, 11:52:22 am »
Nice! Sounds very reminiscent of Metroid. :D

Offline Keoni29

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Re: [WIP] TI84+ Herocore clone
« Reply #57 on: March 27, 2013, 12:04:58 pm »
The music engine like the sound effects engine will be interrupt driven, so it's really accurate. No slowdowns in music or framerate. I could take a string of data and put it in an appvar. This engine will play a string of notes of any length. At the moment every note takes up 1 byte of data, so with 3 channels the size of a song is N*3. The song you just heard is just 192 bytes long and you heard it looped twice.

When I implement the instruments there is one extra byte per note required. When I implement effects such as vibrato, arpeggio and sweeps it's gonna be 3 bytes per note.
note-instrument-sfx
nn - ii - xy
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Offline Ovnize

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Re: [WIP] TI84+ Herocore clone
« Reply #58 on: April 04, 2013, 11:57:24 am »
I can't wait for it ! :D

Offline Keoni29

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Re: [WIP] TI84+ Herocore clone
« Reply #59 on: June 19, 2013, 10:20:23 am »
Just to let you know: I am still working on this game, but I am not working as hard on it as I did in the first week of the reboot. Every once in a while I tackle problems and add features. Today I fixed a bug and I added breakable blocks. You need an item so you can overcharge your weapon and release energy when standing in front of either a dirt block or a metal pipe. This destroys the block and you can clear out pathways, so you can reach places you could not reach before.
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