Author Topic: Light  (Read 20145 times)

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Offline calcdude84se

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Re: Light
« Reply #30 on: October 29, 2010, 11:00:41 pm »
Looks cool!
Random question, though: why did the screenie show "Asm " and not "Asm(" ???
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Offline ztrumpet

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Re: Light
« Reply #31 on: October 29, 2010, 11:05:08 pm »
Wow, how'd I miss this? 
It looks great Michael! ;D

Offline squidgetx

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Re: Light
« Reply #32 on: October 30, 2010, 12:47:51 pm »
What MRide said about making sure shadowed objects are grey. Probably black is best (like Builderboy's Nightmare) , since it would add a *little* speed

After procrastinating for days (curse you, cuberunner!)

heh heh.... >:D

Offline Michael_Lee

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Re: Light
« Reply #33 on: November 01, 2010, 07:24:51 pm »
Well, coding is going along slowly, in fits and starts, but progress is being made.
I think I have a plot, and I want to run it through the forum to see what you guys think.

You control a villain (whose name, btw, is Harlequin) who lives in a lair in the depths of a maze.  Because you are a villain (and a particularly nasty one, to boot), your maze is perpetually flooded with would-be heroes attempting to confront you.  As a result, you're kept quite busy running about, resetting traps, killing tenacious heroes, etc.

One day, you were foiling heroes, as usual, when you accidentally triggered your own trap, which caused all of your equipment and stuff to scatter about, and more importantly, caused you to lose the all-important map of the maze, leaving you completely, totally, and utterly lost.  Which sucks for you.

The purpose of the game is to go around collecting equipment from treasure chests, rearming (and avoiding) traps, killing heroes you encounter, recovering map pieces, solving puzzles by pressing buttons that open/shut pathways/doors, and attempting to convince henchmen that you are, in fact, Harlequin, and not some impostor.
« Last Edit: November 02, 2010, 06:59:45 pm by Michael_Lee »
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Offline DJ Omnimaga

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Re: Light
« Reply #34 on: November 01, 2010, 07:32:33 pm »
Ooh nice, I like the idea, because it is not just the typical "A vilain with OVER 9000! magic powerz is threatening the kingdom and you must save the world" story style, which can be good, too, but different stuff is nice, sometimes. One thing I wonder, though: will there be NPCs and some form of shops or something to upgrade your equipment and to get clues?

Also I'll probably create a sub-forum for this later, unless Hot Dog beats me to it. :)

Offline Michael_Lee

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Re: Light
« Reply #35 on: November 01, 2010, 07:37:10 pm »
Ooh nice, I like the idea, because it is not just the typical "A vilain with OVER 9000! magic powerz is threatening the kingdom and you must save the world" story style, which can be good, too, but different stuff is nice, sometimes. One thing I wonder, though: will there be NPCs and some form of shops or something to upgrade your equipment and to get clues?

Also I'll probably create a sub-forum for this later, unless Hot Dog beats me to it. :)
Thanks!
I think I'll add interaction with various henchmen, as either sources of dialogue or to buy and sell stuff.  (Pretty degrading stuff for a supervillain to stoop to,having to buy equipment from your own henchmen, lol)
« Last Edit: November 01, 2010, 07:37:32 pm by Michael_Lee »
My website: Currently boring.

Projects:
Axe Interpreter
   > Core: Done
   > Memory: Need write code to add constants.
   > Graphics: Rewritten.  Needs to integrate sprites with constants.
   > IO: GetKey done.  Need to add mostly homescreen IO stuff.
Croquette:
   > Stomping bugs
   > Internet version: On hold until I can make my website less boring/broken.

Offline Michael_Lee

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Light - Progress
« Reply #36 on: November 02, 2010, 06:42:03 pm »
Updates and screenshots will go in this thread.

