Author Topic: Calculator Danmaku 83+ : Progress summary  (Read 7593 times)

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Offline Iambian

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Calculator Danmaku 83+ : Progress summary
« on: March 17, 2010, 01:10:25 am »
Whee! It's been AGES since I've posted *anything* about this game. But the main reason why is because I'm working on E:SoR. But, I can take a break and outline a few of the accomplishments that has happened since the start of CaDan.


This post contains the most recent stable edition of CaDan, for those interested in just downloading it

Sept 10, 2008 : Started the project. Trying to pick a name for the project.
Sept 16, 2008 : Threw together linear bullet patterns. Still trying to pick a name.
Sept 22, 2008 : Added character and "cherry flavouring"
Oct 01, 2008 : First working demo. Playable.
Nov 08, 2008 : Enemies are now rendered on the screen.
Nov 13, 2008 : Enemies are now able to shoot AT you.
Nov 20, 2008 : It's starting to take shape now.
Nov 26, 2008 : Second working demo. See a little later in that topic on a protip.
Dec 11, 2008 : Another working demo of the game. Post says the menu system "works".
Dec 13, 2008 : More cosmetic effects.
Dec 17, 2008 : A nearly complete demo version of the project.
Jan 21, 2009 : Tweaked engine. Exploring image compression for graphics. Another demo.
Jan 23, 2009 : Version I uploaded to ticalc.org.
Jan 28, 2009 : Bugfixed version of CaDan. This is what is linked at the top of this post.
Feb 19, 2009 : Spanned the application to two pages.
Mar 11, 2009 : Dedicated spellcard backgrounds are enabled.
Mar 23, 2009 : Enemy clipping problem fixed.
Apr 22, 2009 : Rolled out a new scripting system for enemies. Broke the old one :(
Apr 29, 2009 : Tightened up enemy aiming.

And after that, I did some cleanups and kinda grew a little away from the project. Then, E:SoR popped in and I started *that* project on  this post.

tl;dr: A brief history of CaDan.

EDIT: Cleaned up this post. Looks way better.
EDIT2: Added the current build of CaDan. I think it works. It still builds. For someone on IRC.
EDIT3: Documentation about bullet scripting has been added.
EDIT4: Added background editing information.
« Last Edit: December 28, 2010, 10:47:28 pm by Iambian »
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Offline DJ Omnimaga

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Re: Calculator Danmaku 83+ : Progress summary
« Reply #1 on: March 17, 2010, 01:48:27 am »
I can't wait until this is finished, altough I hope you finish E:SoR and Celtic III too :P
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF


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Offline Silver Shadow

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Re: Calculator Danmaku 83+ : Progress summary
« Reply #2 on: March 17, 2010, 03:25:15 pm »
It would be great if you made it to work on the Nspire 84+ emu. I really regret not being able to plat it anymore... :(
« Last Edit: March 17, 2010, 03:25:49 pm by Silver Shadow »
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Re: Calculator Danmaku 83+ : Progress summary
« Reply #3 on: March 17, 2010, 03:32:55 pm »
That reminds me... has anyone tried this on OS 2.53 MP? Does it work?
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF


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Offline Silver Shadow

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Re: Calculator Danmaku 83+ : Progress summary
« Reply #4 on: March 17, 2010, 03:37:52 pm »
It should since it doesn't use the homescreen and doesn't install any hooks.
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Offline ztrumpet

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Re: Calculator Danmaku 83+ : Progress summary
« Reply #5 on: March 17, 2010, 05:01:38 pm »
I can't wait until this is finished, altough I hope you finish E:SoR and Celtic III too :P
Same here!  It's great to have so many projects, but hopefully none of them die. :)

I'm glad you're thinking of this again. :D

Offline Geekboy1011

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Re: Calculator Danmaku 83+ : Progress summary
« Reply #6 on: March 19, 2010, 07:39:26 pm »
i have tried it on the new os runs flawlessly XD

also iambian is teaching me the bullet scripting and such for this so if i get permision i may (eventually) post a few reompiled versions of the app with new bosses/levels :)

<random> this is what got me hooked on danmaku's yay XD</random>

Offline DJ Omnimaga

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Re: Calculator Danmaku 83+ : Progress summary
« Reply #7 on: March 19, 2010, 08:13:25 pm »
This is very nice to hear ^^

I would kinda like if the new levels were integrated inside the current game, though, when finished, or as external levels, so we don't need two apps to play both levelsets x.x

Will you have screeenshots soon?
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF


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Offline Geekboy1011

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Re: Calculator Danmaku 83+ : Progress summary
« Reply #8 on: March 19, 2010, 08:19:26 pm »
maby on the screenies getting to that in a few minutes actually trying to make somthing XD

and if you all want i can just nuke the medium level and inject mine :P this way you get normal play and what ever i make :)

Offline Iambian

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Re: Calculator Danmaku 83+ : Progress summary
« Reply #9 on: December 02, 2011, 03:37:07 am »
Sorry guys, I had this insatiable urge to necropost, but I needed to come up with a semi-legitimate way to do so.

Just as a reminder, the first post on this thread depicts the version history of 0.01, 0.02 (current playable demo), and 0.03, which was dumped because of bugs that could not be fixed. As such, the current version (0.04) was rewritten from the ground up and I say the code base is much better than it has ever been. CaDan internally is much more organized and easier to edit. Yes, I *have* addressed the issue regarding "illegal" z80 instructions so this iteration of CaDan, whenever it is released, *should* be playable on the Nspire.

I'll update the first post whenever I get something releasable on 0.04. With that release, replays and external levels *should* be supported, but even if they aren't, they can be added in with relative (as compared to 0.03) ease. I'll probably support replay first and externals last, more or less because replay data can be tested right then and there, but I'd have to do... something... to get external levels to be ready for testing. To help the latter, I will be asking Geekboy (sometime in the far future) to work on CaDanITE, which was something I started but never really thought about past the planning stage.

As always, please play the game in a padded room if you attempt the lunatic difficulty, or play the extra stage.
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