Omnimaga: The Coders Of Tomorrow
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Poll
Question: Which game is better overall?
Recoil by Nemo
Collision Course by FinaleTI

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Author Topic: Cage Match #1: Tunnel -  (Read 4652 times) Bookmark and Share
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DJ Omnimaga
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« Reply #15 on: 25 October, 2010, 06:42:35 »
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What version of Axe, boot code, OS, calc serial number and model?
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« Reply #16 on: 25 October, 2010, 06:58:07 »
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my input routine isn't working right now. i'll have to figure it out tomorrow, i have school tomorrow.
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« Reply #17 on: 25 October, 2010, 07:38:11 »
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Ah ok, good luck Smiley
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« Reply #18 on: 25 October, 2010, 11:52:17 »
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hmm, this is a tough one to decide on.
recoil:
i like the idea of tunnel with LAZORS, and the recharging is a cool feature, but it would be nice if there was something dynamic to actually shoot at. dying looks absolutely beautiful, by the way! otherwise, the graphics aren't anything special(though i did like the background specks and the incorporation of gray), but they fit together well. the highscore input is broken and makes things die...

collision course:
the graphics are absolutely delicious(i love the megaman type character and the custom text). however, they don't seem to have much to do with the game itself. the idea of delayed asplosions is a nice one(which is probably why i voted for this entry), but the controls are too sensitive, and the space the player has to travel through is very restrictive. the ability to move through the surrounding walls is a bit wonky as well

overall, i would like to see more development all around for these games. wonderful jobs on such short notice to the both of you, however.

as an aside, do you think we could do multiple cage matches at once, raylin? with all the new people who signed up, im afraid that i won't be taking part in one for a long time yet.
I did originally plan for some sort of story in which you were a racer in the TI Grand Prix, which would explain the racer on the title screen, but I ran out of time. I'll probably add the story later and then post it.
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So, yeah, I have a blog now. Nothing special, just your average ghost town.

Spoiler for Projects:
Spoiler for Pokemon TI:
Map engine is going to be redone from scratch, since I was lacking in organization last time. With a project as big as Pokemon, planning and organization is key, so that will probably be the brunt of the work done on this project for the time being.

Spoiler for Nostalgia:
Being worked on. Nothing really new to put here, but it's being worked on.

Spoiler for Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack.

Spoiler for Nostalgia Origins: Sky's Story:
Currently on hold. I am unsure of whether this will remain DCS7 Hybrid BASIC or if it will use Batlib, Grammer or perhaps Axe.
This may see more progress once a demo of Nostalgia is released.
nemo
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« Reply #19 on: 25 October, 2010, 21:47:49 »
0

What version of Axe, boot code, OS, calc serial number and model?

axe - 4.5
boot code - 1.00
2.43 TI 84+SE OS
and i'm not really sure how to decipher the back into serial number/model so here's everything:
2024007570 - S0404
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« Reply #20 on: 25 October, 2010, 22:01:27 »
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Hm, no time to write a full review but right now it seems to me that recoil might be a little too easy (although I like how you could change settings), and collision course a little too hard. Good concepts though, and maybe I'll write some more later.

Also gif of wabbit-ta run of cc: I had it on 25% but it was still sort of hard Tongue I think the keys are a little too sensitive maybe?


* collisiontas.gif (437.38 KB, 192x128 - viewed 267 times.)
« Last Edit: 25 October, 2010, 22:02:24 by squidgetx » Logged

Read my webcomic! | My SoundCloud
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Check out the demo now!- Current progress: battle engine and stuff
Proud author of: Cuberunner | SpaceDash | The Psyche | XXEdit | AxeSynth | StickNinja | Gravity Guy | Embers:Phoenix | Zombie Gun
Axe: Need help optimizing?
User of Axe | zStart | TokenIDE | CalcGS | MirageOS
DJ Omnimaga
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« Reply #21 on: 25 October, 2010, 22:03:32 »
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I personally found the difficulty to be kinda fine, even at 100%. Btw you beaten me to the screenshot Cheesy. I had one at 1% but it is kinda similar ^^

EDIT: Wow there's a tie Grin
« Last Edit: 25 October, 2010, 22:03:48 by DJ Omnimaga » Logged

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« Reply #22 on: 25 October, 2010, 22:05:01 »
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maybe I'm bad at tunnel games lol. I still feel like you move a little too far with one keypress though Tongue

Oh and suggestion: maybe have the ai that you are racing have their own sprite so that you can actually 'compete' with him rather than needing to check the dots at the top?
« Last Edit: 25 October, 2010, 22:05:46 by squidgetx » Logged

Read my webcomic! | My SoundCloud
Projects:

Check out the demo now!- Current progress: battle engine and stuff
Proud author of: Cuberunner | SpaceDash | The Psyche | XXEdit | AxeSynth | StickNinja | Gravity Guy | Embers:Phoenix | Zombie Gun
Axe: Need help optimizing?
User of Axe | zStart | TokenIDE | CalcGS | MirageOS
FinaleTI
Believe in the pony that believes in you!
Coder Of Tomorrow
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« Reply #23 on: 25 October, 2010, 22:13:09 »
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I personally found the difficulty to be kinda fine, even at 100%. Btw you beaten me to the screenshot Cheesy. I had one at 1% but it is kinda similar ^^

EDIT: Wow there's a tie Grin
That reminds me, I found a bug in Collision Course. If you tie with the opponent in the current version, the Tie! message is off by several bytes. I fixed it in my version, though.

maybe I'm bad at tunnel games lol. I still feel like you move a little too far with one keypress though Tongue

Oh and suggestion: maybe have the ai that you are racing have their own sprite so that you can actually 'compete' with him rather than needing to check the dots at the top?
I'll definitely work getting the AI to race with you. I do agree the dots thing is annoying, but the only fix I've made for it so far is instead of dots, it's little 4x4 ships racing across the top of the screen.

