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It is also, I swear, the game with the most "real(5" in the world!
Post by: CureDesu on February 07, 2007, 04:02:00 pm Post by: Delnar_Ersike on February 07, 2007, 04:24:00 pm
I would've used PindurTI from the first place, but no, PindurTI supports only normal TI-83+'s, not silver editions. So I have to stick with TiLem, but I couldn't even figure out how to install it because of the weird readme! GTK+ is way over my head. So all I can do now is work with the Flash Debugger, but even there I haven't figured out how put multiple programs on at once :flame: ![]() Post by: Liazon on February 07, 2007, 04:26:00 pm You'll probably have to read the readme cuz the settings are a bit hard to explain and you have to basically set the window and the portion of the emulator window to capture. Tifreak uses calccapture to take screen shots of almost any kinda program, since CalcCapture seems like it was designed to simply to store portions of screens/window in .gif form. So you can use it on any emulator, and any program (you can even take screens of yourself programming if you really wanted to). The only hard part is just configuring the settings for that program. Like I said before, like the sprites, and the gameplay sounds promising :) ![]() edit: generally speaking, if you can get GIMP to install correctly on your comp, then you can get TilEm and TiEmu to also install correctly. http://gimp-win.sourceforge.net/stable.html Try here and see if that package of GTK+ works with http://sourceforge.net/project/downloading.php?group_id=26861&use_mirror=umn&filename=tilem-0.972-win32-bin.zip&65385599 Post by: CureDesu on February 07, 2007, 04:28:00 pm Download the GTK+2 Runtime Environment depending on which version of Windows you have. Install it, then run Tilem. Easy enough. If you really want it, I'm sure I could *cough* assist *cough* you with acquiring a 83+ ROM (through PM boi!). Post by: Floodkiller on February 08, 2007, 05:15:00 am ![]() ![]() Post by: elfprince13 on February 08, 2007, 07:51:00 am Post by: Delnar_Ersike on February 08, 2007, 12:59:00 pm ![]() As for the battle system, it is not going to be like the game Anarchy. If any of you have played Tradewinds (any version: I, II, or Legends), you can probably get the idea of how the battle system is going to work. I'll probably add some other stuff to it, but my expectations for my game will be that basic system Post by: trevmeister66 on February 08, 2007, 01:46:00 pm ![]() Post by: Delnar_Ersike on February 08, 2007, 03:20:00 pm
Demo? DEMO?! Dude, I have barely gone past finally getting the main menu to work along with the high scores system and the creation of a new character when you are asking for a DEMO?! o.o ![]() Well, if you are asking for a demo, it will probably be when I want people to catch bugs, suggest new stuff, look over the code, and actually KNOW how the game engine works. So that will be...IMO, quite a long time. Post by: trevmeister66 on February 08, 2007, 03:30:00 pm Post by: Delnar_Ersike on February 09, 2007, 12:37:00 pm ![]() Post by: graywolf on February 09, 2007, 03:50:00 pm ![]() Post by: Delnar_Ersike on February 10, 2007, 11:27:00 am Scout, Fighter, Frigate, Corvette, Battlecruiser Post by: graywolf on February 10, 2007, 11:39:00 am ![]() Post by: Liazon on February 10, 2007, 04:01:00 pm Post by: bfr on February 10, 2007, 04:15:00 pm ![]() Post by: Fallen Ghost on February 11, 2007, 01:35:00 am Post by: Delnar_Ersike on February 11, 2007, 06:14:00 am
