Author Topic: Chip's Challenge  (Read 42026 times)

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Offline DJ Omnimaga

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Re: Chip's Challenge
« Reply #75 on: December 06, 2008, 07:47:58 pm »
Nice :)

Offline kalan_vod

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Re: Chip's Challenge
« Reply #76 on: December 09, 2008, 04:18:43 pm »
Well I wanted to stop in to say hi, and I am happy someone it working on chips!

Offline DJ Omnimaga

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Re: Chip's Challenge
« Reply #77 on: December 09, 2008, 04:29:07 pm »
Heya nice to see you around still. :) Yeah I'm happy to see someone doing it again. I saw a lot of Chips projects before but Idk if any were finished. This xLIB one is almost asm-like. I wish I got a 84SE to play it to full potential

Offline simplethinker

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Re: Chip's Challenge
« Reply #78 on: December 09, 2008, 06:43:29 pm »
Heya nice to see you around still. :) Yeah I'm happy to see someone doing it again. I saw a lot of Chips projects before but Idk if any were finished. This xLIB one is almost asm-like. I wish I got a 84SE to play it to full potential

Thanks guys ;D

There have been other Chip's Challenge projects?  Before I started serious work on this game I looked around and couldn't find anything else.

The computer that has Wabbit/PTI is currently in use by my sister, so I'll post my progress/update when it's free.
"We've all heard that a million monkeys banging on a million typewriters will eventually reproduce the entire works of Shakespeare. Now, thanks to the Internet, we know this is not true." -- Professor Robert Silensky



Chip's Challenge: ħ%

Offline DJ Omnimaga

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Re: Chip's Challenge
« Reply #79 on: December 09, 2008, 08:20:50 pm »
Well i still remember one from Jedd on United-TI and on MaxCoderz I think but that was about 5 years ago. Besides that it was mostly new projects but I think they were never finished or they were always passed over to someone else.

Offline kalan_vod

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Re: Chip's Challenge
« Reply #80 on: December 09, 2008, 11:30:37 pm »
After Jedd it was me, and then he came back and saw what I had done and left since I was making progress. I am wondering how you are going to do enemies, as that is what made me stop working on mine >.>..

On my site

And the updated SS from Febuary 2007:


and

« Last Edit: December 10, 2008, 12:15:31 am by kalan_vod »

Offline simplethinker

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Re: Chip's Challenge
« Reply #81 on: December 10, 2008, 08:47:04 pm »
Wow, it looks great!  Is this asm or BASIC?

As for enemies, I'm still working on that.  The flying star-things, rockets and balls should be fairly simple (but still not in large numbers, since that might make the calculator explode :o).  The star-things and rockets move in a straight line until they hit an object, then they turn right/left.  The bouncy balls move in a straight line but turn around when they hit something.  I'm planning on having a list with the locations and another with the directions of movement.  I'll add them together, but when the new location isn't walkable I'll alter the direction list component.  Then I'll just loop over and display them.  Since the calculations are done in one chunk I don't think having many should slow it down a lot, just the displaying part.

These are just the thoughts going through my head right now, so it could turn out to be something completely different.  And if it turns out that enemies slow it down too much I might just not have any, since there are a lot of levels without them and others could be modified to still be a challenge without enemies.
"We've all heard that a million monkeys banging on a million typewriters will eventually reproduce the entire works of Shakespeare. Now, thanks to the Internet, we know this is not true." -- Professor Robert Silensky



Chip's Challenge: ħ%

Offline kalan_vod

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Re: Chip's Challenge
« Reply #82 on: December 10, 2008, 08:50:38 pm »
Yeah I had thought of making it pure puzzels and also with a few easy enemies..It is in basic + xLib, and the load time before was the levels being decompressed.

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Re: Chip's Challenge
« Reply #83 on: December 10, 2008, 08:53:43 pm »
this is awesome Kalan :)

Offline simplethinker

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Re: Chip's Challenge
« Reply #84 on: December 10, 2008, 09:06:55 pm »
That's awesome
It looks like you were pretty close to completion.  And you have great sprites too :).

