Omnimaga

Calculator Community => Discontinued => Major Community Projects => Elimination => Topic started by: Hot_Dog on August 27, 2011, 01:25:33 am

Title: Elimination: A New FPS
Post by: Hot_Dog on August 27, 2011, 01:25:33 am
Before I talk about "Elimination," I should probably answer a question that will be on everyone's mind: "Hot_Dog, why are you starting yet another big project when you canceled S.A.D. and haven't finished Correlation?"

Spoiler For Spoiler:
Because I'm modifying another game, not creating an entirely new one.  Modifying a game requires relatively less ASM programming and relies mostly on creating data.  While ASM proves tedious, I find creating data to be both easy and fun.

Anyways, Elimination is a modification of the FPS Gemini.  (http://www.ticalc.org/archives/files/fileinfo/247/24742.html)  It will, of course, be bigger and better than the original game, and you can look at the spoiler for features new from Gemini.

Spoiler For Spoiler:

Fullscreen!
A background sky with 360 degree rotation
Almost flickerless grayscale walls  (Don't believe what you see in the screenshots  ;D)
Requires less than 9 KB RAM!  (Sorry, it does require the extra RAM page found on 15 Mhz calculators)
A map that reveals itself as you explore the level
Many, many different worlds (terrains, walls, enemies, etc.)
Cutscenes!

Coming Shortly: A better object system so that you can see objects and enemies that are far, far away

Features yet to add (NOT hard):

Better map revealing
Secrets revealed by means other than pushing blocks
Status Messages
HUD toggling (On/Off)
Changing the plasma gun to be a small-damage, area-of-effect weapon



The game will be available for 15 Mhz calculators, as well as Nspires with 84+ keypads.
Title: Re: Elimination: A New FPS
Post by: DJ Omnimaga on August 27, 2011, 01:32:38 am
Wow I didn't realize you were actually modifying it, I was sure it was an actual full screen version of the game. That looks cool Hot Dog. Are there a lot of levels needed to be done so far or are they mostly done?

I especially like the background support. It will make it even more awesome since you can now have indoor/outdoor scenes and stuff.

By the way will the grayscale be checkered patterns like F-Zero?
Title: Re: Elimination: A New FPS
Post by: Juju on August 27, 2011, 01:54:46 am
Looks pretty cool indeed :)
Title: Re: Elimination: A New FPS
Post by: Eeems on August 27, 2011, 02:16:46 am
I can't wait to see more about this!
It looks great!
Title: Re: Elimination: A New FPS
Post by: Kjelddy on August 27, 2011, 06:46:42 am
looks nice although I haven't got a calc that can run this
Title: Re: Elimination: A New FPS
Post by: mrmprog on August 27, 2011, 10:24:30 am
/me wants!
Unfortunately, my calc does not have the missing ram pages.
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on August 27, 2011, 11:24:46 am
Quote
Are there a lot of levels needed to be done so far or are they mostly done?

I've barely started the levels.  But the nice thing is I can simply use the level editor.  The hard part is keeping the levels from being too easy or too hard.

Quote
By the way will the grayscale be checkered patterns like F-Zero?

It will be like what you did with Reuben Quest, where gray is used as a third color as opposed to checkered patterns.  (The brick wall here is the exception)  For example, I have a stone wall where the rocks are painted gray.

Quote
Unfortunately, my calc does not have the missing ram pages.

Oh, a Ti-83+ BE?
Title: Re: Elimination: A New FPS
Post by: Darl181 on August 27, 2011, 11:54:44 am
Win. O.O
Looks like it'll run at a decent speed with enemies and such, too :D
What used to annoy me about gemini was that there was never enough ram to run it; even with everything archived the VAT or something got in the way x.x  Glad to hear it's been fixed ;D

So..is this using crabcake or something? You said it was mostly data but there must be some code here and there..
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on August 27, 2011, 12:20:46 pm
So..is this using crabcake or something? You said it was mostly data but there must be some code here and there..

It's an application that copies data and the main program to RAM.
Title: Re: Elimination: A New FPS
Post by: annoyingcalc on August 27, 2011, 01:16:28 pm
O.O but I dont have the extra ram on my ti-84PSE oh well :(
Title: Re: Elimination: A New FPS
Post by: Darl181 on August 27, 2011, 01:35:23 pm
Oh, it's an app.  k :)

Also, I'll point out this:
Quote
Sorry, it does require the extra RAM page found on 15 Mhz calculators
So this means there's an extra ram page in all 15mHz calcs (as in this is separate from the ram pages taken out in 07)?
Title: Re: Elimination: A New FPS
Post by: annoyingcalc on August 27, 2011, 02:41:56 pm
wait does this need 48kb or 128kb ram?
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on August 27, 2011, 04:59:45 pm
All 15 Mhz calculators have at least one extra ram page, 16 KB.  Elimination requires just that one.  (Out of 48 KB of RAM, Elimination needs 24 KB)
Title: Re: Elimination: A New FPS
Post by: annoyingcalc on August 27, 2011, 05:01:25 pm
Oh good for a while I thought, I would not be able to run this, and it looks awesome
 and gemini source was released? Ill have to download it
Title: Re: Elimination: A New FPS
Post by: runeazn on August 27, 2011, 05:24:35 pm
im looking forward to this
Title: Re: Elimination: A New FPS
Post by: Builderboy on August 27, 2011, 05:25:11 pm
Nice to see a fullscreen FPS game in development, even if it is based on an earlier engine it seems you are pimping it our enough to call it a whole new engine!  Can't wait for moar screenies showcasing the new features :)
Title: Re: Elimination: A New FPS
Post by: LincolnB on August 27, 2011, 05:42:51 pm
All 15 Mhz calculators have at least one extra ram page, 16 KB.  Elimination requires just that one.  (Out of 48 KB of RAM, Elimination needs 24 KB)

All 15 Mhz calcs? really? because I would love that. TI-Boy doesn't work on my TI-84+BE, if that means anything concerning extra ram pages...
Title: Re: Elimination: A New FPS
Post by: annoyingcalc on August 27, 2011, 05:44:06 pm
All 15 Mhz calculators have at least one extra ram page, 16 KB.  Elimination requires just that one.  (Out of 48 KB of RAM, Elimination needs 24 KB)

All 15 Mhz calcs? really? because I would love that. TI-Boy doesn't work on my TI-84+BE, if that means anything concerning extra ram pages...
What? ti-boy has always worked for the ti-84PBE
Title: Re: Elimination: A New FPS
Post by: willrandship on August 27, 2011, 05:52:21 pm
Not the new ones with low RAM, and the old ti-boy.
Title: Re: Elimination: A New FPS
Post by: annoyingcalc on August 27, 2011, 05:53:33 pm
ti-84 P B E (Not silver) were always supported I thought
Title: Re: Elimination: A New FPS
Post by: willrandship on August 27, 2011, 05:54:06 pm
Nope. There are those with low ram pages.
Title: Re: Elimination: A New FPS
Post by: ben_g on August 27, 2011, 07:18:25 pm
It looks like you need to optimize your code to do grayscale, but it should be doable. There is a grayscale maze game for the 83+ line of calcs. I think it's called maze3D.

But anyway: nice to see a new first person shooter. I like gemini, but when you have many programs, the VAT is to large to run it. Goot to see that's fixed.
Title: Re: Elimination: A New FPS
Post by: annoyingcalc on August 27, 2011, 08:06:34 pm
It looks like you need to optimize your code to do grayscale, but it should be doable. There is a grayscale maze game for the 83+ line of calcs. I think it's called maze3D.

But anyway: nice to see a new first person shooter. I like gemini, but when you have many programs, the VAT is to large to run it. Goot to see that's fixed.

maze3d II is it but yes good to see more 3D games coming out

EDIT 500th post
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on August 27, 2011, 08:32:55 pm
It looks like you need to optimize your code to do grayscale, but it should be doable.

Like I said, don't trust the screenshot.  Wabbitemu is not good at emulating grayscale.

Another feature I forgot to mention: A well-developed story.  I don't think it's required for a FPS to have a quick plot.
Title: Re: Elimination: A New FPS
Post by: Darl181 on August 27, 2011, 09:55:21 pm
Could you post a screenie that shows the actual engine a bit more?  In the first post you see it for like 2 seconds before talking starts..
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on August 27, 2011, 10:38:55 pm
Yeah, I probably should.  Just remember, Wabbitemu doesn't do well at grayscale.

Also, the game has weapons, but I turned them off temporarily to work with other stuff without being distracted.
Title: Re: Elimination: A New FPS
Post by: willrandship on August 27, 2011, 10:50:20 pm
Sounds Cool! Can't wait to see more!
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on August 29, 2011, 10:38:16 am
I corrected a rather serious bug, and that took care of the "better object system."  That said, it's a huge possibility that I'll be able to have an entire level ready to screenshot by the end of this week.
Title: Re: Elimination: A New FPS
Post by: Freyaday on August 29, 2011, 10:53:41 am
Wait, did you just walk through trees?
At any rate, this looks to be epic. Can't wait.
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on August 29, 2011, 11:00:43 am
Wait, did you just walk through trees?

Lol, maybe some collision detection couldn't hurt.  Question, though, could one walk through objects in Wolfenstein 3D?  If so, I don't see any reason to make this any different :)
Title: Re: Elimination: A New FPS
Post by: fb39ca4 on August 29, 2011, 12:43:40 pm
That looks great, though it would be nice to see mipmaps for the textures, they do get quite shimmery at a distance.
Title: Re: Elimination: A New FPS
Post by: Builderboy on August 29, 2011, 01:10:55 pm
How does the greyscale look on calc?  I'm surprised wabbit is failing at rendering the grey that way, it is usually pretty good at that o.O Maybe the settings?  How many levels of grey are you using?
Title: Re: Elimination: A New FPS
Post by: Hayleia on August 29, 2011, 01:29:20 pm
Did you try adding Shades in the Options, in the tab "Display" ?
Title: Re: Elimination: A New FPS
Post by: fb39ca4 on August 29, 2011, 01:43:33 pm
Oh, that is supposed to be in grayscale :P No wonder it looks so odd..
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on August 29, 2011, 01:46:33 pm
Yeah, I think it's the settings.