Thanks everyone. Yes, the Battlecruiser is modeled after the SC equivalent. I had to do that because my previous modeling of the Battlecruiser looked like a fat Star Destroyer :paf: ![]() In case you are all wondering, the Fighter was modeled after an X-Wing, the Frigate after Star Trek's Federation ship, the Corvette after the Rebel Blockade Runner, and the Scout was just me pure imagination :D ![]() Post by: CureDesu on February 11, 2007, 10:52:00 am C'mon, let's see an engine, eh? :D ![]() Post by: trevmeister66 on February 11, 2007, 11:49:00 am Post by: Delnar_Ersike on February 11, 2007, 12:00:00 pm 1. I figure out how to use TiLem 2. I have decided how big the main list should be 3. I have decided what the five types of merchandise would be called 4. I do not have three huge school projects to complete by the end of the week 5. I decide how many systems there will be and what to call them 6. I have thoroughly memorized the features of xLib The progress of each: 1. Just finished today 2. So far it is 16, but it is growing! 3. So far I have four: food, ore, robots, and the most pricey (and "illegal") narcotics; I am still wondering what the fifth should be 4. Finished one, two to go 5. Decided on some: Coruscant (of course :P ![]() ![]() ![]() 6. Still need to memorize the keypresses of F1 to F5 Post by: trevmeister66 on February 11, 2007, 12:02:00 pm Post by: Delnar_Ersike on February 16, 2007, 04:55:00 am I am finished with all three projects and have the next week off (Mid-Year Recess :D ![]() I am currently working on the trading engine. After that, I will work on planet recognition and then...flying between planets! I have finally figured out how to use TiLem, though I was very disappointed. Not only did it not show contrast functions (and I use contrast functions A LOT), but it ran waaay slower than my real 83+ SE. All I can show you is the title screen. Since it is black and white, and also not the best title screen possible, I trust you pixel artists out there can make something better *looks at Spellshaper* Post by: trevmeister66 on February 16, 2007, 10:42:00 am ![]() Congrats on finishing the prokects. Good to see this coming along :) ![]() Post by: Halifax on February 16, 2007, 11:36:00 am EDIT: Nevermind I can't find it maybe Spellshaper has it on his computer. It was like this sweet 4lvl grayscale space vortex. Post by: graywolf on February 16, 2007, 12:14:00 pm ![]() ![]() Post by: Delnar_Ersike on February 18, 2007, 03:37:00 pm ![]() Also found out how to use PTI, so prepare for real(5 ownage screenshots... Next up...is not the planet recognition engine. Unfortunately, I have found a serious bug when switching between the in-game menu and the trading screen, so I'm going to try to fix that -.- ![]() But, as I mentioned before, I have learned how to use PTI and will promise to soon post a screenie of the intro (with plenty of "real(5" stuff you can :gah: ![]() Post by: trevmeister66 on February 18, 2007, 03:54:00 pm ![]() Post by: bfr on February 18, 2007, 04:53:00 pm ![]() Post by: graywolf on February 18, 2007, 06:06:00 pm ![]() Post by: Delnar_Ersike on February 19, 2007, 06:34:00 am ![]() Post by: CureDesu on February 19, 2007, 07:25:00 am
Is the virtual calculator on when you drag and drop your files? Honestly, I've never seen someone have so much trouble with probably the easiest emulator to use yet. Post by: Delnar_Ersike on February 19, 2007, 05:22:00 pm
Yes, it is on. The error says "This file type is not supported by this model" when I am sending .8xp files to an emulated 83+ :Oo: ![]() BTW, when I was trying to test something involving my previous bug, I forgot to set two variables: Theta for contrast and Z for calculator speed. This usually makes the screen blank out so I have to remove a battery and put it back to turn the calc on again. Normally, it wouldn't be a problem because I found out a way to use both Omnicalc's and xLib's functions, which allowed me to use Omnicalc's RAM recovery. But this time, for some weird reason, the RAM recovery didn't work and I lost both the trading engine and the in-game menu engine :grr: ![]() However, I have taken advantage of this RAM clear and am planning to make a completely different engine for trading and other stuff. Before: selecting texts in the different menus; Planning for after: the F1-F5 menu changing until "dead-end" is met. Post by: dinhotheone on February 20, 2007, 12:48:00 pm but anyway, i was just fooling around with pti to see what error you were getting...i think if you clickk the little spark plug thingy (3rd from left) you will be able to send .8xp files. it worked for me also, way to stay positive after the ram clear. that sorta thing crushes me when i forget to group my WIP Post by: bfr on February 20, 2007, 12:51:00 pm ![]() Like dinhotheone said, it's good that you're staying positive. :) ![]() Post by: Delnar_Ersike on February 20, 2007, 01:18:00 pm