How did you store the data?  Was it in a string and you decompressed it, lists, matrices etc. ?
What did you do for the toggle (green) walls/switches?  Right now I just have it switch between pictures (Pic3 for off, Pic4 for on).

I'm also interested in how you did the ice and force tiles.  I'm stuck with this mess (well, I've modified it a bit but it's still the same general idea).
"We've all heard that a million monkeys banging on a million typewriters will eventually reproduce the entire works of Shakespeare. Now, thanks to the Internet, we know this is not true." -- Professor Robert Silensky



Chip's Challenge: ħ%

Offline kalan_vod

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Re: Chip's Challenge
« Reply #85 on: December 10, 2008, 09:29:58 pm »
Hehe, it looks like my tracks were followed pretty closely XD..I use a main engine program/levels/actions.

Offline simplethinker

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Re: Chip's Challenge
« Reply #86 on: December 10, 2008, 09:39:15 pm »
Hehe, it looks like my tracks were followed pretty closely XD..I use a main engine program/levels/actions.
When I said "this mess" I was talking about the little code snippet at the bottom of the page, not how my programs are organized (not sure if you thought I meant routine or not).
At least this means I'm not messing up too much :)

Oh, and right now my programs are:
CHIP, ZBLOCK, ZD, ZITEM, ZLOSE, ZMOVE, ZWIN, then ZLV...  Eventually CHIP & ZD will be recombined, ZMOVE & ZBLOCK combined ZLOSE & ZWIN will be combined, so overall there will be the engine, movement processing and winning/losing/level hopping, plus the levels.
"We've all heard that a million monkeys banging on a million typewriters will eventually reproduce the entire works of Shakespeare. Now, thanks to the Internet, we know this is not true." -- Professor Robert Silensky



Chip's Challenge: ħ%

Offline TIfanx1999

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Re: Chip's Challenge
« Reply #87 on: December 11, 2008, 12:17:44 am »
This is really coming along nicely. I also have to say wow, Kalan it looks like you had a fairly nice version of this in the works at one time. Me thinks Kalan should work on a new X-lib game. ^_^

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Re: Chip's Challenge
« Reply #88 on: December 12, 2008, 02:38:41 pm »
mayhaps kalan or someone can draw up similar sprites for a pokemons game? in all seriousness of course.

Offline simplethinker

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Re: Chip's Challenge
« Reply #89 on: December 13, 2008, 03:32:53 pm »
More good news:
1) I'm finally done implementing all of the different tile effects.
2) The routine for determining the player's new direction has been reduced by 90 bytes (using a look-up table)
3) Sprites are done.  (Adding one extra row of pixels into deeph's boot sprites made a huge difference)

To-do list:
1) Implement the timer
2) Modify the HUD, which will be white-on-black to help distinguish the map from HUD (thanks to DJ Omnimaga for the suggestion :))
3) Mask the player's sprite instead of just ORing it over the tile.
4) Add in tanks (the only enemies I'm sure I can handle), then possibly other enemies.
5) Optimize the hell out of everything.
6) Port more levels.
7) Repeat (5) & (6) a few dozen times with bug-fixing and adding features I've forgotten about scattered throughout.
8 ) Repeat (7), etc...

I've attached a screenshot of level 3 with the new sprites.  I also posted screenies of levels 6 and 7 in the other thread.

[edit]I forgot to add a few things in:
-Level hopping/switching
-Keep score
-Do more than just display "You Win/Lose"
-Figure out the algorithm for when you can skip a level after losing a bunch more times.
-Implement passwords.
« Last Edit: December 13, 2008, 03:44:12 pm by simplethinker »
"We've all heard that a million monkeys banging on a million typewriters will eventually reproduce the entire works of Shakespeare. Now, thanks to the Internet, we know this is not true." -- Professor Robert Silensky



Chip's Challenge: ħ%