So, about collision detection and Wolfenstein 3D?
Title: Re: Elimination: A New FPS
Post by: willrandship on September 01, 2011, 01:46:54 am
I don't think it did, at least not universally. It would be bad if you could walk into the lights :P But I think sinks and some other things (like enemies) had collision.
Title: Re: Elimination: A New FPS
Post by: DJ Omnimaga on September 01, 2011, 03:36:53 am
Looks nice Hot Dog :D
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 02, 2011, 03:54:52 pm
I don't think it did, at least not universally. It would be bad if you could walk into the lights :P But I think sinks and some other things (like enemies) had collision.

I think I'm just going to avoid collision detection.  Collision itself is not an issue, but I don't want to stress myself trying to get a person to "slide along an object" they bump into.  And if people come to a complete stop upon collision (rather than sliding along the object), that's just going to be annoying.

EDIT: I should have a whole level to display quite soon!
Title: Re: Elimination: A New FPS
Post by: DJ Omnimaga on September 02, 2011, 04:06:58 pm
/me can't wait for the level.

As for collision detection, I would only add it if an enemy is meant to block your way somewhere actually. Otherwise, I assume those enemies are gonna move around so the lack of collision might not even be noticeable, although it might be good to not make the sprites too big, then.
Title: Re: Elimination: A New FPS
Post by: willrandship on September 02, 2011, 10:21:17 pm
well, I think what wolfesnstein did was have collision walls separate from rendered walls, as well as having items simply render. That way, they could have collision work identically for colliding objects as it would for walls (By having them marked as a wall for collision, and still have non-colliding objects.

Of course, 100% of the colliding item cases (not counting npcs, but DJ's right IMO on this one.) were decorative and therefore completely optional, especially since you're not making a remake of wolfenstein, just a game like it :)

Edit: you will have wall collision, right? :P
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 03, 2011, 12:38:38 am
Look for level 1 tomorrow! 

Thank you penguin77 for your perfect grayscale tutorial.  Grayscale is now flickerless!  Unless you decide to enjoy the scenery.  Then you will notice some flicker.  This is because I had to deviate from checkerboard patterns to fix a display bug.
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 03, 2011, 12:02:28 pm
Here's Level 1!  You can either watch the preview screenshot below, or download the attached .rar files to see the whole thing.  Enjoy!

Note that grayscale is not flickerless in these screenshots.  On actual hardware the results are much, much better.

There are a couple of bugs to fix.  One is the random dots you see on the floor.  Those come from the sky, and although they're easy to fix I do need to sit down and work on it.  The other bug is sometimes a dying enemy turns into another enemy before death.  Again, another easy fix.
Title: Re: Elimination: A New FPS
Post by: Hayleia on September 03, 2011, 12:59:18 pm
I wanted to download but the two files are part1 ???
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 03, 2011, 01:02:32 pm
I wanted to download but the two files are part1 ???

Whoops! Okay, I fixed the links, so you can get part 2 as well
Title: Re: Elimination: A New FPS
Post by: annoyingcalc on September 03, 2011, 01:04:11 pm
Yes, but it only extracts a .gif file?
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 03, 2011, 01:10:30 pm
Yes, but it only extracts a .gif file?

It's only supposed to be a .gif file, a recording of the entire level.  The game WILL crash your calculator in its current state, so I didn't release the game itself.
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 03, 2011, 01:47:14 pm
I'm double posting for good reason.  Anyways, I'm sorry, the downloaded screenshot did not show all of the first level.  I think Wabbitemu cut off the recording.

To compensate, I have provided the unstable file for you to play the first level.  BACKUP EVERYTHING BEFORE YOU PLAY.  I highly recommend Wabbitemu for playing this unstable version, so I will not be at fault if something happens to your calculator.

Instructions:

1. Reset your RAM.  This is a must.
2. Select Eliminat from the application menu.
3. Even if nothing appears, press 2nd.
4. You should see a calibration screen to calibrate your grayscale.  Try to get rid of the scan line.  Press up/down for major adjustments, and left-right for minor tweaking.
5. Press GRAPH
6. You can now play the level.  Press 2nd to fire, Alpha to stride left and X/T/Theta/N to stride right.  Press DEL to open doors.
7. Once you complete the level your game will probably crash.  Be prepared.
Title: Re: Elimination: The awesome game
Post by: annoyingcalc on September 03, 2011, 01:55:12 pm
AWESOME
Title: Re: Elimination: A New FPS
Post by: Builderboy on September 03, 2011, 02:00:44 pm
I'm testing it on wabbit, is they way you achieve grey by alternating the grey sections between totally white and totally black?  Thats what it looks like its doing on wabbit.  I turned down the shades to 2 shades of grey, and slowed the game down, and it doesn't look like the traditional checkerboard, but its flashing instead?
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 03, 2011, 02:10:47 pm
I'm testing it on wabbit, is they way you achieve grey by alternating the grey sections between totally white and totally black?  Thats what it looks like its doing on wabbit.  I turned down the shades to 2 shades of grey, and slowed the game down, and it doesn't look like the traditional checkerboard, but its flashing instead?

Yes, it's not the traditional checkerboard.  I tried using the traditional checkerboard, but this caused some unwanted texturizing on the doors and fans whenever I moved around--mostly as a result of converting the game to full screen.  I experimented for a couple of days, and it seems that the only solution was flashing.  Even then, you won't see flicker on actual hardware unless you try to.
Title: Re: Elimination: A New FPS
Post by: annoyingcalc on September 03, 2011, 02:12:20 pm
I only get the gemini screen then it crashes
Title: Re: Elimination: A New FPS
Post by: Builderboy on September 03, 2011, 02:13:49 pm
Ah, well if it looks good on calc, it's all good ^^ I was just worried that flashing was going to cause a more intense of a flicker, but I guess it works out :)
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 03, 2011, 02:15:54 pm
I only get the gemini screen then it crashes

Try downloading the file again.  I accidentally uploaded the wrong file when I first made the post.
Title: Re: Elimination: A New FPS
Post by: annoyingcalc on September 03, 2011, 02:17:02 pm
I only get the gemini screen then it crashes

Try downloading the file again.  I accidentally uploaded the wrong file when I first made the post.
THanks Hot Dog
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 03, 2011, 02:34:07 pm
Ah, well if it looks good on calc, it's all good ^^ I was just worried that flashing was going to cause a more intense of a flicker, but I guess it works out :)

It actually does flicker a little bit on big objects such as doors.  But the checkerboard pattern does as well, even if less.  Unfortunately, there's not much I can do about it, but I personally found the texture problems generated from checkerboards to be even more annoying.
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 05, 2011, 05:03:00 pm
More progress!  First, I fixed the screen bleeding problem.

But let's not let that take away from the new features :D  The first screenshot shows that the game has status messages, letting you know exactly what you picked up.

The second screenshot shows "The Annihilator," my replacement for Gemini's plasma rifle.  The Annihilator is a low-damage, high area of effect weapon with a fast fire rate.  It is best saved for groups of 3 or more enemies because it damages yourself in the process.  This leaves the chaingun a valuable alternative if you want a high rate of fire weapon.

Next on my list is fixing startup and exiting bugs.
Title: Re: Elimination: A New FPS
Post by: Freyaday on September 05, 2011, 07:14:32 pm
Nice. Looking good. :)
Title: Re: Elimination: A New FPS
Post by: fb39ca4 on September 05, 2011, 07:34:28 pm
I like it, except for the sky background, it just doesn't look "distant."
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 05, 2011, 08:16:48 pm
I like it, except for the sky background, it just doesn't look "distant."

Fair enough!  Some skies on other worlds will probably look more distant.
Title: Re: Elimination: A New FPS
Post by: fb39ca4 on September 05, 2011, 10:44:35 pm
Is this supposed to be the jail level?
Title: Re: Elimination: A New FPS
Post by: DJ Omnimaga on September 05, 2011, 10:55:11 pm
THis looks nice Hot Dog. Too bad checkered patterns didn't help the flicker. Hopefully it won't be too much an issue on most calcs.
Title: Re: Elimination: A New FPS
Post by: fb39ca4 on September 05, 2011, 11:03:33 pm
I thought it was meant to be flickery grayscale? It should look fine on my Nspire though, with its horrible screen response time :P
Title: Re: Elimination: A New FPS
Post by: DJ Omnimaga on September 05, 2011, 11:05:39 pm
I don't think it was, but if it doesn't flicker too bad on calc it should be fine. After all, F-Zero 68K flickers on my TI-89 Titanium and most Ndless games did on my TI-Nspire Clickpad and I get used to it after a while.
Title: Re: Elimination: A New FPS
Post by: fb39ca4 on September 05, 2011, 11:08:42 pm
I think hot_dog got rid of the checkerboard pattern because it produces artifacts when turning. That even happened to me with nZombie, on a real Nspire, you can see the checkered pattern on the walls when turning, even though it has hardware grayscale.
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 05, 2011, 11:51:58 pm
I think hot_dog got rid of the checkerboard pattern because it produces artifacts when turning. That even happened to me with nZombie, on a real Nspire, you can see the checkered pattern on the walls when turning, even though it has hardware grayscale.

Exactly.  The checkerboard does make the game more flickerless, though it doesn't eliminate flicker...and as you said, kitt3n, weird artifacts appear either while turning or while zooming in/out on a wall.  However, you'll see flickerless unless you see a large area of gray.