I still get the transmission error :???: ![]() QuoteBegin
I found out the error I was talking about before the RAM clear happened. To avoid such errors again, I will also change the menu-switching engine. I got most of the menu sprites done, now for the programs... Post by: trevmeister66 on February 20, 2007, 05:47:00 pm ![]() Good to see you got it fixed :) ![]() Post by: graywolf on February 20, 2007, 06:12:00 pm ![]() Post by: Delnar_Ersike on February 22, 2007, 08:17:00 am I am still having problems with PTI... EDIT: I got PTI to work!!! :bounce: ![]() ![]() ![]() ![]() Here is a moving screenie of the menu switching system: Post by: Delnar_Ersike on February 22, 2007, 09:23:00 am ![]() Post by: dinhotheone on February 22, 2007, 10:33:00 am btw i answered you mem leak question if you read this before you check that. Post by: trevmeister66 on February 22, 2007, 10:55:00 am i especially like the first one you had posted. Post by: graywolf on February 22, 2007, 12:19:00 pm ![]() Post by: Delnar_Ersike on February 25, 2007, 06:12:00 pm ![]() Post by: tifreak on February 26, 2007, 05:41:00 am Your project is looking pretty good. :) ![]() Post by: b-flat on February 26, 2007, 09:59:00 am ![]() Also, on a side note, noice :supersayan: ![]() ![]() ![]() ![]() ![]() Post by: Delnar_Ersike on February 26, 2007, 03:27:00 pm
Actually, I started with TiLem, but got disappointed because it was so slow and could not support contrast functions (which I use A LOT). So then I moved to PTI, and after a lot of weird stuff, stuck with it. Post by: Delnar_Ersike on April 15, 2007, 01:08:00 pm Well, as most of you can guess, I got bitten by the lazy bug (*Delnar_Ersike Post by: Delnar_Ersike on July 25, 2007, 10:20:00 pm Well, yesterday I whipped out the programs I made and optimized about 2000 bytes off them. However, I have had this weird case where the calculator cannot recognize a loop if put right after a DelVar, like so: c1-->
ec2
I have decided to change some stuff in Space Trader on the long run. For example, instead of flying from system to system via spritemap, flying will take place similar to movement between towns in Tradewinds. However, unlike in Tradewinds, you will not only encounter Pirates on your way to solar systems, but fellow traders and even police, too (kind of like the old Space Trader on the Palm OS)! I have also added the reputation library, which contains reputations for values -20. The higher your reputation, the less evil you are. You start out at a reputation of 10, as "Unknown". Through your in-game actions (quests, pirate hunting, how well you oblige to police, how you behave towards fellow traders, etc.) you reputation will rise and fall. The harder it was to earn your reputation was (whether good or bad), the harder it will be to lose it (get a better reputation if you are evil, get a worse reputation if you are good). Reputations 0 and 20 are the "secret" states, in which the only way to gain those reputations is through quests. If you guys want, I can state all the reputations in the game (except the "secret" ones), or you can figure them out yourself if the game is released (they keyword here is "if"). EDIT: Triple post for the win! %) ![]() Post by: DJ Omnimaga on July 26, 2007, 01:08:00 am ![]() I saw the screenshoits on page 2 and 3 and I like it so far. I hope you finish this :) ![]() Post by: trevmeister66 on July 26, 2007, 04:07:00 am ![]() Post by: Delnar_Ersike on July 26, 2007, 04:23:00 am More progress news: I think I recycled all the things I wrote down on paper for this game, so I'll have to extract what I can from the game code and rewrite the data. I am in the process of redoing some of the sprite pictures. Once I am done with that, I will take a break from the planet menu and start on the battle engine. EDIT: I actually checked how much space I optimized (I didn't check before. I know, lazy me :paf: ![]() Post by: trevmeister66 on July 26, 2007, 06:59:00 am Post by: DJ Omnimaga on July 26, 2007, 12:12:00 pm ![]() Post by: Delnar_Ersike on July 26, 2007, 09:46:00 pm I optimized another kilobyte out of my programs by completely removing lowercase from the text. Alright, here are the reputations (not including the "secret" ones). If you think some reputations should be moved up or down, please post which ones and why. From 19-1 (good to bad), the reputations are:
