Author Topic: Insanity's Projects  (Read 25641 times)

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Insanity

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Insanity's Projects
« Reply #135 on: April 15, 2007, 10:34:00 am »
PyroEdit III
Status: 100% - Completed.
PyroEdit III is finally finished.  I kind of finally realized it's just a sprite editor :Ptongue.gif , so I worked on slimming it down, and now it only requires 8k of RAM (including space for two pics).  Plug-in support has also been added back in, and it is much smaller and simpler.  You can have as many plug-ins installed in PyroEdit as your memory will allow.

Three plug-ins have been developed so far:
- Pyromap, which has been slimmed down from the 2.x version.
- PyroDCS, which displays a DCS header for an 8x8 sprite.
- Pyroart - the insprational drawer from PyroEdit 1.x and 2.x.

Offline Halifax

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« Reply #136 on: April 15, 2007, 10:42:00 am »
Insanity do you intend on releasing a Plugin SDK with documentation cause I really don't understand how to make plugins but I want to make some.

Also where is the link to Pyroedit III
There are 10 types of people in this world-- those that can read binary, and those that can't.

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« Reply #137 on: April 15, 2007, 03:36:00 pm »
I probably won't have it ready to submit until a few more days from now (documentation).  And yes, I will.

aMAZE
Status: 40%
The Pacman clone is back in development.  The AI is pretty smart, and goes the nearest direction towards you.  It's also pretty mean, too, because it eats your food. :Ptongue.gif

Screenshots later.

Offline bfr

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« Reply #138 on: April 15, 2007, 04:13:00 pm »
PyroEdit III is finished!  This looks pretty advanced.

I'd be interesting in trying out aMAZE and testing out its AI.

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« Reply #139 on: April 16, 2007, 01:45:00 pm »
How do you make games that use xLIB tilemaps go fast (at least in the case of a Pacman clone)?  My start to aMAZE wasn't too great as far as speed goes.  I've already deleted what I had and am starting over again 'cause my code got really messy (now I'm starting to think that wasn't such a good idea)...

Offline Halifax

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« Reply #140 on: April 17, 2007, 10:12:00 am »
Well really this is no way except to drop Xlib and get back to programming some assembly
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« Reply #141 on: April 22, 2007, 09:47:00 am »
PyroEdit 4: DCS Edition (ASM)
Status: 0%, Enqueued.

Offline Halifax

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« Reply #142 on: April 22, 2007, 10:41:00 am »
PyroEdit 3.1(ASM) w00t :)smile.gif . You know but since its on a totally different stage from PyroEdit III I would consider making the name.

PE IV
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« Reply #143 on: April 22, 2007, 10:56:00 am »
Good idea.

PyroEdit 3 Plug-In:  PyroDCS
Status:  Updated.
PyroDCS can now convert not only 8x8, but also 16x16 icons to DCS hex now.

PyroEdit 3 Plug-In:  PyroMap
Status:  76%
Rewriting interface.

Darkness Background for DCS6
Status: 100% (Attached)
user posted image

Offline bfr

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« Reply #144 on: April 22, 2007, 11:15:00 am »
Nice progress.  :)smile.gif

I'm going to have to start getting into xLIB TI-BASIC programming just so I can use PyroEdit.  :Ptongue.gif

Just wondering - do these plugins work with previous versions of PyroEdit, such as PyroEdit II?

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« Reply #145 on: April 22, 2007, 12:30:00 pm »
Unfortunately not.

And here's some screenshots of PyroDCS:
user posted imageuser posted image

Offline Halifax

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« Reply #146 on: April 22, 2007, 12:59:00 pm »
Possibly with PyroEdit 3.1(PE IV) then Insanity will be able to add the abilty to export it on the computer as a Windows Bitmap or Assembly code.

Hey I also like that background there for DCS Insanity.
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« Reply #147 on: April 22, 2007, 03:08:00 pm »
Change of plans.  Looks like I'm going to porting it to NextGen while Halifax is porting a version of DCS (as far as I know - correct me if I'm wrong?).
[ Halfiax ]:  Here's the pre-release of PyroEdit 3.

Offline Halifax

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« Reply #148 on: April 22, 2007, 03:17:00 pm »
Thank you
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« Reply #149 on: April 22, 2007, 03:24:00 pm »
Are there any includes or anything I'm gonna need or do I just ask as I go?