By the way, these are not the jail levels.  They're levels for an underground factory.  The jail comes later.
Title: Re: Elimination: A New FPS
Post by: DJ Omnimaga on September 05, 2011, 11:57:31 pm
Ah right, kinda like when I tried scrolling in Nemesiat xLIB (it looked awful when scrolling through the tilemap)

Title: Re: Elimination: A New FPS
Post by: TIfanx1999 on September 06, 2011, 10:27:23 am
So this is what you been working on Hot_Dog? I have to say, the screenies look nice so far. :)
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 06, 2011, 10:31:32 am
So this is what you been working on Hot_Dog? I have to say, the screenies look nice so far. :)

Thanks!  Yep, my secret project!  I kept it secret because I started oh so many projects that I never finished.  I have a confident feeling that I will finish this one because it's mostly data based, but I wanted to make sure before I announced it.  As you noticed, I haven't even put it under "Our Projects" yet
Title: Re: Elimination: A New FPS
Post by: mdjenkins86 on September 06, 2011, 10:36:36 am
Nice work!
Title: Re: Elimination: A New FPS
Post by: ben_g on September 06, 2011, 03:57:59 pm
why does it crash when I press [^] ?
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 06, 2011, 04:02:47 pm
why does it crash when I press [^] ?

I don't know.  I never knew that that particular key did something in the original game.
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 09, 2011, 06:36:35 pm
No screenshots this time, but I fixed the bugs that occur when entering or exiting the game.  I also replaced the gemini menu with an Elimination menu, as well as adding an option to turn the storyline on or off.  (Some people may prefer to avoid cutscenes and such)

Next thing I'll add is secrets, so I'll have a screenshot then :)
Title: Re: Elimination: A New FPS
Post by: willrandship on September 10, 2011, 01:39:04 am
Maybe ^ was a cheat code. Wolfenstein 83+ had log, or something, give you all the weps. I found that while trying to find the door-open button (F1)
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 10, 2011, 11:01:24 am
^ actually quits to the main menu.  It crashed the game beforehand because I hadn't fixed the bug that causes game-quitting to crash. 

Anyways, I might do cheat codes, which would be a fun idea.
Title: Re: Elimination: A New FPS
Post by: annoyingcalc on September 10, 2011, 02:14:38 pm
Nice Hot Dog
Title: Re: Elimination: A New FPS
Post by: LincolnB on September 10, 2011, 04:47:53 pm
If you do cheat codes, make it something like, you press three buttons at the some time while shooting and running forward, and it takes you to a screen where you input a long string of characters, and then you have five seconds to hit ten keys, in order, or something really complicated. Those kind are always more rewarding :)
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 10, 2011, 05:16:04 pm
If you do cheat codes, make it something like, you press three buttons at the some time while shooting and running forward, and it takes you to a screen where you input a long string of characters, and then you have five seconds to hit ten keys, in order, or something really complicated. Those kind are always more rewarding :)

If it's really complicated for them, it's really complicated for me :D  I'm doing what I can to keep ASM coding to a minimum.
Title: Re: Elimination: A New FPS
Post by: LincolnB on September 10, 2011, 07:42:04 pm
right, right, just a thought :)
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 10, 2011, 10:23:02 pm
right, right, just a thought :)

And I certainly hope you won't stop providing suggestions :) 
Title: Re: Elimination: A New FPS
Post by: Freyaday on September 11, 2011, 12:31:08 am
Will there be rockets?
Can there be catgirls?
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 11, 2011, 12:53:12 am
Will there be rockets?
Can there be catgirls?

Lol, I have no idea where the catgirls came in

I'm not planning on rockets--though I considered them for a while.  The reason there won't be a rocket launcher is I'm trying to give each weapon a unique purpose, with its strengths and weaknesses.  (Even the handgun is necessary from time to time)  All weapons in the game have long range, so the only characteristics for a rocket launcher that would be left would be area of affect, massive damage and self-damage.  The shotgun has massive damage, and the annihilator has area of affect and self damage.
Title: Re: Elimination: A New FPS
Post by: Freyaday on September 11, 2011, 01:00:02 am
Catgirl launcher!
Title: Re: Elimination: A New FPS
Post by: Camdenmil on September 11, 2011, 02:48:32 pm
If you do cheat codes, make it something like, you press three buttons at the some time while shooting and running forward, and it takes you to a screen where you input a long string of characters, and then you have five seconds to hit ten keys, in order, or something really complicated. Those kind are always more rewarding :)

If it's really complicated for them, it's really complicated for me :D  I'm doing what I can to keep ASM coding to a minimum.
Just don't make a cheat one key, that's too easy ::)
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 11, 2011, 02:56:30 pm
If you do cheat codes, make it something like, you press three buttons at the some time while shooting and running forward, and it takes you to a screen where you input a long string of characters, and then you have five seconds to hit ten keys, in order, or something really complicated. Those kind are always more rewarding :)

If it's really complicated for them, it's really complicated for me :D  I'm doing what I can to keep ASM coding to a minimum.
Just don't make a cheat one key, that's too easy ::)

If I have cheats, I'll probably do an input system, like entering a string. 
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 11, 2011, 07:16:53 pm
(Trumpet Fanfare)

I'm pretty much at the point in the game where all I need to do is design the many textures, levels and cutscenes needed to make Elimination a FPS that everyone will want to play.  So from this point, screenshots will consist of random recordings of random levels to show that the game is progressing.  I'm working on the third level, so I think I'll plan on posting a screenshot of some of the gameplay.

Since I've felt guilty of people helping me only to have a project canceled, I've made sure that I will be able to finish this game without any help.  HOWEVER, if you're "bored" and want something to work on, you're welcome to help me with designing levels or textures, or to test levels to see if they're too easy or too hard.  I will credit you, of course, and I'll give you the tools and instructions you need.
Title: Re: Elimination: A New FPS
Post by: Builderboy on September 11, 2011, 07:21:52 pm
Yay :D For such a 'small project' this is going to be so awesome ^^
Title: Re: Elimination: A New FPS
Post by: LincolnB on September 11, 2011, 07:24:09 pm
The originial Gemini didn't work on my calc, some memory problem, and does that mean that Elimination won't work either?
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 11, 2011, 07:29:53 pm
The originial Gemini didn't work on my calc, some memory problem, and does that mean that Elimination won't work either?

Can you elaborate?  For instance, the calculator you were using?
Title: Re: Elimination: A New FPS
Post by: Freyaday on September 11, 2011, 08:04:26 pm
I'm serious about the catgirl launcher.
My Idea:
Single Use Weapon. Basically, you use it, and then you have to find another one because it only comes with one shot and there's no ammo for it lying around. Oh, and the catgirl bamfs outta there once she's done.
It could be a cheat code!
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 11, 2011, 08:13:30 pm
I'm serious about the catgirl launcher.
My Idea:
Single Use Weapon. Basically, you use it, and then you have to find another one because it only comes with one shot and there's no ammo for it lying around. Oh, and the catgirl bamfs outta there once she's done.
It could be a cheat code!

You know, that would be awesome!  No promises, though, mostly because of having to ASM-code it 0_0
Title: Re: Elimination: A New FPS
Post by: Freyaday on September 11, 2011, 08:15:35 pm
I'm serious about the catgirl launcher.
My Idea:
Single Use Weapon. Basically, you use it, and then you have to find another one because it only comes with one shot and there's no ammo for it lying around. Oh, and the catgirl bamfs outta there once she's done.
It could be a cheat code!

You know, that would be awesome!  No promises, though, mostly because of having to ASM-code it 0_0
/me crosses his fingers and tail in support
Title: Re: Elimination: A New FPS
Post by: LincolnB on September 11, 2011, 09:04:53 pm
The originial Gemini didn't work on my calc, some memory problem, and does that mean that Elimination won't work either?

Can you elaborate?  For instance, the calculator you were using?

I have a TI-84 Plus BE, and TI-Boy also don't work on my calc, does that mean anything?
Title: Re: Elimination: A New FPS
Post by: calc84maniac on September 11, 2011, 09:34:02 pm
The originial Gemini didn't work on my calc, some memory problem, and does that mean that Elimination won't work either?

Can you elaborate?  For instance, the calculator you were using?

I have a TI-84 Plus BE, and TI-Boy also don't work on my calc, does that mean anything?
Which version of TI-Boy? Have you tried the newest beta from this topic (http://ourl.ca/10477)?

Edit: And I just now saw this topic, nice work so far Hot Dog! I'm surprised that the checkerboard grayscale flickers more than full blinking though. Would it be possible for you to make a screenshot of that effect?
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 11, 2011, 09:38:03 pm
The originial Gemini didn't work on my calc, some memory problem, and does that mean that Elimination won't work either?

Can you elaborate?  For instance, the calculator you were using?

I have a TI-84 Plus BE, and TI-Boy also don't work on my calc, does that mean anything?

That doesn't ring any bells.  I know that Gemini doesn't work on the Nspire (and I'm fixing that for Elimination), but I don't know what would cause the game not to work on your calculator.
Title: Re: Elimination: A New FPS
Post by: Darl181 on September 11, 2011, 09:40:11 pm
I'm guessing here, but..
The reason Gemini seems to have problems is prolly b/c there's a lot of stuff on-calc, thus swelling the VAT and not allowing enough room for Gemini to start.  "ERR:MEMORY" = "Not enough RAM"  I ran into the same problem :P
That issue is fixed in Elimination, it seems.

Also what about TI-Boy doesn't work?  Works fine on my 84be...
Title: Re: Elimination: A New FPS
Post by: LincolnB on September 11, 2011, 09:40:17 pm
The originial Gemini didn't work on my calc, some memory problem, and does that mean that Elimination won't work either?

Can you elaborate?  For instance, the calculator you were using?

I have a TI-84 Plus BE, and TI-Boy also don't work on my calc, does that mean anything?
Which version of TI-Boy? Have you tried the newest beta from this topic (http://ourl.ca/10477)?