I have currently started the encounter engine (aka the battle engine). It's going to be harder than you think, as I have to program the behaviors of traders, police, and pirates depending on your ship type and reputation. Post by: DJ Omnimaga on July 27, 2007, 02:26:00 am Post by: trevmeister66 on July 27, 2007, 03:20:00 am Post by: Delnar_Ersike on July 27, 2007, 08:54:00 am @DJ: You start out as "Unknown" and your reputation either rises or falls depending on your actions. If you like one specific reputation, you can make sure you stay there by balancing out the good and bad stuff you do. However, some actions produce greater change than others: for example, shooting at a trader would lower your reputation somewhat while killing the trader might lower your reputation class by one or two places. In other news, I got the main encounter GUI menu in a picture on the calc, so I might get to some actual coding tomorrow. However, I don't think I'll have a lot of time, as my family is going to go to Budapest early in the morning and probably won't come back until mid-late afternoon. Of course, there are always those spare 15 minutes on tram rides... Post by: DJ Omnimaga on July 27, 2007, 12:58:00 pm Are you in budapest atm? Maybe you could meet CoBB from MaxCoderz if you're lucky! :D ![]() Post by: Delnar_Ersike on July 27, 2007, 07:40:00 pm I do not know what Star Ocean 2 is, but I do know that the reputation is a variable that will change according your to your previous actions and will influence your future actions. Post by: DJ Omnimaga on July 28, 2007, 02:52:00 am http://en.wikipedia.org/wiki/Star_Ocean:_The_Second_Story http://en.wikipedia.org/wiki/Star_Ocean:_Till_the_End_of_Time Post by: Delnar_Ersike on July 31, 2007, 03:12:00 am ![]() Anyways, here is some eyecandy on what I programmed today: ![]() ![]() ![]() From left to right: a Trader Corvette, a Pirate Fighter (Don't worry about the weird lines towards the middle of the screen, it's something I need to fix in a program that I haven't finished yet), and a Police Scout. Besides what you saw above, I further optimized my programs, as well as added a saved game backup feature as a byproduct of my optimization (I was mainly concerned with the workings of the engine itself this time, not with the actual code). Post by: trevmeister66 on July 31, 2007, 04:39:00 am Post by: Delnar_Ersike on July 31, 2007, 07:39:00 am BTW, I had another optimization spree and optimized a ton of space, though lowercase letters are completely missing from all my programs as a result of my lust to optimize. To make this post more useful, here is some info on the stats and items that will be used in Space Trader: In Space Trader, there are four main stats: Piloting, Gunnery, Navigation, and Engineering. Piloting is responsible for the chances of getting an encounter when it is possible and how hard it is for your enemy to flee the battle. Gunnery is responsible for how easy it is for your lasers to hit your opponent and for how much damage each laser does. Navigation determines how fast traveling is between systems (therefore how many chances there are for encounters) and how easy it is for you to flee a battle. Engineering affects how much damage your enemy does to you and the cost of repairing your ship. Certain items you buy for your ship will increase your stats. For example, an Auto-Piloting Device will increase your Navigation, while a Gamma Sensor will increase both your Gunnery and Piloting. However, some items will also decrease other skills, like a DuraSteel Frame: though it increases Engineering by quite a bit, it also makes the ship less maneuverable, thereby decreasing