Omnimaga: The Coders Of Tomorrow
Welcome, Guest. Please login or register.
 
Omnimaga: The Coders Of Tomorrow
23 May, 2013, 12:53:12 *
Welcome, Guest. Please login or register.

Login with username, password and session length
 
   home   news downloads projects tutorials misc forums rules new posts irc about Login Register  
+-OmnomIRC

You must Register, be logged in and have at least 40 posts to use this shout-box! If it still doesn't show up afterward, it might be that OmnomIRC is disabled for your group or under maintenance.

Note: You can also use an IRC client like mIRC, X-Chat or Mibbit to connect to an EFnet server and #omnimaga.

Pages: [1] 2 3   Go Down
  Print  
Author Topic: Spacky Emprise Series - Contest Entry - Release -  (Read 3020 times) Bookmark and Share
0 Members and 1 Guest are viewing this topic.
LincolnB
Check It Out Now
LV9 Veteran (Next: 1337)
*********
Offline Offline

Gender: Male
Last Login: 20 May, 2013, 05:36:22
Date Registered: 02 May, 2011, 00:56:28
Location: Utah Valley
Posts: 1114


Topic starter
Total Post Ratings: +121

View Profile
« on: 09 July, 2011, 02:07:47 »
+3

I've started a new project, called Spacky Emprise for the TI-83 plus series of calculators, written in Axe Parser. It's a platformer series of games, so far we're looking at about three games featuring our character, Spacky. It's a run-and-jump style game with a racing objective; pretty much beat your enemy to the end of the level or you melt. Development is about 60% finished on the first game, and some concept stuff has been done on the second and third games in the series. Basically each game is going to be an improvement on the last, with all new levels and added features, expansions and stuff like that; power-ups, different types of enemies, constantly improving graphics and animations, etc. Release date for Spacky Emprise (the name of the first game) is late July, 2011 obviously. Screenshots and whatnot to come.


EDIT: Game's finished. Check it out from my website, buttsfredkin.co.nr, or search it on ticalc.org.

Screenshot:



Not much, but I accomplished what I hoped to with this game. Look for a sequel that's going to be way better.
« Last Edit: 18 July, 2011, 04:00:22 by buttsfredkin » Logged

Completed Projects:
   >> Spacky Emprise   >> Spacky 2 - Beta   >> Fantastic Sam
   >> An Exercise In Futility   >> GeoCore

My Current Projects:

Projects in Development:
In Medias Res - Contest Entry

Talk to me if you need help with Axe coding.


Spoiler for Bragging Rights:
Not much yet, hopefully this section will grow soon with time (and more contests)


ralphdspam
LV8 Addict (Next: 1000)
********
Offline Offline

Gender: Male
Last Login: 14 May, 2013, 09:10:11
Date Registered: 01 February, 2011, 07:58:40
Location: California, USA
Posts: 841


Total Post Ratings: +36

View Profile
« Reply #1 on: 09 July, 2011, 02:21:01 »
0

Wow!  Sounds like a great project!  Smiley
Do you have a level editor planned?
Logged

ld a, 0
ld a, a
ztrumpet
The Rarely Active One
LV13 Extreme Addict (Next: 9001)
*************
Offline Offline

Gender: Male
Last Login: Yesterday at 03:10:30
Date Registered: 08 November, 2009, 21:10:12
Location: Michigan
Posts: 5687


Total Post Ratings: +360

View Profile
« Reply #2 on: 09 July, 2011, 02:26:46 »
0

This sounds pretty awesome.  Good luck! Cheesy
Logged

t0xic_kitt3n
LV10 31337 u53r (Next: 2000)
**********
Offline Offline

Gender: Male
Last Login: 13 May, 2013, 01:56:35
Date Registered: 16 June, 2010, 20:46:00
Location: w,x,y,z
Posts: 1583


Total Post Ratings: +32

View Profile
« Reply #3 on: 09 July, 2011, 02:27:25 »
0

Sounds cool!
It's too bad the contest wasn't half a month later, you could have entered it. Though if you really work hard, I'm sure you can finish it.
Logged