Not yet, but I will soon.
Title: Re: Elimination: A New FPS
Post by: willrandship on September 11, 2011, 10:42:40 pm
If it's a RAM page issue, the new TI-Boy should work. If it doesn't, then maybe Gemini wanted you to archive your other progs before running it.

Lol, methinks catgirl launcher is a fun idea, but programming a new ai for it all? Not sure if it'd be worth it. Maybe if it was something that did a freeze-frame and a catgirl animation would be simpler to program.
Title: Re: Elimination: A New FPS
Post by: LincolnB on September 11, 2011, 10:48:46 pm
Please, keep it G-Rated, k? (Or at max, PG) I hope there's nothing naughty or obscene because of this catgirl thing. Good idea, tho.
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 11, 2011, 10:59:25 pm
Lol, methinks catgirl launcher is a fun idea, but programming a new ai for it all? Not sure if it'd be worth it. Maybe if it was something that did a freeze-frame and a catgirl animation would be simpler to program.

Freeze-frame was actually what I had in mind.  Catgirl is low on my priorities, though--and it would be an easter egg or cheat rather than a gameplay mechanic ;)  (You'd be surprised, however, what I have in mind for secret levels)

Please, keep it G-Rated, k? (Or at max, PG) I hope there's nothing naughty or obscene because of this catgirl thing. Good idea, tho.

I have prided myself with avoiding that kind of thing, so IF there was a catgirl, it would be clean.  More funny than inappropriate.
Title: Re: Elimination: A New FPS
Post by: LincolnB on September 11, 2011, 11:02:07 pm
Thank you. :)
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 11, 2011, 11:26:02 pm
If it's a RAM page issue, the new TI-Boy should work. If it doesn't, then maybe Gemini wanted you to archive your other progs before running it.

Lots of people complained about Gemini requiring 23 KB of RAM, because that was a problem for everyone.  Elimination takes care of that by using one of the extra RAM pages, thus lowering the requirement to 9 KB.  Unfortunately, since the game has lots of different textures and levels that need to be decompressed, I probably can't make it less than 9 KB.
Title: Re: Elimination: A New FPS
Post by: Freyaday on September 12, 2011, 12:16:18 am
9 KB is cool.
Spoiler For Slightly PG-13 Rant:
Spoiler For Make sure there is noone behind you:
Also, at what point was I advocating the appearance of naked catgirls in a game that will most likely be played in school with teachers right next to them? I may be strange, but I'm not idiotic. Besides, nuny'all know how catgirls get.
They'd prolly rape the monsters into defeat. I am not kidding. Incubi are afraid of catgirls.
That said, incubi tend to be pretty cool people. Succubi are ok too. Just don't get either of them aroused. They lose all control.
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 12, 2011, 03:29:04 pm
Okay, I'm going to add the rocket launcher!  But I don't know when it will be done, because it requires planning and new code.  Rockets will one-shot enemies except bosses, but they will damage you if you're too close, and they have an area of effect only slightly bigger than the shotgun's area of effect.  There's also no gurantee that I can make rockets hit walls instead of going through them.

Spoiler For Slightly PG-13 Rant:
Spoiler For Make sure there is noone behind you:
Also, at what point was I advocating the appearance of naked catgirls in a game that will most likely be played in school with teachers right next to them? I may be strange, but I'm not idiotic. Besides, nuny'all know how catgirls get.
They'd prolly rape the monsters into defeat. I am not kidding. Incubi are afraid of catgirls.
That said, incubi tend to be pretty cool people. Succubi are ok too. Just don't get either of them aroused. They lose all control.

Don't worry, nobody said that you were suggesting that kind of thing.  I certainly didn't think you were.

Title: Re: Elimination: A New FPS
Post by: ben_g on September 12, 2011, 03:37:23 pm
HOWEVER, if you're "bored" and want something to work on, you're welcome to help me with designing levels or textures, or to test levels to see if they're too easy or too hard.  I will credit you, of course, and I'll give you the tools and instructions you need.
I'd like to test levels to see if they aren't too easy or to hard, and I could try some textures and level designing, but I can't promise they'll be good. I could also do some asm coding if you want, but only easy stuff becouse I'm still a beginner.
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 12, 2011, 04:17:49 pm
HOWEVER, if you're "bored" and want something to work on, you're welcome to help me with designing levels or textures, or to test levels to see if they're too easy or too hard.  I will credit you, of course, and I'll give you the tools and instructions you need.
I'd like to test levels to see if they aren't too easy or to hard, and I could try some textures and level designing, but I can't promise they'll be good. I could also do some asm coding if you want, but only easy stuff becouse I'm still a beginner.

I'm good on the asm coding, but I'll give you levels to test!  Also, when I'm done moving this to "Our Projects," I'll give you the level designer with instructions.  Just to let you know, I use Wolfenstein 3d as an inspiration for levels, so that might help you and give you some ideas.
Title: Re: Elimination: A New FPS
Post by: LincolnB on September 12, 2011, 07:52:13 pm
Spoiler For Slightly PG-13 Rant:
Spoiler For Make sure there is noone behind you:
Also, at what point was I advocating the appearance of naked catgirls in a game that will most likely be played in school with teachers right next to them? I may be strange, but I'm not idiotic. Besides, nuny'all know how catgirls get.
They'd prolly rape the monsters into defeat. I am not kidding. Incubi are afraid of catgirls.
That said, incubi tend to be pretty cool people. Succubi are ok too. Just don't get either of them aroused. They lose all control.

Hey, sorry, no intent to offend. You just can never be too sure on these things.
Title: Re: Elimination: A New FPS
Post by: Freyaday on September 12, 2011, 10:17:10 pm
Spoiler For Slightly PG-13 Rant:
Spoiler For Make sure there is noone behind you:
Also, at what point was I advocating the appearance of naked catgirls in a game that will most likely be played in school with teachers right next to them? I may be strange, but I'm not idiotic. Besides, nuny'all know how catgirls get.
They'd prolly rape the monsters into defeat. I am not kidding. Incubi are afraid of catgirls.
That said, incubi tend to be pretty cool people. Succubi are ok too. Just don't get either of them aroused. They lose all control.

Hey, sorry, no intent to offend. You just can never be too sure on these things.
S'ok. I was overreacting a little. Just a liiiiitle :P
We cool?
Title: Re: Elimination: A New FPS
Post by: LincolnB on September 12, 2011, 10:27:40 pm
Course, yeah it's fine. :)
Title: Re: Elimination: A New FPS
Post by: willrandship on September 14, 2011, 12:32:42 am
So, we all friends now? :P

A level designer sounds cool. I really liked the wolfenstein 84+ port.

Someone should do that for the nspire....:D
Title: Re: Elimination: A New FPS
Post by: boot2490 on September 14, 2011, 07:51:54 pm
NOOO!!!! I just sent back my 84+ SE because my school provided one. NOOOOOO!!!!
I can't play any good games now. NOOO!!!! (I only have an 83+)
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 14, 2011, 08:46:33 pm
NOOO!!!! I just sent back my 84+ SE because my school provided one. NOOOOOO!!!!
I can't play any good games now. NOOO!!!! (I only have an 83+)

Lol, you've still got plenty of time.  This game is still developing.  In the meantime, Wolfenstein 83+ and Gemini are great games, even though they take a lot of space
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 16, 2011, 09:15:32 pm
I apologize for not completing level 3 yet, I ran into some problems.  But I did have time to work on a new hud: smaller and slightly more informative.  The image below IS NOT a mock-up  ;D

Here are some additional changes/progresses I have made:

1. I'm taking the rocket launcher in steps so I don't kill myself, and step 1 is complete.  You can pick up rockets that are lying around.
2. The Annihaliator will no longer damage you as the player.  Instead, damage to enemies has been decreased from 1-per-shot to .5-per-shot.
3. The Handgun and the Chaingun will use the same ammunition: bullets.  (No more clips)  The handgun will also not need reloading like it used to.
4. Health and armor will now max out at 100 instead of 96.  I'm seriously considering powerups similar to DOOM that will allow going above 100.
Title: Re: Elimination: A New FPS
Post by: Darl181 on September 16, 2011, 09:19:10 pm
So for the chaingun, the ammo is more than one bullet per pickup right? (since the handgun won't need it)
That assuming chaingun=machine gun..
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 16, 2011, 11:32:10 pm
So for the chaingun, the ammo is more than one bullet per pickup right? (since the handgun won't need it)
That assuming chaingun=machine gun..

Well, assuming that I understand what you mean, bullets are always the same number per pickup, whether you're using the handgun or the chaingun (machine gun).  At the moment you get 25 bullets per pickup, although that may change.

Speaking of which, using the chaingun will ALWAYS waste 4 bullets after each use.  My goal was to give each weapon a strength and a weakness, so I think that the chaingun weakness is just enough to give the handgun some strengths.
Title: Re: Elimination: A New FPS
Post by: willrandship on September 18, 2011, 12:44:21 am
So, currently the handgun will be useful for single enemies for efficiency, but the chaingun is for going all-out on a room full of nazis bug-eyed zombies. :P
Title: Re: Elimination: A New FPS
Post by: Freyaday on September 18, 2011, 05:13:31 pm
/me wonders what the catgirl launcher is gonna look like
Nice job so far, man! I can not wait for this one.
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 21, 2011, 08:42:16 pm
When I was working on Level 3, I found more bugs to fix because I was incorporating stuff that wasn't in level 1.  So no screenshot for that yet :(

However, here's a screenshot of switches.  "GOODNESS, sounds like there's a whole mess of enemies on the other side of this door!  Good thing it's locked, huh?  Hmmm...I wonder what this switch does. *click* In heaven's name, what have I done?"
Title: Re: Elimination: A New FPS
Post by: Yeong on September 21, 2011, 08:44:19 pm
nice screenshot XD
Title: Re: Elimination: A New FPS
Post by: Darl181 on September 21, 2011, 08:45:14 pm
It's kind of hard to tell they're enemies tho, at first I thought they were some sort of pickup or something :P
Pretty cool nevertheless :)  Can you switch it both ways, or only one?
Title: Re: Elimination: A New FPS
Post by: Freyaday on September 21, 2011, 09:10:09 pm
I love how the pistol looks Great job on that, man.
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 21, 2011, 09:14:07 pm
It's kind of hard to tell they're enemies tho, at first I thought they were some sort of pickup or something :P
Pretty cool nevertheless :) 

Yeah, that's a problem; it's hard to tell because they're at a distance.  It was for that reason that I incorporated "fireballs," so that if you can't see an enemy, you can at least see a projectile and know that the object is an enemy (you can also tell where the enemy is)

Quote
Can you switch it both ways, or only one?