November 2nd, 2010:
Real updates:
> Got shadows to respond faster
> Made character movement smoother
> Made the map scroll, not the character

Superficial updates:
> Switched to a new map
> Made tile engine slightly more extendable
> Made the viewing screen square, not rectangular. (Going to add stats and stuff to the right side)

Things I'm working on:
> Making a flexible tilemapper that can display more then walls
> Making the plot more detailed

Things I really need to start working on
> Adding interaction (traps, items, etc.)
> Adding menu systems
> Adding stats

Note:
I'm probably going to keep grayscale shadows the way it is now, so it functions as a way for me to easily see the layout of my maps and serve as a sort of lightbulb feature.

Another note:
Wheee!!  This is fun, having a progress thread.
« Last Edit: November 02, 2010, 06:59:04 pm by Michael_Lee »
My website: Currently boring.

Projects:
Axe Interpreter
   > Core: Done
   > Memory: Need write code to add constants.
   > Graphics: Rewritten.  Needs to integrate sprites with constants.
   > IO: GetKey done.  Need to add mostly homescreen IO stuff.
Croquette:
   > Stomping bugs
   > Internet version: On hold until I can make my website less boring/broken.

SirCmpwn

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Re: Light - Progress
« Reply #37 on: November 02, 2010, 06:45:30 pm »
Awesome!  Looks great!

Offline Darl181

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Re: Light - Progress
« Reply #38 on: November 02, 2010, 07:06:46 pm »
There's a Full in there, I can tell.  The screen messes up on the 84+.

EDIT: yes, when I put normal before every
Code: [Select]
DispGraph[sup]r[/sup]and full after, it works
« Last Edit: November 02, 2010, 07:09:06 pm by Darl181 »
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SirCmpwn

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Re: Light - Progress
« Reply #39 on: November 02, 2010, 07:07:57 pm »
Worked fine on an emulated TI-84+.  The source is included though, so you could always just fix it yourself :P

Offline Michael_Lee

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Re: Light - Progress
« Reply #40 on: November 02, 2010, 07:11:58 pm »
There's a Full in there, I can tell.  The screen messes up on the 84+.

EDIT: yes, when I put normal before every
Code: [Select]
DispGraph[sup]r[/sup]and full after, it works

Could you describe exactly how the screen messes up?  If it's possible, could you also upload a screenshot?
My website: Currently boring.

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Axe Interpreter
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Croquette:
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Offline Darl181

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Re: Light - Progress
« Reply #41 on: November 02, 2010, 07:48:03 pm »
It's kind of like this screenshot in Sprite Helpers

It's not your program, it's that grayscale messes up in Full mode.
(And in the link, look at the post just below the screenshots)
« Last Edit: November 02, 2010, 07:48:55 pm by Darl181 »
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Offline DJ Omnimaga

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Re: Light - Progress
« Reply #42 on: November 02, 2010, 07:56:24 pm »
The delay is too slow for 15 MHz, so to use grayscale in 15 MHz you need to do:

Normal
DispGraphTheGame
Full

By the way that's awesome! I wonder if you should make the character move every 2 pixel or something so it is faster?

Offline Michael_Lee

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Re: Light - Progress
« Reply #43 on: November 02, 2010, 08:04:20 pm »
By the way that's awesome! I wonder if you should make the character move every 2 pixel or something so it is faster?
Well, that's actually what it's doing.  Every time I move, the calculator starts crunching where to add the shadows two pixels later, but interrupts halfway through to display an intermediate circle position without rendering new shadows.  Which is why the shadows are a little choppy but the circle isn't.
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Projects:
Axe Interpreter
   > Core: Done
   > Memory: Need write code to add constants.
   > Graphics: Rewritten.  Needs to integrate sprites with constants.
   > IO: GetKey done.  Need to add mostly homescreen IO stuff.
Croquette:
   > Stomping bugs
   > Internet version: On hold until I can make my website less boring/broken.

Offline DJ Omnimaga

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Re: Light - Progress
« Reply #44 on: November 02, 2010, 08:09:03 pm »
Oh ok, I meant the circle movement too