██████  ██  ██  ███████           ████    ██    ██   ██ ███████
█ ██ █  ██  ██   ██   █          ██  ██  ████   ███ ███  ██   █
  ██    ██  ██   ██             ██   ██ ██  ██  ███████  ██    
  ██    ██  ██   ██  █         ██       ██  ██  ███████  ██  █
  ██    ██████   █████         ██       ██  ██  ██ █ ██  █████ 
  ██    ██  ██   ██  █         ██   ███ ██████  ██   ██  ██  █
  ██    ██  ██   ██             ██   ██ ██  ██  ██   ██  ██    
  ██    ██  ██   ██   █          ██  ██ ██  ██  ██   ██  ██   █
 ████   ██  ██  ███████           █████ ██  ██  ██   ██ ███████

LincolnB
Check It Out Now
LV9 Veteran (Next: 1337)
*********
Offline Offline

Gender: Male
Last Login: 20 May, 2013, 05:36:22
Date Registered: 02 May, 2011, 00:56:28
Location: Utah Valley
Posts: 1114


Topic starter
Total Post Ratings: +121

View Profile
« Reply #4 on: 10 July, 2011, 03:21:50 »
0

Thanks, I'm pleasantly surprised at how responsive/supportive the community around here is.

@ralphdspam - Yeah, I'm planning on releasing a level editor, but adding support for external levels will take some re-coding, because right now the 50 levels I'm using are all but hard-coded into the program itself, seeing as I can't really think of a way to scan through the appvars on the calc and determine which ones are levels/worlds and which aren't (a world is 10 levels, btw).

I'm totally open to any community suggestions / techniques / tips or whatever else you guys have up your sleeves, tricks you've learned over the years and stuff.

@t0xic_kitt3n - Thanks. Right now I don't really have anything better to do so I've been coding this game up to like 5 hours a day. I'm hoping to be able to submit it to the contest, we'll see what turns out.

Right now I kind of a have a problem, a pretty minor problem, but it's there nonetheless. Anyways, the problem is that all 50 levels put together take up about 60,000 bytes of archive. To me that seems like a lot. What do you guys think? All the levels are packaged into 5 appvars of 12,000 bytes each, one appvar per each world. It's not so bad because the appvars can stay in Archive, I'm utilizing the File access ability of Axe (using Y1 and such), but to me it seems like most other games don't have level files that big. I'd be very interested to know how that Sam Heald guy made his Super Mario levels, if anyone knows anything.
Logged

Completed Projects:
   >> Spacky Emprise   >> Spacky 2 - Beta   >> Fantastic Sam
   >> An Exercise In Futility   >> GeoCore

My Current Projects:

Projects in Development:
In Medias Res - Contest Entry

Talk to me if you need help with Axe coding.


Spoiler for Bragging Rights:
Not much yet, hopefully this section will grow soon with time (and more contests)


ralphdspam
LV8 Addict (Next: 1000)
********
Offline Offline

Gender: Male
Last Login: 14 May, 2013, 09:10:11
Date Registered: 01 February, 2011, 07:58:40
Location: California, USA
Posts: 841


Total Post Ratings: +36

View Profile
« Reply #5 on: 10 July, 2011, 06:19:13 »
0

@ralphdspam - Yeah, I'm planning on releasing a level editor, but adding support for external levels will take some re-coding, because right now the 50 levels I'm using are all but hard-coded into the program itself, seeing as I can't really think of a way to scan through the appvars on the calc and determine which ones are levels/worlds and which aren't (a world is 10 levels, btw).
You can have a string at the beginning of the file and have your program check it.

For example, each of your level packs (or what you would like to call them) can start with [31415926] or something.  Then you would have your program scan through all of the appvars and list those that match up.

Right now I kind of a have a problem, a pretty minor problem, but it's there nonetheless. Anyways, the problem is that all 50 levels put together take up about 60,000 bytes of archive. To me that seems like a lot. What do you guys think? All the levels are packaged into 5 appvars of 12,000 bytes each, one appvar per each world. It's not so bad because the appvars can stay in Archive, I'm utilizing the File access ability of Axe (using Y1 and such), but to me it seems like most other games don't have level files that big. I'd be very interested to know how that Sam Heald guy made his Super Mario levels, if anyone knows anything.
(I'm assuming your levels are tilemapped.)  I have no idea how Sam Heald made his Mario Levels, but Run Length Encoding is an effective and easy-to-implement compression technique. 
http://www.omnimaga.org/index.php?topic=1532.msg50859#msg50859
http://www.omnimaga.org/index.php?topic=1532.msg49189#msg49189
« Last Edit: 10 July, 2011, 06:19:39 by ralphdspam » Logged

ld a, 0
ld a, a
XVicarious
LV6 Super Member (Next: 500)
******
Offline Offline

Gender: Male
Last Login: Today at 02:05:44
Date Registered: 04 January, 2011, 04:04:27
Location: 127.0.0.1
Posts: 456