At least for right now, there will only be one-way switches.  If I find a setting where a two-way switch is needed, it won't be hard to add, but at the moment I can't find a need for two-way switches.

Quote
I love how the pistol looks Great job on that, man.

Lol thanks, although do you mean the sprite or the method it uses to fire?  Credit for the sprite goes to the person who wrote Gemini.  I didn't find a need to create my own pistol 8)
Title: Re: Elimination: A New FPS
Post by: Freyaday on September 21, 2011, 09:55:55 pm
The sprite. I can see why you didn't feel the need to make your own.
Title: Re: Elimination: A New FPS
Post by: ztrumpet on September 21, 2011, 10:12:03 pm
I like how this is shaping up.  Keep up the great work. :D

"GOODNESS, sounds like there's a whole mess of enemies on the other side of this door!
There's going to be sound?    *.*
Title: Re: Elimination: A New FPS
Post by: Darl181 on September 21, 2011, 10:38:42 pm
"GOODNESS, sounds like there's a whole mess of enemies on the other side of this door!
There's going to be sound?    *.*
I seems like it'll be dialog..
(http://www.omnimaga.org/index.php?action=dlattach;topic=10174.0;attach=9191;image)
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 21, 2011, 11:18:59 pm
I like how this is shaping up.  Keep up the great work. :D

"GOODNESS, sounds like there's a whole mess of enemies on the other side of this door!
There's going to be sound?    *.*

Sorry, no sound :(

So, currently the handgun will be useful for single enemies for efficiency, but the chaingun is for going all-out on a room full of nazis bug-eyed zombies. :P

Not quite, because the chaingun doesn't do splash damage in this game.  (Splash damage is done by the shotgun, the rocket launcher, and of course the Annihilator and the cheat-coded catgirl launcher)  The chaingun is for going against enemies with high hit-points.  In every world there will be two enemies where the handgun is better and two enemies where the chaingun is better.  Also, bosses should be fought with the chaingun over the handun.
Title: Re: Elimination: A New FPS
Post by: Freyaday on September 23, 2011, 11:02:10 am
I thought bosses were supposed to be fought with the catgirl launcher?
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 23, 2011, 03:30:09 pm
I thought bosses were supposed to be fought with the catgirl launcher?

Lol, of course!  But until you know the cheat code, you don't have a catgirl launcher.  So you have to settle for the other weapons instead
Title: Re: Elimination: A New FPS
Post by: Freyaday on September 23, 2011, 05:55:52 pm
I thought bosses were supposed to be fought with the catgirl launcher?

Lol, of course!  But until you know the cheat code, you don't have a catgirl launcher.  So you have to settle for the other weapons instead
Ah ok.
Also, I offer up my services as a beta tester.
Title: Re: Elimination: A New FPS
Post by: LincolnB on September 23, 2011, 07:05:32 pm
Me too!
Title: Re: Elimination: A New FPS
Post by: willrandship on September 23, 2011, 07:19:48 pm
Or you could release it like minecraft and call the beta version .10! :P
Title: Re: Elimination: A New FPS
Post by: Yeong on September 23, 2011, 07:37:45 pm
Or you could release it like minecraft and call the beta version .10! :P
XP
or version 0.13.37
Title: Re: Elimination: A New FPS
Post by: annoyingcalc on September 23, 2011, 08:24:53 pm
Yes I would like to be a beta tester!
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 23, 2011, 08:57:54 pm
Also, I offer up my services as a beta tester.

Me too!

Yes I would like to be a beta tester!

All three of you are welcome to test!  However, it wouldn't really be beta-testing or beta versions.  Most of the work in this project is designing levels, so if you would like to test, I was thinking that I give 5 levels at a time for you guys (and ben_g) to test.  This would be to see if levels are too easy or too hard, as well as making sure the levels progress in difficulty.

I also plan on a 20-level demo.
Title: Re: Elimination: A New FPS
Post by: fb39ca4 on September 23, 2011, 08:59:22 pm
20 levels? How big are they going to be?
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 23, 2011, 09:01:54 pm
20 levels? How big are they going to be?

At least for now, each level takes about five minutes to complete.
Title: Re: Elimination: A New FPS
Post by: annoyingcalc on September 23, 2011, 09:05:23 pm
Also, I offer up my services as a beta tester.

Me too!

Yes I would like to be a beta tester!

All three of you are welcome to test!  However, it wouldn't really be beta-testing or beta versions.  Most of the work in this project is designing levels, so if you would like to test, I was thinking that I give 5 levels at a time for you guys (and ben_g) to test.  This would be to see if levels are too easy or too hard, as well as making sure the levels progress in difficulty.

I also plan on a 20-level demo.
Thanks and Yes I like testing levels more than an entire game.
Title: Re: Elimination: A New FPS
Post by: boot2490 on September 23, 2011, 09:13:40 pm
Can I design levels if I have time?
Title: Re: Elimination: A New FPS
Post by: Darl181 on September 23, 2011, 09:33:58 pm
A 20-level "demo"? 0.o  How big is the final game going to be?
Title: Re: Elimination: A New FPS
Post by: Freyaday on September 23, 2011, 09:47:09 pm
Level testing? Sounds good.
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 24, 2011, 01:32:46 am
A 20-level "demo"? 0.o  How big is the final game going to be?

Well, anything can happen, but my goal is 60-100 levels.
Title: Re: Elimination: A New FPS
Post by: willrandship on September 24, 2011, 02:32:39 am
So, about wolfenstein-sized levels in general? Sounds about right for the style.
Title: Re: Elimination: A New FPS
Post by: DJ Omnimaga on September 25, 2011, 01:06:53 am
Nice screenshots Hot Dog.
Title: Re: Elimination: A New FPS
Post by: Deep Toaster on September 25, 2011, 01:10:04 am
Before I talk about "Elimination," I should probably answer a question that will be on everyone's mind: "Hot_Dog, why are you starting yet another big project when you canceled S.A.D. and haven't finished Correlation?"
Forgiven. It looks amazing.

And whoa did I really miss eleven whole pages of new-game awesomeness? O.O
Title: Re: Elimination: A New FPS
Post by: LincolnB on September 25, 2011, 12:40:29 pm
A 20-level "demo"? 0.o  How big is the final game going to be?

Well, anything can happen, but my goal is 60-100 levels.

?!?!?!?!?!

/me is speechless
Title: Re: Elimination: A New FPS
Post by: Camdenmil on September 25, 2011, 02:28:24 pm
A 20-level "demo"? 0.o  How big is the final game going to be?

Well, anything can happen, but my goal is 60-100 levels.
How big (bytes) is the game going to be O.O
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 25, 2011, 02:39:47 pm
A 20-level "demo"? 0.o  How big is the final game going to be?

Well, anything can happen, but my goal is 60-100 levels.
How big (bytes) is the game going to be O.O

If I had to make a good approximation, I would say 10 flash pages.  I'm making good use of compression (thank you Iambian, BuckeyeDude and Runer112 for helping me with pucrunch), so it could be less.
Title: Re: Elimination: A New FPS
Post by: fb39ca4 on September 25, 2011, 03:06:37 pm
How are the levels going to be stored? As an array with the map and then a list containing enemies and pickups?
Title: Re: Elimination: A New FPS
Post by: Camdenmil on September 25, 2011, 08:04:18 pm
A 20-level "demo"? 0.o  How big is the final game going to be?

Well, anything can happen, but my goal is 60-100 levels.
How big (bytes) is the game going to be O.O

If I had to make a good approximation, I would say 10 flash pages.  I'm making good use of compression (thank you Iambian, BuckeyeDude and Runer112 for helping me with pucrunch), so it could be less.
Smaller than a gameboy rom :)

How fast is decompression?
Title: Re: Elimination: A New FPS
Post by: boot2490 on September 25, 2011, 08:07:08 pm
I'm really sad that I won't be able to play this. :(
Title: Re: Elimination: A New FPS
Post by: DJ Omnimaga on September 25, 2011, 08:13:54 pm
If you poke z80man from time to time, maybe he'll eventually start working on his TI-84+ emu for the PRIZM (assuming that's what you got?) ;D
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 25, 2011, 08:16:58 pm
How are the levels going to be stored? As an array with the map and then a list containing enemies and pickups?

Kinda.  It is indeed an array and a list, but both are compressed seperately.  The author of gemini used LZSS compression for maps themselves, and I didn't want to mess around with something that worked just fine.  The list of enemies and such is compressed seperately with pucrunch.

Quote
How fast is decompression?

I haven't timed it, but so fast that you won't even know it happened.  Which is good, because I have to re-decompress a level and textures after running a cutscene.
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 27, 2011, 03:52:19 pm
More progress!  First, you can view a screenshot here:

http://ourl.ca/13235

A couple of new features/bug fixes from the time that I finished switches:

* Enemies and the player now have no issues hitting each other.  In the original game code, sometimes an enemy would take no damage even if the player aimed dead-on to the enemy--and vice versa with the enemy firing.  This problem has been fixed.
* Enemies now fire more often. I have yet to make it so that an enemy will miss sometimes when you move, but that's an easy fix

Title: Re: Elimination: A New FPS
Post by: Darl181 on September 27, 2011, 07:02:11 pm
Hm, watching the screenshot, the aiming reticle or whatever it's called is kind of hard to see.  Would it be possible to make one that sticks out more?  Maybe an xoring scope or something...
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 27, 2011, 09:00:40 pm
Hm, watching the screenshot, the aiming reticle or whatever it's called is kind of hard to see.  Would it be possible to make one that sticks out more?  Maybe an xoring scope or something...

