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Author Topic: Alien Breed 5 - Shoot-'em-up for the TI-83/83+ calculators  (Read 2860 times) Bookmark and Share
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V1mes
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« Reply #45 on: 08 August, 2012, 14:24:13 »
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Wow  shocked great job james! Yeah, I agree, they don't look so distracting now.
That's a nice compression trick btw.
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« Reply #46 on: 08 August, 2012, 15:01:27 »
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Those walls look quite nice. I think you have a good balance going there. =)
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« Reply #47 on: 09 August, 2012, 09:27:25 »
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Thanks guys! Smiley
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« Reply #48 on: 12 August, 2012, 14:02:04 »
+1

Some wall, doors, floor, alien and character sprites:

Smiley
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« Reply #49 on: 14 August, 2012, 11:50:10 »
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Some wall, doors, floor, alien and character sprites:

Smiley

Thanks Nano! I'll keep these in mind for inspiration next time I'm looking at the tileset Smiley

On a side note, I was just working on ammo management, primarily how much ammo you acquire when you pick up an ammo clip or make a purchase at an Intex terminal. I condensed a couple of routines for optimisation and bugged myself..

It looked a little amusing, so I just thought I'd post the after effects Smiley



Now I shall go and fix this hehe
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« Reply #50 on: 14 August, 2012, 16:18:31 »
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Ooh interactive floor menu!  Grin
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« Reply #51 on: 14 August, 2012, 17:47:38 »
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Oh wow, subliminal messages in the floors! shocked
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« Reply #52 on: 18 August, 2012, 20:23:19 »
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Haha yeah it looked amusing the first time it happened, but it was a simple thing to fix Smiley

Whilst doing some level design & enemy / pickup item placement, I eventually became frustrated with the on-calc level editor, mainly as I had such a restricted view of the level. So, I dusted off the corner of my brain that had what limited C# knowledge I have, and coded up a Windows level editor.

I think I'll find it much easier placing enemies & item pickups now that I can see the full level at once. I also included a neat little feature that allows me to view the level both in "edit" mode and also "game view" mode, ie. walls are basic and enemy triggers, etc. are visible in the former, and in the latter walls are calculated out properly and triggers aren't visible.

Here are a couple of images, showing level 1 in both "edit" & "game view" mode Smiley You can see in the second image that the "E1" (enemy trigger) tiles aren't visible, and the walls are generated as they are in-game.



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« Reply #53 on: 20 August, 2012, 18:50:26 »
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That just looks amazing...
 Crazy
« Last Edit: 20 August, 2012, 18:50:45 by V1mes » Logged

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« Reply #54 on: 23 August, 2012, 09:13:01 »
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That just looks amazing...
 Crazy
^This.
I'm sure that'll make dev that much easier. I'd definetley prefer to look at my levels in a much more zoomed out view like that. Creating them on calc would be more of a pain. It'd be a lot harder to get a good feel of levels as a whole.
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« Reply #55 on: 24 August, 2012, 03:15:07 »
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That just looks amazing...
 Crazy
^This.
I'm sure that'll make dev that much easier. I'd definetley prefer to look at my levels in a much more zoomed out view like that. Creating them on calc would be more of a pain. It'd be a lot harder to get a good feel of levels as a whole.

Thanks guys! It is definitely much easier editing on the computer and being able to view the whole level. Also since those last screenshots, I changed the white & black tile colours to a pale green / grey & black colour theme, so that it looks on computer screen almost identical to what it does on the calc Tongue

I've now just started serious bug testing and doing general game testing so that I can balance the game.

I'm happy to report that 99.9% of "required" coding is complete. That is to say, if bug testing & balancing were complete, the game would be ready for release.

However, there is still one more optional extra that I have in mind that I'll experiment with as well.

I've finally been spending some time playing on my actual TI-83 & TI-84+ calculators as opposed to WabbitEmu, and I'm really happy with how it looks, particulary on the TI-84+ LCD.

The last few days have been spent on a few asthetics, such as: level exploding animation when the self destruct timer expires; some nice little fade in & fade out transitions; (as suggested by Merth) I've included the descending deck lift animation between levels; plus a few other very minor things.

I could post a couple of screenshots, although the fade in / fade out contrast effects don't quite work exactly right on WabbitEmu as they do on calc - they're close, but it's much more seamless on an actual calc screen Smiley
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« Reply #56 on: 24 August, 2012, 17:06:08 »
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I'm happy to report that 99.9% of "required" coding is complete. That is to say, if bug testing & balancing were complete, the game would be ready for release.


WHOO w00t
Can't wait for this it sounds great! Good luck with the polishing!
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« Reply #57 on: 24 August, 2012, 17:54:59 »
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you work so efficiently =D
* shmibs is rather excited.
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« Reply #58 on: 28 August, 2012, 13:40:56 »
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A 2 level beta version should be available for download in a couple of days Smiley
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« Reply #59 on: 28 August, 2012, 21:15:27 »
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Can't wait to try it! And yeah, you work fast Crazy

You also seem to have quite a level editor there. Any plans to someday make that a general-purpose tilemap editor?
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