Author Topic: Absolute Madness  (Read 21241 times)

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Offline Deep Toaster

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Absolute Madness
« on: September 30, 2011, 07:01:31 pm »
I've finally, finally started working on a sequel to Absolute Insanity (my last full TI-BASIC game) that I had in mind for over a year: Absolute Madness, another pure-BASIC puzzle/action platform game. It's pretty much the AbsIns engine (completely rewritten) with moving enemies, dimension switching, and a death sequence. (Yeah, "dimension switching" is the same idea as in Darl181's Dimension Shift, but in my defense, I had the idea before ever seeing his project ;))

Here's a screenshot running on a TI-83 Plus: http://img.removedfromgame.com/imgs/m83.gif

And a TI-84 Plus: http://img.removedfromgame.com/imgs/m84.gif

Any suggestions and ideas? I've still got some speed to work with, so stuff like powerups are definitely possible :D

LATEST UPDATE: http://omniurl.tk/10691/202633/

« Last Edit: November 04, 2011, 06:39:23 pm by Deep Thought »




Offline Stefan Bauwens

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Re: Absolute Madness
« Reply #1 on: October 01, 2011, 05:33:25 am »
This looks quite nice for being pure basic. Lots of levels would be awesome. The death scene is also cool :D


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Offline Yeong

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Re: Absolute Madness
« Reply #2 on: October 01, 2011, 10:22:43 am »
TI-BASIC all the way XD
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Offline Deep Toaster

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Re: Absolute Madness
« Reply #3 on: October 01, 2011, 10:33:44 am »
This looks quite nice for being pure basic. Lots of levels would be awesome. The death scene is also cool :D
Thanks, and at least 24 levelscreens are planned. I've only made two though. Final levels are going to be something insane.




Offline ztrumpet

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Re: Absolute Madness
« Reply #4 on: October 01, 2011, 11:15:00 pm »
Hey, cool!  I like how it looks so far, keep it up. :D

Offline Deep Toaster

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Re: Absolute Madness
« Reply #5 on: October 03, 2011, 06:48:46 pm »
Update (no screenshot yet): Added boulders that you can push around (to make a "safe place" amidst spikes, or to kill enemies with). You can also get crushed by them :D

EDIT: Gonna enter it into zContest!
« Last Edit: October 03, 2011, 06:57:51 pm by Deep Thought »




Offline Deep Toaster

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Re: Absolute Madness
« Reply #6 on: October 04, 2011, 08:13:25 pm »
Bump with a screenshot. Here's half a level involving killing an enemy with a boulder and then using it as a platform among the spikes.

I added bonuses! Notice that the point counter gets an extra fifth of a heart when I land in the bracket-like thing. That's the bonus. Five bonuses is an extra life.

And yes, this is real-speed (on a TI-84 Plus).

http://img.removedfromgame.com/imgs/10-04-11.gif

Offline ztrumpet

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Re: Absolute Madness
« Reply #7 on: October 04, 2011, 08:27:43 pm »
It looks awesome! :D

I just noticed something concerning, though - are you sure it'll work on MP OSes?  Press Mode on an 84+(SE) in 2.43 and then run it or just run it on a MP OS and see if it screws anything up.  This will add an extra row of pixels on the bottom of each character displayed in the small font, and needless to say it's not very much fun to deal with.  Good luck! :D

Offline Deep Toaster

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Re: Absolute Madness
« Reply #8 on: October 04, 2011, 08:30:46 pm »
Thanks for reminding me to check -- there is a minor problem, which I'll fix at the end. It only applies to TI-84 Plus models anyway, so the speed difference doesn't matter :D




Offline Deep Toaster

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Re: Absolute Madness
« Reply #9 on: October 05, 2011, 09:46:42 am »
UPDATE

Win. I eliminated the bug and made the game faster in the process.

Now to work on a level editor.




Offline squidgetx

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Re: Absolute Madness
« Reply #10 on: October 05, 2011, 03:40:01 pm »
What are the parameters for zContest; are you allowed to enter something even if you've released semi working versions already? edit; got it figured out, when's the deadline?

That being said, this looks pretty cool. I've never really gotten into doing complex games in pure basic :(
« Last Edit: October 05, 2011, 03:43:51 pm by squidgetx »

Offline DJ Omnimaga

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Re: Absolute Madness
« Reply #11 on: October 05, 2011, 03:45:23 pm »
Pretty nice Deep Thought and looks quite fast too. It reminds me of your original game as well as Elmgon. I hope that the controls are rather good, though, because the original was so fast it was hard to jump on platforms XD

Offline FinaleTI

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Re: Absolute Madness
« Reply #12 on: October 05, 2011, 05:17:15 pm »
when's the deadline?
December 1st, if I'm not mistaken.

This looks great Deep! And glad to hear about the bug crushing.


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Offline Deep Toaster

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Re: Absolute Madness
« Reply #13 on: October 05, 2011, 06:54:32 pm »
Today I modified the level structure so a whole level can be stored in a list. (In other words, paving the way for external level packs!)
when's the deadline?
December 1st, if I'm not mistaken.
Yes it is.
Pretty nice Deep Thought and looks quite fast too. It reminds me of your original game as well as Elmgon. I hope that the controls are rather good, though, because the original was so fast it was hard to jump on platforms XD
I'm not sure if it's better or not. I'll probably upload a demo soon so people can try it out.




Offline Deep Toaster

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Re: Absolute Madness
« Reply #14 on: October 13, 2011, 10:38:22 pm »
UPDATE: The makings of a title screen: http://img.removedfromgame.com/imgs/10-13-11.gif