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Omnimaga
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TI Z80
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[83p] Hero Core
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Topic: [83p] Hero Core (Read 41051 times)
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Matrefeytontias
Axe roxxor (kinda)
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Axe roxxor
Re: [WIP] TI84+ Herocore clone
«
Reply #45 on:
February 18, 2013, 09:00:18 am »
6 months necro
Is this still alive in any spiritual sub-world of another dimension ?
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All of the TI-z80 screenshots that I will post, unless I specifically mention that it's not the case, will run at 6 MHz.
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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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DJ Omnimaga
Clacualters are teh gr33t
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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)
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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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Keoni29
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Herocore Rebooted
«
Reply #49 on:
March 18, 2013, 05:57:23 am »
Old screenshot.
http://8times8.host56.com/?p=58
«
Last Edit: June 26, 2013, 04:03:51 pm by Keoni29
»
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TIfanx1999
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Re: [WIP] TI84+ Herocore clone
«
Reply #50 on:
March 18, 2013, 06:00:06 am »
Very nice.
*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
»
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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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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)?
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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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TIfanx1999
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Re: [WIP] TI84+ Herocore clone
«
Reply #54 on:
March 19, 2013, 02:53:51 pm »
That's awesome Keoni!
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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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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.
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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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Ovnize
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Re: [WIP] TI84+ Herocore clone
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Reply #58 on:
April 04, 2013, 11:57:24 am »
I can't wait for it !
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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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