Author Topic: Contra  (Read 95713 times)

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Offline Deep Toaster

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Re: Contra
« Reply #120 on: January 09, 2011, 08:04:18 pm »
Thanks :D The title screen's just a mockup, though. I haven't done much with graphics at all.




Offline Deep Toaster

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Re: Contra
« Reply #121 on: January 15, 2011, 02:12:02 pm »
Update

Still no screenshot, sorry :-\

I can get enemies to move around adn jump randomly, and now to add AI.

It's just over 3 KB for both source and exec, so I still have a lot of space to add all that other stuff, so I think the final version will include some of the classic Contra levels. It'll definitely support external levels, though.

Amnd I promise I'll get a demo up as soon as I can add this new stuff :D




Offline Munchor

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Re: Contra
« Reply #122 on: January 15, 2011, 02:18:18 pm »
Update

Still no screenshot, sorry :-\

I can get enemies to move around adn jump randomly, and now to add AI.

It's just over 3 KB for both source and exec, so I still have a lot of space to add all that other stuff, so I think the final version will include some of the classic Contra levels. It'll definitely support external levels, though.

Amnd I promise I'll get a demo up as soon as I can add this new stuff :D

Enemies randomly jumping? That's cool ;D If custom levels are supported, you mean a level editor? I love those.

Offline Deep Toaster

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Re: Contra
« Reply #123 on: January 15, 2011, 02:30:24 pm »
Enemies randomly jumping? That's cool ;D

Nah, it's actually pretty weird. The enemies have no idea where they're going, so they just jump around :P I should fix that.

If custom levels are supported, you mean a level editor? I love those.

Yep, I'm definitely including a level editor. I already have the level format completely set out, anyway.




Offline qazwsx988

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Re: Contra
« Reply #124 on: January 17, 2011, 06:39:50 pm »
I'll get the demo to you soon, stupid tiConnect is acting up, so I had to reinstall it on a different computer.

Offline Deep Toaster

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Re: Contra
« Reply #125 on: January 17, 2011, 07:59:10 pm »
I'll get the demo to you soon, stupid tiConnect is acting up, so I had to reinstall it on a different computer.

Lol, thanks qazwsx. You don't have to send it to me now, since I have more updates :D




Offline DJ Omnimaga

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Re: Contra
« Reply #126 on: January 23, 2011, 01:17:51 am »
Wow nice to see you got so much space left. Nice job so far :)
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Offline Steelm

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Re: Screenshots and demos
« Reply #127 on: February 15, 2011, 10:12:11 pm »
LOVE THIS GAME, make

Offline DJ Omnimaga

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Re: Contra
« Reply #128 on: February 16, 2011, 01:58:16 am »
Any updates, by the way?
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Re: Contra
« Reply #129 on: February 16, 2011, 10:38:47 am »
Yep, I'm working on it. The reason I haven't released any updates yet is because when I was testing out the original version to see how the enemy AI worked, I suddenly realized that I'd done the character jumping engine wrong. So I'm doing a little rewrite, but it involves a lot of code that I'd optimized to the point of illegibility :P Sorry for the lack of updates.




Offline shmibs

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Re: Contra
« Reply #130 on: February 16, 2011, 09:59:05 pm »
i suppose you do have to make sure the physics are done properly...
i'm definitely eager for an update as well, though. good luck!

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Re: Contra
« Reply #131 on: February 18, 2011, 10:19:48 pm »
No problem. Good luck Deep!
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Offline Deep Toaster

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Re: Contra
« Reply #132 on: March 19, 2011, 11:38:28 am »
Sorry, still no download :( I actually haven't worked on this at all in weeks, but I've had a lot to do ("homework," redoing my entire site, random little calculator projects (which all failed), etc.).

But now it's spring break, and seeing how everyone's picking up their projects again, guess I'll do the same. Hopefully I can get something done on this this week. It needs some huge revamping, that's for sure.

My log so far:

[Moved to first page]
« Last Edit: March 21, 2011, 04:35:38 pm by Deep Thought »




Ashbad

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Re: Contra
« Reply #133 on: March 19, 2011, 11:39:29 am »
good luck :D

good to see yet another great project revived :)

Offline Munchor

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Re: Contra
« Reply #134 on: March 19, 2011, 02:45:38 pm »
Spoiler For Spoiler:
Sorry, still no download :( I actually haven't worked on this at all in weeks, but I've had a lot to do ("homework," redoing my entire site, random little calculator projects (which all failed), etc.).

But now it's spring break, and seeing how everyone's picking up their projects again, guess I'll do the same. Hopefully I can get something done on this this week. It needs some huge revamping, that's for sure.

My log so far:

Completed:
  • First sprites - 11/03/10
  • Planning tilemap - 11/03/10
  • First tilemap engine - 11/04/10
  • First main movement engine - 11/05/10
  • First scrolling engine - 11/06/10
  • Redoing movement engine - 11/10/10
  • Redoing scrolling engine - 11/10/10
  • Redoing sprites - 11/11/10
  • First bullet array engine - 11/13/10
  • Redoing tilemap engine - 12/18/10
  • Redoing main movement engine - 12/21/10 (two years from apocalypse)
  • Redoing drawing engine - 12/26/10
  • First enemy engine - 12/28/10
  • First enemy bullet engine - 12/28/10
Data loss 1/1/11-1/6/11
  • Redoing enemy engine - 1/8/11
  • First moving enemies - 1/15/11
  • Redoing moving enemy engine - 2/13/11
  • Redoing moving enemy engine - 2/23/11
  • First diagonal and vertical firing - 2/25/11
  • Redoing main movement engine - 2/26/11
  • Re-planning tilemap - 3/4/11

To do (next few days):
  • Redo tilemap
  • Redo tilemap engine
  • Redo diagonal and vertical firing
  • Redo moving enemy engine
  • Add death and invincibility sequences
  • Add water
  • Add more enemies
  • Test using actual Contra Level 1

To do (long term):
  • Add power-ups
  • Redo scrolling engine
  • Add end-of-level
  • Add alternate levels (3D, vertical) ??
  • Redo main movement engine ??

Aren't you focusing on XDE and Contra right now? I thought you were, great :D
« Last Edit: March 19, 2011, 02:46:26 pm by Scout »