Author Topic: Condor  (Read 5529 times)

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Offline zeldaking

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Condor
« on: August 16, 2011, 04:32:24 pm »
I (zeldaking) have started on my biggest and toughest project ever, called Condor (may be changed with notice). This is written in axe, with no axioms, and will be a app (or a program with crabcake). This will be a 2 player (may make a computer player and a storyline), game, you have to protect your base while trying to destroy your enemy(s), similar to a gameboy game (that i can't remember the name).
There are:
-multiple maps
-unlockable vehicles/weapons
-170 grayscale sprites(at the moment)
-17 unique troops ready to be deployed
  -infantry
  -artillery
  -transport vehicles
     -air transports
     -vehicle transports
     -water transports
  -tanks
     -light tank
     -heavy tank
     -neo tank
  -helicoptor
  -bomber
  -jet
  -submarine
  -cruiser
  -battleship
  -missiles
  -anti air machine guns

So far I have all the sprites done, a nice scrolling tilemap, a info screen; which tells you what terrain/weapon/vehicle/person you are on, and a movement screen; which allows your troops to: walk, capture, attack.
Here is a screenshot of all the above except (walking,capturing,and attacking).

Any question, comments, concerns? Please feel free to comment.
 

Offline ben_g

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Re: Condor
« Reply #1 on: August 16, 2011, 04:39:14 pm »
looks great.

btw: If you are going to do linked play for the 2 player mod, then please include a way to do USB linking and I/O.
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline zeldaking

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Re: Condor
« Reply #2 on: August 16, 2011, 04:41:13 pm »
I am still debating, should I do 2 player via the usb, or just 2 player on the same calc?

Offline ben_g

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Re: Condor
« Reply #3 on: August 16, 2011, 04:44:53 pm »
same calc would work too if it's turn-based.
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline zeldaking

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Re: Condor
« Reply #4 on: August 16, 2011, 04:46:01 pm »
Yes, that would probably same sweat and anger if I had it on the same calc. Yes, it is turn based.

Offline fb39ca4

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Re: Condor
« Reply #5 on: August 16, 2011, 04:58:59 pm »
This looks awesome! I can't wait to see it when finished.

Offline Darl181

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Re: Condor
« Reply #6 on: August 16, 2011, 05:56:51 pm »
So, this is like [wikipedia]Advance Wars[/wikipedia]?  Cool, another one--looks like it's coming along pretty well ;D
(the old one was in the first axe contest, but dev on it stopped)
« Last Edit: August 16, 2011, 05:57:06 pm by Darl181 »
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Offline TIfanx1999

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Re: Condor
« Reply #7 on: August 17, 2011, 06:10:40 am »
Wow, this looks quite nice so far. I'll be interested in see how it develops.

@ben_g: I don't think AXE supports USB linking.

Offline Darl181

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Re: Condor
« Reply #8 on: August 17, 2011, 02:50:18 pm »
2-player via a 3-pin cable (the hole labeled "I/O") is supported by axe tho.
It's not very documented, but threads such as this may help ;D

One suggestion I have, tho I'm not sure how feasible it is, is to work with Axe's grayscale so the scrolling is smoother.  Maybe display the frame something like 3 times between each Horizontal/Vertical command?
« Last Edit: August 17, 2011, 02:57:04 pm by Darl181 »
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Offline JosJuice

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Re: Condor
« Reply #9 on: August 17, 2011, 03:00:34 pm »
2-player via a 3-pin cable (the hole labeled "I/O") is supported by axe tho.
It's not very documented, but threads such as this may help ;D
It's just 2-pin, not 3-pin, unless you're using a Casio calc and a cable that isn't from TI. :P

Offline Darl181

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Re: Condor
« Reply #10 on: August 17, 2011, 03:10:40 pm »
* Darl181 was counting in the ground as a pin.. :P
There's three physical pins but only two manipulable pins iirc?
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Offline runeazn

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Re: Condor
« Reply #11 on: August 17, 2011, 03:18:51 pm »
soo awesome tell me when its out.

Offline JosJuice

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Re: Condor
« Reply #12 on: August 17, 2011, 03:33:02 pm »
* Darl181 was counting in the ground as a pin.. :P
There's three physical pins but only two manipulable pins iirc?
Yeah, I guess that's right. There are only two lines that data can be transfered through.

Offline TIfanx1999

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Re: Condor
« Reply #13 on: August 17, 2011, 05:23:04 pm »
Also: I think linking would significantly slow down the display routines and make the grayscale look crappy. :/ Something to consider as well if you're really thinking about a two player linked version.

Offline zeldaking

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Re: Condor
« Reply #14 on: August 17, 2011, 08:36:50 pm »
One answer at a time.
-thank you Darl for saying advanced wars... Exactly that is where I got my inspiration. I am glad someone plays cool games.
-it will be on the same calc, grayscale is crappy as it is.
-Darl: the scrolling is supposed to look like that, it loops through displaying it (8 times) to get to the next tile.
-runeazn: well it is supposed to be done for the ticalc zcontest, but alas school started again and my time is limited so maybe a rough version will be done for a Christmas present.
-toxic: thanks.
Also, I am trying to work on the moving (ie:moving around to different tiles) aspects of the characters (pretty difficult) and am going to puzzle on it until I finish that.
« Last Edit: August 17, 2011, 08:38:58 pm by zeldaking »