Total Post Ratings: +17

View Profile WWW
« Reply #6 on: 10 July, 2011, 08:56:32 »
0

How many tiles do you have? If you have 15 or less you can use nibbles. or half bytes.
Logged







Spoiler for Countries:


LincolnB
Check It Out Now
LV9 Veteran (Next: 1337)
*********
Offline Offline

Gender: Male
Last Login: 20 May, 2013, 05:36:22
Date Registered: 02 May, 2011, 00:56:28
Location: Utah Valley
Posts: 1114


Topic starter
Total Post Ratings: +121

View Profile
« Reply #7 on: 11 July, 2011, 00:29:58 »
0

@jkag - that's a pretty good idea. how do you edit nibbles in axe parser?

@ralphdspam - Just double checking, tilemapping levels means doing it like this, right?:
appvarWORLD1: (first 160 bytes)
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 1 1 0 0 1 1 0 0 0 0 0 1 0 0 0
0 0 0 0 1 1 1 0 0 1 1 0 0 1 0 0 1 0 0 1
1 1 1 1 1 1 1 0 0 1 1 1 1 1 1 1 1 1 1 1
where '1' corresponds to a pic100 or something, represented here by Smiley




                  Smiley 
               SmileySmiley    SmileySmiley
            SmileySmileySmiley    SmileySmiley      Smiley      Smiley      Smiley
SmileySmileySmileySmileySmileySmileySmiley    SmileySmileySmileySmileySmileySmileySmileySmileySmileySmileySmiley
I'll be sure to check out those routines as soon as I can.
Logged

Completed Projects:
   >> Spacky Emprise   >> Spacky 2 - Beta   >> Fantastic Sam
   >> An Exercise In Futility   >> GeoCore

My Current Projects:

Projects in Development:
In Medias Res - Contest Entry

Talk to me if you need help with Axe coding.


Spoiler for Bragging Rights:
Not much yet, hopefully this section will grow soon with time (and more contests)


ralphdspam
LV8 Addict (Next: 1000)
********
Offline Offline

Gender: Male
Last Login: 14 May, 2013, 09:10:11
Date Registered: 01 February, 2011, 07:58:40
Location: California, USA
Posts: 841


Total Post Ratings: +36

View Profile
« Reply #8 on: 11 July, 2011, 01:23:31 »
0

@jkag - that's a pretty good idea. how do you edit nibbles in axe parser?

@ralphdspam - Just double checking, tilemapping levels means doing it like this, right?:

                  Smiley  
               SmileySmiley    SmileySmiley
            SmileySmileySmiley    SmileySmiley      Smiley      Smiley      Smiley
SmileySmileySmileySmileySmileySmileySmiley    SmileySmileySmileySmileySmileySmileySmileySmileySmileySmileySmiley
I'll be sure to check out those routines as soon as I can.
Yep, that's tilemapping.  Smiley
« Last Edit: 11 July, 2011, 01:23:55 by ralphdspam » Logged

ld a, 0
ld a, a
XVicarious
LV6 Super Member (Next: 500)
******
Offline Offline

Gender: Male
Last Login: Today at 02:05:44
Date Registered: 04 January, 2011, 04:04:27
Location: 127.0.0.1
Posts: 456


Total Post Ratings: +17

View Profile WWW
« Reply #9 on: 11 July, 2011, 02:51:45 »
0

Okay. Nibbles work like this, a normal tilemap would look something like this:


1
2
3
4
010101
010001
010101

01 and 00 are tiles. Each is a byte.
A nibble is a half byte. The same map would look like this:


1
2
3
4
111
101
111

That is half the size of the other map.