I'll take a look at decreasing the key sensitivity as well.
Logged





So, yeah, I have a blog now. Nothing special, just your average ghost town.

Spoiler for Projects:
Spoiler for Pokemon TI:
Map engine is going to be redone from scratch, since I was lacking in organization last time. With a project as big as Pokemon, planning and organization is key, so that will probably be the brunt of the work done on this project for the time being.

Spoiler for Nostalgia:
Being worked on. Nothing really new to put here, but it's being worked on.

Spoiler for Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack.

Spoiler for Nostalgia Origins: Sky's Story:
Currently on hold. I am unsure of whether this will remain DCS7 Hybrid BASIC or if it will use Batlib, Grammer or perhaps Axe.
This may see more progress once a demo of Nostalgia is released.
nemo
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« Reply #24 on: 25 October, 2010, 22:13:36 »
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Note: Attached program is identical to my contest entry except it has the highscore bug fixed. i apologize for the RAM clears given by my earlier entry.

* NemoFixed.rar (5.64 KB - downloaded 60 times.)
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squidgetx
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« Reply #25 on: 25 October, 2010, 22:14:50 »
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I'll definitely work getting the AI to race with you. I do agree the dots thing is annoying, but the only fix I've made for it so far is instead of dots, it's little 4x4 ships racing across the top of the screen.
Well the dots aren't really annoying: it's just that I thought that AI racing you would be really cool Grin
« Last Edit: 25 October, 2010, 22:15:30 by squidgetx » Logged

Read my webcomic! | My SoundCloud
Projects:

Check out the demo now!- Current progress: battle engine and stuff
Proud author of: Cuberunner | SpaceDash | The Psyche | XXEdit | AxeSynth | StickNinja | Gravity Guy | Embers:Phoenix | Zombie Gun
Axe: Need help optimizing?
User of Axe | zStart | TokenIDE | CalcGS | MirageOS
FinaleTI
Believe in the pony that believes in you!
Coder Of Tomorrow
LV10 31337 u53r (Next: 2000)
*
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Last Login: 02 June, 2013, 22:43:20
Date Registered: 04 June, 2010, 00:34:27
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« Reply #26 on: 25 October, 2010, 22:17:22 »
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It would be cool, but I think it would be really annoying to code, since I would not only have to check for rocks, but also for the tunnel walls, so that the ship stays in the tunnel. If I do implement it, it would be after the story and other updates I'm planning.
Logged





So, yeah, I have a blog now. Nothing special, just your average ghost town.

Spoiler for Projects:
Spoiler for Pokemon TI:
Map engine is going to be redone from scratch, since I was lacking in organization last time. With a project as big as Pokemon, planning and organization is key, so that will probably be the brunt of the work done on this project for the time being.

Spoiler for Nostalgia:
Being worked on. Nothing really new to put here, but it's being worked on.

Spoiler for Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack.

Spoiler for Nostalgia Origins: Sky's Story:
Currently on hold. I am unsure of whether this will remain DCS7 Hybrid BASIC or if it will use Batlib, Grammer or perhaps Axe.
This may see more progress once a demo of Nostalgia is released.
DJ Omnimaga
Retired Omnimaga founder (Site issues must be PM'ed to Netham45, Eeems, Shmibs, Deep Thought and AngelFish, not me.)
Editor
LV15 Omnimagician (Next: --)
*
Offline Offline

Gender: Male
Last Login: Today at 10:47:05
Date Registered: 25 August, 2008, 07:00:21
Location: Québec (Canada)
Posts: 50634


Total Post Ratings: +2639

View Profile WWW
« Reply #27 on: 25 October, 2010, 22:20:39 »
0

I wonder if multi-player would be hard?
Logged

Retired 83+ coder, Omnimaga/TIMGUL founder. Now doing power metal music (formerly did electronica)

Follow me on Bandcamp|Facebook|Reverbnation|Youtube|Twitter|Myspace
FinaleTI
Believe in the pony that believes in you!
Coder Of Tomorrow
LV10 31337 u53r (Next: 2000)
*
Offline Offline

Gender: Male
Last Login: 02 June, 2013, 22:43:20
Date Registered: 04 June, 2010, 00:34:27
Location: Alteria
Posts: 1818


Total Post Ratings: +118

View Profile WWW
« Reply #28 on: 25 October, 2010, 22:22:10 »
0

Thinking about it, providing the speed drop wasn't too high, that could be easier having the AI race with you.
Logged





So, yeah, I have a blog now. Nothing special, just your average ghost town.

Spoiler for Projects:
Spoiler for Pokemon TI:
Map engine is going to be redone from scratch, since I was lacking in organization last time. With a project as big as Pokemon, planning and organization is key, so that will probably be the brunt of the work done on this project for the time being.

Spoiler for Nostalgia:
Being worked on. Nothing really new to put here, but it's being worked on.

Spoiler for Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack.

Spoiler for Nostalgia Origins: Sky's Story:
Currently on hold. I am unsure of whether this will remain DCS7 Hybrid BASIC or if it will use Batlib, Grammer or perhaps Axe.
This may see more progress once a demo of Nostalgia is released.
ASHBAD_ALVIN
Guest
« Reply #29 on: 25 October, 2010, 22:32:11 »
0

 multiplayer can drop speed significantly, but it would still be fast and challenging -- plus it would add another challenge to the player(s) to make up for the tunnl being easier! Cheesy
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