I think I'm actually going to remove it.  On such a small screen, it takes up too much space.  Whether or not I make it stick out, it also blocks/blurs other content such as enemies or trees. 
Title: Re: Elimination: A New FPS
Post by: boot2490 on September 29, 2011, 07:26:47 pm
It's really hard to see stuff in that... The first screenie looked better.
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on September 29, 2011, 10:02:35 pm
It's really hard to see stuff in that... The first screenie looked better.

Are you saying that it's really hard to see stuff with the aiming device?  If so, I agree
Title: Re: Elimination: A New FPS
Post by: fb39ca4 on September 30, 2011, 12:27:48 am
Yeah, because of the fact we are looking down the barrel here, not with the gun off to the right like in modern first person shooters, and there is only side to side aiming, it isn't that hard to aim without a reticle. Having a key to enable/disable it won't hurt if there are people that still want it.
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on October 01, 2011, 01:39:53 am
I added a new screenshot to the screenshots page.  At the end of the level you can see how many secrets you haven't found

Before I continue with level design (which is the huge chunk of the project), I'm going to edit the saving and loading of levels--including allowing a player to save in-game rather than at the end of each level.
Title: Re: Elimination: A New FPS
Post by: Stefan Bauwens on October 01, 2011, 05:22:59 am
I looked at the screenshots. WOW! I think it is the best FPS I've ever seen for the z80.
Title: Re: Elimination: A New FPS
Post by: boot2490 on October 01, 2011, 04:56:44 pm
No, I meant stuff was hard to see. The first screenshot, with the beautiful grey walls and blinking door lights was much better. I didn't even see the scope.
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on October 05, 2011, 09:32:25 pm
Change of plans! 

As some of you may know, the Ti-83+ SE/84+ screen is slow, and so I'm coming up with creative ways to use the time required to output data to the screen.  This should help speed up the game.
Title: Re: Elimination: A New FPS
Post by: DJ Omnimaga on October 05, 2011, 11:22:56 pm
Sounds interesting. Good luck Hot Dog!
Title: Re: Elimination: A New FPS
Post by: annoyingcalc on October 07, 2011, 09:42:03 pm
1 question will this throw an err mem when I run it like if I dont have all memory free like in gemini?
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on October 07, 2011, 09:42:55 pm
1 question will this throw an err mem when I run it like if I dont have all memory free like in gemini?

Not quite.  You'll see a message that says "Sorry, Elimination requires 9 KB of RAM."
Title: Re: Elimination: A New FPS
Post by: annoyingcalc on October 07, 2011, 10:05:29 pm
Oh never mind then. Awesome I deleted Gemini of my calculator because of that mem err
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on October 11, 2011, 10:55:59 pm
I've been applying some changes to speed up the game, and I say that the results are quite noticeable!  So I'll use this as the precursor to level 4 screenshots.  This means game-saving progress won't be until later

Incidentally, it's not over yet, I have some things left to hopefully increase speed even more
Title: Re: Elimination: A New FPS
Post by: Freyaday on October 11, 2011, 11:16:36 pm
Oh cool!
How'd you do it?
Title: Re: Elimination: A New FPS
Post by: DJ Omnimaga on October 11, 2011, 11:45:00 pm
Awesome. I really can't wait to see what it will look like now. :)
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on October 11, 2011, 11:48:41 pm
Oh cool!
How'd you do it?

1. Rather than stretching each wall and object one at a time (which is how I achieve full screen), I'm now drawing each wall and object normal size and then stretching the final result, which is much faster.  Something I should have thought of before ;D
2. I'm working on using the crystal timers to execute @ 120 T-States of instructions everytime a byte of data is copied to the screen
Title: Re: Elimination: A New FPS
Post by: willrandship on October 11, 2011, 11:49:42 pm
I love optimizations like that. It's satisfying to delete a big chunk of code to replace it with a few lines.
Title: Re: Elimination: A New FPS
Post by: boot2490 on October 12, 2011, 04:24:51 pm
I remember when I had a 300 byte program to display a 15x15 boolean matrix on the homescreen.
I posted it on typewith.me, shared the link on omomirc, and fifteen minutes later it was five lines long.
And it worked.
Better than the original.
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on October 15, 2011, 01:00:47 am
I'm ready to start work on level 4.  With level 4, the next screenshot will demonstrate my testing with black enemies and gray objects to help a player distinguish between one or the other.

Here's a teaser, showing how things are running faster now.  Firefox for best results (Sadly the game is still slow when there's 10 objects in the room :P)
Title: Re: Elimination: A New FPS
Post by: boot2490 on October 16, 2011, 10:55:38 am
Awesome!
+1'd.
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on October 23, 2011, 12:44:46 am
I haven't been lazy!  But to keep you guys entertained, here's a snippet of the rocket launcher, which I've been working on (and am still working on).  I was tempted to program rockets as objects that could move around the map, but in the end I decided to keep things simple.

By the way, the rocket launcher is probably going to be a little more unforgiving than it is in DOOM.  Meaning, you have to be pretty far away to avoid being hurt.  However, you will less likely injure yourself from a close target than you will from a closER target.
Title: Re: Elimination: A New FPS
Post by: Freyaday on October 23, 2011, 01:03:18 am
Um, so it doesn't fire a rocket, just an invisible explody beam?
Title: Re: Elimination: A New FPS
Post by: boot2490 on October 23, 2011, 10:58:19 am
No splosions? :( No actual rockets? :( Hard to use? :(
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on October 23, 2011, 11:21:33 am
Um, so it doesn't fire a rocket, just an invisible explody beam?

It's supposed to represent a rocket.  The imagination can do wonders ;D 
Title: Re: Elimination: A New FPS
Post by: annoyingcalc on October 23, 2011, 11:35:48 am
I haven't been lazy!  But to keep you guys entertained, here's a snippet of the rocket launcher, which I've been working on (and am still working on).  I was tempted to program rockets as objects that could move around the map, but in the end I decided to keep things simple.

By the way, the rocket launcher is probably going to be a little more unforgiving than it is in DOOM.  Meaning, you have to be pretty far away to avoid being hurt.  However, you will less likely injure yourself from a close target than you will from a closER target.
Awesome
Title: Re: Elimination: A New FPS
Post by: Hayleia on October 23, 2011, 12:29:13 pm
Hot-Dog, I wanted to give you a +1 but you have 1337 respect O.O
What should I do ?
Anyway, this is awesome, can't wait for it to be finished :D
Title: Re: Elimination: A New FPS
Post by: Deep Toaster on October 23, 2011, 01:03:11 pm
Hot-Dog, I wanted to give you a +1 but you have 1337 respect O.O
Too late D:

But yeah, another awesome game I can't wait to try. As a suggestion, could the rocket launcher be somehow "flattened" a bit more? IMHO it seems like it's pointing upwards in that screenshot.
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on October 23, 2011, 02:44:07 pm
As a suggestion, could the rocket launcher be somehow "flattened" a bit more? IMHO it seems like it's pointing upwards in that screenshot.

Hmmm...I agree with you there.  But I honestly can't think of what to do to change it--my 3d pixel-art skills are not the best.
Title: Re: Elimination: A New FPS
Post by: annoyingcalc on October 30, 2011, 06:05:04 pm
how is this going?
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on October 30, 2011, 09:17:01 pm
how is this going?

Actually, this would probably be a good time for a progress update.  I just fixed the bug where enemies were disappering into walls, a problem that existed in the original Gemini.  At least I think I fixed it.  Also, I fixed a bug where health bars were popping up even without an enemy on-screen.

Now to continue work on saving games :)
Title: Re: Elimination: A New FPS
Post by: DJ Omnimaga on November 07, 2011, 05:50:02 pm
Do you mean enemies were just vanishing or did they just showed up halfway into the wall or something? Also I'm glad there's new progress. :)
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on November 07, 2011, 07:49:54 pm
Do you mean enemies were just vanishing or did they just showed up halfway into the wall or something? Also I'm glad there's new progress. :)

Enemies showed up halfway into the wall :)

Not much new progress, but I haven't been lazy.  I'm having to create a new format for saved games, so it will take a little bit of time.  It will be worth it ;D
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on November 07, 2011, 09:50:08 pm
As you can imagine, working on the game has gotten me more and more comfortable with the Gemini engine, so here's some new features I might be adding.  They are low on my list of priorities (meaning if they will keep me from finishing the game, I won't add them), so please don't bug me about them  ;D

1. Collisions with objects such as trees and robots.  If you bump into an object head on, you come to a complete stop.  If you bump into an object at an angle, you "slide" across it until you can move past it.
2. Objects will make great places to hide from enemy fire, but will also block your line of fire.  I'm 99% sure I will be adding this one.
3. Rockets will have actual moving ammunition rather than simple firing animations
4. Multiplayer.  If I add this one, link play will take top priority over AI.
Title: Re: Elimination: A New FPS
Post by: Freyaday on November 07, 2011, 11:53:52 pm
Mmmm, multiplayer.../me drools
USB?
Title: Re: Elimination: A New FPS
Post by: Darl181 on November 08, 2011, 12:53:33 am
USB?
Iirc he's trying to support the 83pse's as well, also most games have the I/O anyway.
(not to mention the USB is barely documented :P)
Title: Re: Elimination: A New FPS
Post by: LincolnB on November 08, 2011, 10:16:52 am
multiplayer...mmm...
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on November 09, 2011, 11:12:06 pm
Mmmm, multiplayer.../me drools
USB?