When reading from the GDB with nibbles you use nib{} instead of {} and you need to multiply GDB by 2, but just GDB so do it like this nib{V*8+H+(GDB0*2)}, or however you have your tilemapper set up with the variables.
« Last Edit: 11 July, 2011, 02:52:10 by jkag » Logged







Spoiler for Countries:


LincolnB
Check It Out Now
LV9 Veteran (Next: 1337)
*********
Offline Offline

Gender: Male
Last Login: 20 May, 2013, 05:36:22
Date Registered: 02 May, 2011, 00:56:28
Location: Utah Valley
Posts: 1114


Topic starter
Total Post Ratings: +121

View Profile
« Reply #10 on: 11 July, 2011, 02:58:22 »
0

@jkag - that's cool. I didn't know about the nib{} command.

@ralphdspam - is RLE compression basically just this nibble thing we've been talking about?
Logged

Completed Projects:
   >> Spacky Emprise   >> Spacky 2 - Beta   >> Fantastic Sam
   >> An Exercise In Futility   >> GeoCore

My Current Projects:

Projects in Development:
In Medias Res - Contest Entry

Talk to me if you need help with Axe coding.


Spoiler for Bragging Rights:
Not much yet, hopefully this section will grow soon with time (and more contests)


XVicarious
LV6 Super Member (Next: 500)
******
Offline Offline

Gender: Male
Last Login: Today at 02:05:44
Date Registered: 04 January, 2011, 04:04:27
Location: 127.0.0.1
Posts: 456


Total Post Ratings: +17

View Profile WWW
« Reply #11 on: 11 July, 2011, 03:06:20 »
0

No it isn't. They are two different things. Nibbles are just half bytes. RLE actually compresses it.
Logged







Spoiler for Countries:


LincolnB
Check It Out Now
LV9 Veteran (Next: 1337)
*********
Offline Offline

Gender: Male
Last Login: 20 May, 2013, 05:36:22
Date Registered: 02 May, 2011, 00:56:28
Location: Utah Valley
Posts: 1114


Topic starter
Total Post Ratings: +121

View Profile
« Reply #12 on: 11 July, 2011, 03:13:06 »
0

Well, I know, but what I meant was does the RLE compression subroutine do this exact thing, go through the variable and shorten all the bytes into nibbles, and the decompression subroutine goes back through the variable and inflates all the nibbles?
Logged

Completed Projects:
   >> Spacky Emprise   >> Spacky 2 - Beta   >> Fantastic Sam
   >> An Exercise In Futility   >> GeoCore

My Current Projects:

Projects in Development:
In Medias Res - Contest Entry

Talk to me if you need help with Axe coding.


Spoiler for Bragging Rights:
Not much yet, hopefully this section will grow soon with time (and more contests)


XVicarious
LV6 Super Member (Next: 500)
******
Offline Offline

Gender: Male
Last Login: Today at 02:05:44
Date Registered: 04 January, 2011, 04:04:27
Location: 127.0.0.1
Posts: 456


Total Post Ratings: +17

View Profile WWW
« Reply #13 on: 11 July, 2011, 03:23:21 »
0

No it shortens it into hex. Really I think it would be over kill to employ both methods. I'm not quite sure with RLE on nibbles though. I have really never used RLE.
Logged







Spoiler for Countries:


leafy
Coder Of Tomorrow
LV10 31337 u53r (Next: 2000)
*
Offline Offline

Gender: Male
Last Login: Today at 02:05:15
Date Registered: 26 December, 2010, 05:27:03
Location: the ninth circle of hell
Posts: 1545


Total Post Ratings: +371

View Profile WWW
« Reply #14 on: 11 July, 2011, 07:47:15 »
0

Remember that RLE only compresses if you don't have too many changes in tiles. If you have rows and rows of the same tile at a time, then it's worth it - otherwise, no.
Logged

In-progress: Blastlabs, TMJO, qb?, VVVVVV?
Finished: Tag, Tap, MFQT, Nyan
Dead: Graviter
Pages: [1] 2 3   Go Up
  Print  
 
Jump to:  

Powered by EzPortal
Powered by MySQL Powered by SMF 1.1.18 | SMF © 2013, Simple Machines Powered by PHP
Page created in 0.574 seconds with 30 queries.
Skin by DJ Omnimaga edited from SMF default theme with the help of tr1p1ea.
All programs, games and songs avaliable on this website are property of their respective owners.
Best viewed in Opera, Firefox, Chrome and Safari with a resolution of 1024x768 or above.