Piloting. Not all items increase stats: a targeting system will only affect laser accuracy (not damage), while a moldable exoskeleton will only affect repair costs. Though many items only affect a part or none of one of the skills, some will provide very special benefits instead: for example, the repair drone provides in-battle regeneration while the tractor beam ensures nobody will run away from the Master of Disaster. I am also in consideration on adding a complicated laser cooldown counter for each laser. If I do, then the following effects will be added for each stat: Piloting will affect how easy it is to destroy an enemy's laser, Gunnery will affect how fast your lasers reload, Navigation will affect how hard it is to destroy one of your lasers, and Engineering will affect how much lasers cost. I also redid the reputations: Lawful has slipped down between popular and praised, while Harbinger has been replaced with Public Enemy N1 (I need a number symbol for the calculator). Post by: Liazon on July 31, 2007, 10:07:00 am Post by: bfr on July 31, 2007, 10:41:00 am Yea for optimization sprees. :) ![]() Post by: DJ Omnimaga on July 31, 2007, 12:19:00 pm Post by: Delnar_Ersike on July 31, 2007, 10:01:00 pm
Items have been reconsidered as well. I have decided to drastically reduce the amount of items available. However, each item will do something special. Each ship class will have a certain amount of item slots: Battlecruisers have 5, Corvettes have 4, Frigates have 3, Fighters have 2, and Scouts have 1. Items also take up cargo space based on how many item spaces they take up (5 cargo per item space). Here is the item list, somewhat finalized:
If you guys want to try the original Space Trader on the Palm OS, you can get it http://www.cs.unimaas.nl/p.spronck/picoverse/spacetrader/STFrames.html. I think they also just released a version for the Pocket PC, as well as for Windows. Because Space Trader for the Palm OS was written in C and you can get the source for free at the same site as the game, someone with basic TIGCC knowledge might be able to replicate it exactly for 68k calcs *wink**wink*... Post by: DJ Omnimaga on August 01, 2007, 01:59:00 am This sounds pretty RPG-ish, I wonder if it could make it to the old Omnimaga RPG archives? :) ![]() Post by: necro on August 01, 2007, 09:11:00 am Post by: Liazon on August 01, 2007, 01:40:00 pm Post by: Delnar_Ersike on August 01, 2007, 09:11:00 pm Also, if tr1p adds the sound feature to xLib while the game is in progress, I will release two versions of the game: a normal one and a version with sound (maybe even music if I can fit it in. %) ![]() Post by: Halifax on August 02, 2007, 12:11:00 am Post by: DJ Omnimaga on August 02, 2007, 02:02:00 am Post by: Delnar_Ersike on August 04, 2007, 08:41:00 am Contrary to my expectations, our schedule was very tight, so I barely had the time to slip a few lines of code here and there. Anyways, here is the progress news: Other than more optimizing (I just realized how bad of a programmer I was about 3 months ago %) ![]() Realizing attack speed would be nigh impossible with the engine I have planned, I have removed it from the game, resulting in again some major changes in my planned work. Skills will now do the following:
With the removal of attack speed, weapons have been reorganized. D is for Damage, A is for Accuracy, all values are on a scale of 1-3 (from worst to best):
Items have had the most overhaul of all. Each item (except the Escape Pod, Cloaking Device, and Navigation System) will have a special ability usable only in combat and only on special occasions. The items and their effects are:
Post by: Xphoenix on August 04, 2007, 09:21:00 am Nice sprites, graphics, and sounds like there will be excellent gameplay when it is released. Great job! Post by: Delnar_Ersike on August 08, 2007, 05:58:00 am But I still do some programming while my little brother is using my laptop. Today, I decided to redo my splash screen because, iirc, there was a lot of negative feedback. The old: ![]() The new: ![]() I can even try doing a grayscale one if I get around to finally learning assembly. So what are your opinions? Post by: JonimusPrime on August 08, 2007, 06:56:00 am Post by: Xphoenix on August 08, 2007, 07:17:00 am It's like the original one now. Post by: DJ Omnimaga on August 08, 2007, 11:26:00 am I would try to make the text slightly bigger though Post by: Halifax on August 08, 2007, 06:07:00 pm Post by: Delnar_Ersike on August 08, 2007, 10:44:00 pm @Halifax: Well, I kind of used GIMP with a pre-existing picture, though I did hand-copy the picture to my calc. Here is the original picture I started from, taken from the original Palm OS version of Space Trader: ![]() I removed the texts, resized the image, resized the canvas, edited the ship (it looked horrible in 64x64), added in a few more stars, and added in the Space Trader Logo. The reason I said I could try doing it in grayscale is because the original's greyscale version of the splash screen is much prettier IMO: ![]() Now if I can finally learn how to create icons in DCS... Yesterday night I got some optimizations done by optimizing really stupid formulas I left in (for example, C+(L4(1)>3)-(L4(1)=5) was optimized to C+(L4(1)=4)) and by replacing some double conditionals with a single conditional that uses abs(. The optimizations removed about 1.5kB so far, and I still haven't finished yet. Post by: Liazon on August 09, 2007, 02:37:00 am Post by: DJ Omnimaga on August 09, 2007, 02:55:00 am Post by: Delnar_Ersike on August 11, 2007, 08:15:00 am ![]() Post by: DJ Omnimaga on August 11, 2007, 11:09:00 am Post by: Delnar_Ersike on August 11, 2007, 09:46:00 pm Post by: DJ Omnimaga on August 12, 2007, 06:18:00 pm Post by: pugboy on August 30, 2007, 07:54:00 am ![]() Post by: Xphoenix on August 30, 2007, 09:39:00 am ![]() Post by: pugboy on August 30, 2007, 12:51:00 pm Post by: Delnar_Ersike on August 30, 2007, 03:25:00 pm Post by: DJ Omnimaga on August 30, 2007, 05:41:00 pm ![]() Post by: Delnar_Ersike on August 31, 2007, 03:48:00 am
I think you got the answer to that question on IRC: :oops: ![]() Short answer: No. Long answer: the only areas where progress has been is some optimizing of snippets of code and writing down a couple of stuff on paper. Agenda: Because of the stuff I am planning, I have to reorganize the pictures in which the ships are displayed. After that, I'll modify the code as well and then continue on with the encounter engine (I purposefully didn't say battle engine). So far, I'm about 5% done with the pirate encounter engine. Post by: DJ Omnimaga on August 31, 2007, 08:55:00 am ![]() Post by: DJ Omnimaga on September 20, 2007, 05:16:00 pm Post by: Delnar_Ersike on September 21, 2007, 03:58:00 am
I have also made a couple of minor optimizations as well (about 150 Bytes). Progress Speed of this Project as of now: Snail Post by: DJ Omnimaga on September 21, 2007, 11:27:00 am ![]() Post by: Liazon on September 21, 2007, 02:23:00 pm and like DJ_Omnimaga said, snail > dead Post by: Delnar_Ersike on September 21, 2007, 04:24:00 pm What is even worse is that this computer is a Mac laptop with a faulty RAM stick, so this basically means the computer freezes every 5 minutes unless you are running from the battery, which can only last so long before you need to charge it. Nobody in my family except my dad and I know anything about RAM sticks, and since my dad is abroad, guess who's fault it will be if the new stick of RAM we ordered isn't working? :banghead: ![]() Back on topic, I probably will post a couple of sprites, but none are final. I just edited The Obliviator 3 hours ago so now it looks completely different. I might even chose to remove The Obliviator altogether, as I can only imagine how hard it will be to code drone ships... Post by: DJ Omnimaga on September 21, 2007, 04:40:00 pm Post by: Delnar_Ersike on September 21, 2007, 04:49:00 pm
No recovery here because of the following reasons:
Post by: DJ Omnimaga on September 21, 2007, 05:56:00 pm ![]() j/k about spengo thing Post by: Ranman on September 22, 2007, 02:11:00 am It looks like a lot of thought has been put into this project. The graphics are very cool and laid out well. Keep up the great work! :king: ![]() |