I/O Port.  I am not touching the USB port unless my life depends on it.
Title: Re: Elimination: A New FPS
Post by: Freyaday on November 09, 2011, 11:15:43 pm
Mmmm, multiplayer.../me drools
USB?

I/O Port.  I am not touching the USB port unless my life depends on it.
Pretty please with sugar on top? Think of all the people who don't have link cables, just usb! Why, you could be the first non-basic program to support USB! Pleaaaaaaassse????
Title: Re: Elimination: A New FPS
Post by: annoyingcalc on November 10, 2011, 12:05:20 am
can you send me the beta to test soon?
Title: Re: Elimination: A New FPS
Post by: Hayleia on November 10, 2011, 01:15:20 am
Pretty please with sugar on top? Think of all the people who don't have link cables, just usb! Why, you could be the first non-basic program to support USB! Pleaaaaaaassse????
Think of all people that don't even have the USB port on their calcs and that don't have the choice, except maybe buy a new calculator, that is surely more expensive than buying a cable. Also, it is Hot Dog's game, and at the end, he will always be deciding what he will do.
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on November 10, 2011, 11:16:40 am
Mmmm, multiplayer.../me drools
USB?

I/O Port.  I am not touching the USB port unless my life depends on it.
Pretty please with sugar on top? Think of all the people who don't have link cables, just usb! Why, you could be the first non-basic program to support USB! Pleaaaaaaassse????

I understand your feelings, but it takes a lot of work to make a game for both link and USB.  In the end, all calculators (including Nspires with 84+ keypads) have link ports, and a link cable isn't expensive.
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on November 13, 2011, 09:20:25 pm
Progress: Games now save successfully.  Before I write code for loading games, I'm now working on freeing up RAM so that the calculator can save a "backup" copy of games.  Basically, if RAM gets cleared, the games will stay safe in the extra RAM page.
Title: Re: Elimination: A New FPS
Post by: DJ Omnimaga on November 14, 2011, 03:03:43 pm
Awesome idea. I hate when I get a RAM clear and have to restart everything from scratch.

As for link cables, sadly they're not available in any stores so people have to use Ebay (which is impossible for people under 18) or buy an entire new calc that comes with a cable, but USB is definitively a huge challenge. Even today I think the USB protocol isn't documented completely. There's a reason why so few games and programs has USB support.

Unless Freyaday meant his USB catgirl thing? :P
Title: Re: Elimination: A New FPS
Post by: Freyaday on November 14, 2011, 05:06:29 pm
Awesome idea. I hate when I get a RAM clear and have to restart everything from scratch.

As for link cables, sadly they're not available in any stores so people have to use Ebay (which is impossible for people under 18) or buy an entire new calc that comes with a cable, but USB is definitively a huge challenge. Even today I think the USB protocol isn't documented completely. There's a reason why so few games and programs has USB support.

Unless Freyaday meant his USB catgirl thing? :P
USB catgirl is afraid of TI products, so sadly, no.
As DJ_O said, link cables are hard to come by. I had to assemble mine out of audio parts, and it doesn't even fit calcs that have recessed link ports (I hate recessed ports), while the USB cable came with the calc. I've never played a multiplayer calc came, and with a game awesome as this is looking to be, I really wanna be able to experience the whole thing.
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on November 14, 2011, 05:14:03 pm
Of course, multiplayer is only a possibility :)  It's low on the list
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on November 20, 2011, 08:39:55 pm
Sorry for the lack of progress!  Whatever free time I had, I was using to put together Christmas presents for children in needy countries.  (And despite all argument, this is more important than programming a calculator game :P ;)  )  Anyways, that's finished, so I can get back to work on the game
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on December 01, 2011, 02:37:09 pm
Game saving/loading is going wonderfully and should be done soon.  In case I haven't mentioned it already, you will be able to save up to three games.

I had some free time, but the computer I was using didn't allow me to test the game with Wabbitemu because this computer stinks.  So instead I worked on some more enemies.  You will see these enemies on the beach and probably in the rocky levels.
Title: Re: Elimination: A New FPS
Post by: Nick on December 01, 2011, 02:51:47 pm
i just had a look at this game, it seems to be amazing! nice work, keep up :)
Title: Re: Elimination: A New FPS
Post by: Hayleia on December 01, 2011, 02:54:16 pm
Sorry for the lack of progress!  Whatever free time I had, I was using to put together Christmas presents for children in needy countries.  (And despite all argument, this is more important than programming a calculator game :P ;)  )  Anyways, that's finished, so I can get back to work on the game
And could we hope to have a release for chirstmas ? ;D
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on December 01, 2011, 03:00:48 pm
Sorry for the lack of progress!  Whatever free time I had, I was using to put together Christmas presents for children in needy countries.  (And despite all argument, this is more important than programming a calculator game :P ;)  )  Anyways, that's finished, so I can get back to work on the game
And could we hope to have a release for chirstmas ? ;D

I'm hoping to release the 5-level test version around that time, and I won't be able to stop people from downloading it just for fun as opposed to testing ;D
Title: Re: Elimination: A New FPS
Post by: LincolnB on December 01, 2011, 10:57:11 pm
if (read: when) I download this when the demo comes out, consider me a tester :) Tho, it's worth noting that I don't test to find bugs. I test games to tell you how fun they are (in a very specific way, ofc)
Title: Re: Elimination: A New FPS
Post by: Deep Toaster on December 01, 2011, 11:26:49 pm
I had some free time, but the computer I was using didn't allow me to test the game with Wabbitemu because this computer stinks.  So instead I worked on some more enemies.  You will see these enemies on the beach and probably in the rocky levels.
Wait, there are themes? O.O I can't wait to try this.
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on December 02, 2011, 12:29:37 am
if (read: when) I download this when the demo comes out, consider me a tester :) Tho, it's worth noting that I don't test to find bugs. I test games to tell you how fun they are (in a very specific way, ofc)

The testing will be to see if levels are too easy or too hard, so I guess it falls in the category of "how fun they are" ;D

I had some free time, but the computer I was using didn't allow me to test the game with Wabbitemu because this computer stinks.  So instead I worked on some more enemies.  You will see these enemies on the beach and probably in the rocky levels.
Wait, there are themes? O.O I can't wait to try this.

You might be interested in this:

http://www.omnimaga.org/index.php?action=dlattach;topic=10401.0;attach=9794

That lists almost all the themes.  Of course, I won't make that many if I feel like I'm getting bored, in which case the final release will have whatever levels are finished
Title: Re: Elimination: A New FPS
Post by: Deep Toaster on December 02, 2011, 12:41:38 am
That sounds awesome! If you don't mind me pointing out a minor spelling error, the second one is "arboretum," not "arboteum" :) (Whenever I see a mispeled word in real life, I start hallucinating a wavy red line underneath it :P)
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on December 05, 2011, 02:47:19 pm
More progress!  Yes, saved games are now working!

Now I'm working on level 5, with the hopes of having levels 1-5 ready for testing by Christmas.  Level 5 is a boss level, but since the levels need to start out easy, it will be a boss with only 300 HP.

Most, if not all, boss levels in Elimination will start out as normal levels.  Then the player will enter a room where the door will be permanently shut behind him (replaced by a wall) and the player will face the boss in an arena.

The next screenshot will feature a fight with the boss of the underground levels!  For now, here's a preview.  Level 5 is called "Storage Facilities."

(http://s12.postimage.org/942juza65/Level_5_Part_1.gif)
Title: Re: Elimination: A New FPS
Post by: annoyingcalc on December 05, 2011, 02:48:17 pm
I cant wait!
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on December 05, 2011, 04:14:30 pm
Sorry guys, the gif uploaded weirdly.  Now you can see my screenshot in the previous post
Title: Re: Elimination: A New FPS
Post by: LincolnB on December 05, 2011, 04:28:58 pm
Sounds awesome! Unforch, I can't see the screenie because most image/media search engines are blocked here. Would you mind posting it on removedfromgame.com?
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on December 12, 2011, 08:14:55 pm
I got sick and tired of the limitations of .gif files, so I made this youtube video of Level 5.  Including the BOSS!



Besides the boss, here's some other features I added:

* The rocket launcher will damage you if you are too close to a wall or an object such as a tree
* The pistol now does 1.5 damage per shot

Yet to add/fix before a test version is released:

* Allow saved games to save bosses
* Make sure the rocket launcher won't damage the player for dead bodies or powerups that a rocket could potentially hit
* Fix a bug where doors requiring keys don't show up on the map
* Add level 2!
* Change the knife to a lightsaber, and create a more techy shotgun
* Change the health-bar info for keys, and make sure the info doesn't appear underneath the boss health bar like in the youtube video
Title: Re: Elimination: A New FPS
Post by: annoyingcalc on December 12, 2011, 08:23:31 pm
AWESOME!
Title: Re: Elimination: A New FPS
Post by: hellninjas on December 12, 2011, 09:30:34 pm
:0 AMAZING!
Title: Re: Elimination: A New FPS
Post by: Darl181 on December 12, 2011, 09:42:17 pm
Looking nice!
I'm liking how the doors are labeled, so you know which key you need :)

It's kind of hard to tell an enemy from a pickup, though the health bars help to distinguish somewhat.  Tho after reading that thread* it looks like it's staying that way so yeah :/
Maybe make the health bar more obviously a health bar, like a rectangle enveloping the whole thing (so there isn't a gap on the right)?

* http://ourl.ca/13316
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on December 13, 2011, 12:13:18 am
Maybe make the health bar more obviously a health bar, like a rectangle enveloping the whole thing (so there isn't a gap on the right)?

