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Omnimaga
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Age of Darkness Revenge
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Topic: Age of Darkness Revenge (Read 19714 times)
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tifreak
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Age of Darkness Revenge
«
on:
April 18, 2006, 04:08:00 pm »
Well, here it is, Kevin. ^^
Anyways, I have started porting the 25 16x16 enemy characters over to hex from binary, this should not take too long to accomplish. Also, while I was looking at the code for the game start up, I noticed that I used a Goto inside a while loop, so now I must recode the entire thing to hopefully be forgiven my sins...
:lol:
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Age of Darkness Revenge
«
Reply #1 on:
April 19, 2006, 02:20:00 am »
YAY I am wondering if there will be a demo soon? I am curious how fast it runs compared to the old one? I am curious about what you can come up without xlib
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tifreak
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Age of Darkness Revenge
«
Reply #2 on:
April 19, 2006, 05:09:00 am »
Well, the converting the enemy pics will be a slight pain, since I have to try to keep identifying sets of four binary code... It all kind of runs together after a while.
And once I get the new system going, and integrate Resource, I will see about releasing a new demo.
And, to probably either give the AOD series a big finish, or allow it to rise higher, I will create a version using xlib.
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Age of Darkness Revenge
«
Reply #3 on:
April 19, 2006, 12:35:00 pm »
oh I though you were just convreting the maps O_O
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tenniskid493
Guest
Age of Darkness Revenge
«
Reply #4 on:
April 19, 2006, 02:55:00 pm »
yay for progress on this game...good luck w/ the hex and binary, neither of them make any sense to me
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tifreak
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Age of Darkness Revenge
«
Reply #5 on:
April 19, 2006, 03:28:00 pm »
QUOTE
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
necro
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Posts: 1295
Rating: +17/-2
+3 vaporal mustache
Age of Darkness Revenge
«
Reply #6 on:
April 19, 2006, 04:39:00 pm »
tis pretty complicated way of doing it, though more space effecient for sure (for pure basic)
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I'm like a woot burger with awesome fries
VB.Net, C#, C++, Java, Game Maker
kalan_vod
LV11
Super Veteran (Next: 3000)
Posts: 2715
Rating: +10/-0
Age of Darkness Revenge
«
Reply #7 on:
April 19, 2006, 05:58:00 pm »
Yes, this is a great way to do sprites. Since each number responds to four pixels. Talk about compression and speed!
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tifreak
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Age of Darkness Revenge
«
Reply #8 on:
April 20, 2006, 04:24:00 am »
Yup, I want this game in as pure basic as possible. I want to try to pull of an awesome game using this method, though I kinda wonder about speed...
*note to self: Replace matrix engine with string engine*
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
kalan_vod
LV11
Super Veteran (Next: 3000)
Posts: 2715
Rating: +10/-0
Age of Darkness Revenge
«
Reply #9 on:
April 20, 2006, 05:55:00 am »
Yeah, string will compress and be faster to some degree. Unless you have to convert string->Matrix.. I hope to see you online tonight, I can suggest something.
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tifreak
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Age of Darkness Revenge
«
Reply #10 on:
April 20, 2006, 06:18:00 am »
It will be completely powered by stings, even the levels.
Right now it is powered by matrix level sets, and hopefully I will be able to remake the engine I had before the RAM clear... Do you think I should also tack on a life bar to the right side of the screen??
Hey old pics!! I went through and found them in the Calcgames forum...
Map as it is now:
Map as it should be:
What I propose for the life bar:
Some tiles:
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
tenniskid493
Guest
Age of Darkness Revenge
«
Reply #11 on:
April 20, 2006, 06:43:00 am »
Look sweet...I like the life bar
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the_unknown_one
Guest
Age of Darkness Revenge
«
Reply #12 on:
April 20, 2006, 06:46:00 am »
Nice
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tifreak
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Age of Darkness Revenge
«
Reply #13 on:
April 20, 2006, 06:50:00 am »
Thanks for the compliments guys. ^_^
Helps motivate
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
kalan_vod
LV11
Super Veteran (Next: 3000)
Posts: 2715
Rating: +10/-0
Age of Darkness Revenge
«
Reply #14 on:
April 20, 2006, 07:42:00 am »
That looks really good there, maybe make the life bar move left to right like in ACRPG set thing
j/k. I think it looks fine there, how did you draw the sprites back then?
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Omnimaga
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Age of Darkness Revenge