*Edit: http://ourl.ca/13316

That's an idea.  Maybe I should get rid of the dead bodies as well, because imo that causes more confusion than do live enemies (which have health bars)
Title: Re: Elimination: A New FPS
Post by: Freyaday on December 13, 2011, 12:43:23 am
/me cannot wait for this
Title: Re: Elimination: A New FPS
Post by: DJ Omnimaga on December 13, 2011, 12:47:33 am
This video gave me a sudden urge to go play Starcraft Brood War 4 pool rush during several hours.

Joking aside, this looks awesome. Glad to see this is still progressing :D
Title: Re: Elimination: A New FPS
Post by: LincolnB on December 13, 2011, 09:25:21 am
Hey, so uh...Youtube's blocked here, cause it classifies under K9 "protection" as an open media search engine...do you think you could upload the video to somewhere where I could download it?
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on December 20, 2011, 05:23:14 pm
I hope that you've found this topic of my progress reports to be helpful:

http://ourl.ca/14483

As a reminder, I never forget to update the thread, so be sure to check from time to time if you're curious to see how I'm doing.

With that said, a 5-level "test" version of Elimination should be available soon.  But I need to add the ability for enemies to fire at a player who isn't looking at them.  The original "Gemini" didn't have this feature, but I don't want players to simply speed through the level and ignore enemies.  If enemies only fire when you look at them, you can stay safe by turning your back on them :D

I'll also add "Items Left" and "Enemies Left" for those of you going for 100% scores.  Just like for "Undiscovered Secrets," if you see "0" for any value, it means you found/killed all of it!
Title: Re: Elimination: A New FPS
Post by: Camdenmil on December 20, 2011, 10:30:28 pm
I think I missed this somewhere, but what happened to the sky background?
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on December 20, 2011, 11:21:01 pm
I think I missed this somewhere, but what happened to the sky background?

I had to disable it temporarily.  I rewrote some of the game to make rendering faster, so I have to write a new sky background routine.

Be aware that not all levels will have a sky background, since they will have "ceilings."
Title: Re: Elimination: A New FPS
Post by: saintrunner on December 20, 2011, 11:39:49 pm
This looks really cool!
Title: Re: Elimination: A New FPS
Post by: TIfanx1999 on December 21, 2011, 01:38:29 am
Nice to hear that you'll have a test build up and running soon. This has been coming along quite nicely. :)
Title: Re: Elimination: A New FPS
Post by: Freyaday on December 21, 2011, 01:52:33 am
mmm, tasty. Make sure there's an indicator of where the shot came from though. Maybe have the edge of the screen flash or something.
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on December 22, 2011, 06:49:06 pm
mmm, tasty. Make sure there's an indicator of where the shot came from though.

It turns out that it will be easier to implement than I thought it would be, so I'll definitely put it in :D
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on December 24, 2011, 12:43:28 am
Just a progress update.  Enemies now fire at a player even when the player isn't looking at the enemy.  I will add indicators telling the player where the enemy is, but it will not be in this test release.

For the first test version coming up, the difficulty level you select will make no difference in the gameplay.  Later I will add 4 difficulty levels.  In the original Gemini, the difficulty level determined how often an enemy fired at you.  For Elimination, I'm instead creating something very similar to Doom.
 
In Easy, items will provide double health, armor and ammo.
 
Medium is the standard difficulty, like in the screenshots you've been seeing. 

In Hard, extra enemies will be added, enemies not found in the "Medium" or "Easy" difficulty.  There will be additional ammo and health added as well, but not enough to make it easy to beat these extra enemies.

In Crazy, items will provide double health, armor and ammo, and enemies will "respawn" after a certain period of time has passed.
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on December 27, 2011, 08:58:07 pm
The first 5 levels of the game should (but I'm not positive) be available to test in no more than 2 weeks.  In the meantime I was bored, so I wanted to talk about where I will be taking Elimination after that.

For my next step, I will be designing 8 levels that will happen inside an ice cave.  The levels will be of medium difficulty, and 1 level will be a secret level.  As I work on the levels, I will continue to add more features into Elimination.  Here's what you can expect when I make the ice cave levels available:

* You can hide behind an object so that an enemy can't fire at you
* You will be able to collide with and slide along objects, including enemies
* Puzzle Elements -- There will be about 2 or 3 puzzles in this set of levels
* Easy to hard difficulty will be implemented.  I'm not yet ready to add "Crazy" difficulty
* The rest of the powerups -- Map, Disintegration Suit, Case of Cylinders and Pressurizer -- will be implemented
* There will be a "melt" effect between screens, similar to the one in DOOM
Title: Re: Elimination: A New FPS
Post by: Darl181 on December 27, 2011, 09:41:19 pm
Not sure if this has been asked before:  Is it possible to strafe, a la Maze3D II and console games?
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on December 27, 2011, 10:34:59 pm
Not sure if this has been asked before:  Is it possible to strafe, a la Maze3D II and console games?

You mean like walking side-to-side?  Yes, you can do that!  I don't show it in the screenshots because it's difficult to fire/strafe at the same with Wabbitemu
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on December 31, 2011, 02:50:07 pm
Thanks to everyone who is testing Elimination for difficulty!  While that's happening, and until I can find out what's going on with bugs, I'm going to begin work on the Ice Cave levels.  You can view my updated progress report if you wish.

It's likely that the Ice Cave levels will be levels 17-23.
Title: Re: Elimination: A New FPS
Post by: DJ Omnimaga on December 31, 2011, 03:16:06 pm
Good to hear. :)
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on January 05, 2012, 11:42:30 pm
I'm going to be implementing a new method for strafing (walking side-to-side).  Instead of ALPHA to strafe left and MODE to strafe right, ALPHA will toggle strafing on and off.  The left and right arrow keys will be used for walking sideways when strafing is turned on.  I'm doing this for two reasons:

1. It seems that some 84+ models have some hardware problems with keys.  Hopefully this will somewhat overcome the difficulties
2. In the game's current state, it's hard to strafe and fire at the same time.  In a typical FPS, it's very important that a player be allowed to walk out from behind a wall, fire, and move back quickly to avoid being shot.  This new system should make that easier.

On another note, I'm adding a new collectible item, "batteries."  The player will have infinite access to an electronic medkit, and the medkit requires 5 batteries to operate.  At any time, a player can use 5 batteries to activate the medkit, which will heal the player to 100% health no matter how damaged he is.  There is no limit to the number of batteries you can carry, and they will stay with you from level to level.  I'm hoping that batteries will add a fun replay value as a third item you will want to score 100% on.  (So at the end, you will see what percentage of enemies you killed, what percentage of secrets you found, and what percentage of batteries you found.)
Title: Re: Elimination: A New FPS
Post by: Deep Toaster on January 05, 2012, 11:51:16 pm
Sounds fun. Games with "collectible" items always make me play a lot longer than I would otherwise because i always want to see how many I want to get :D
Title: Re: Elimination: A New FPS
Post by: DJ Omnimaga on January 06, 2012, 12:59:06 am
Yeah I always found it hard to straffe in Gemini too and even Doom 83. Hopefully it should make it easier.
Title: Re: Elimination: A New FPS
Post by: calc84maniac on January 07, 2012, 07:53:53 pm
Since toggling might get kind of confusing, how about holding ALPHA to strafe, letting go to turn?
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on January 07, 2012, 08:08:07 pm
Since toggling might get kind of confusing, how about holding ALPHA to strafe, letting go to turn?

Maybe I'll allow the player to choose between one or the other.  Here's the deal:  For some players, such as myself, it's hard to hold ALPHA and tap/hold/release 2nd at the same time.  (It's all in the thumb ;D)  During a fight, expert players can flawlessly switch between strafing and turning, but players such as myself can only do one or the other.  Whenever I fought during Chex Quest, I either straffed until the enemy was dead or ran/turned until the enemy was dead
Title: Re: Elimination: A New FPS
Post by: TIfanx1999 on January 07, 2012, 09:01:47 pm
I think I like the idea of toggling it on or of. I'd have to try it to be sure though.
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on January 15, 2012, 08:12:23 pm
Screenshot coming soon!  I have to test Level 17 now that I've implemented a new attack system (read on!)

From now on, moving forward and backward will not make an enemy fire slower, which is much more realistic.  (Enemies are not supposed to panic when you charge toward them ;D) 

On the other hand, when you strafe and then stop, it takes time for the enemy to "come back to his senses" and aim correctly.  How does that help?  You can take a quick shot or two at the enemy, strafe left, strafe right again so the enemy is in front of you, and then fire a few shots again.  Then you can strafe again before the enemy "comes to his senses."  Of course, it doesn't always work, but strafing is much safer than standing still.  (See the screenshot to see a rough shot of this in action)

By the way, I implemented ALPHA to toggle strafing on and off.
Title: Re: Elimination: A New FPS
Post by: jsj795 on January 16, 2012, 09:33:55 am
will there be some kind of cross hair or any kind of indication of where you're aiming?
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on January 16, 2012, 10:41:02 am
will there be some kind of cross hair or any kind of indication of where you're aiming?

There will be.  I keep forgetting to put it in :D
Title: Re: Elimination: A New FPS
Post by: DJ Omnimaga on January 16, 2012, 04:05:53 pm
It would be nice indeed to have one. :P

Also nice screenshot Hot Dog :)
Title: Re: Elimination: A New FPS
Post by: Freyaday on January 16, 2012, 11:47:53 pm
Perhaps something fancy?
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on January 17, 2012, 12:09:24 am
Perhaps something fancy?

What do you mean?
Title: Re: Elimination: A New FPS
Post by: ZippyDee on January 17, 2012, 12:37:46 am
He means a fancy looking crosshair...
Title: Re: Elimination: A New FPS
Post by: TIfanx1999 on January 17, 2012, 09:12:41 pm
I think simpler would be better in this case.
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on January 18, 2012, 10:20:06 am
I'm also leaning toward simpler.

Sorry that there's no screenshot yet.  I've had it with enemies disappearing without permission, so I'm fixing this bug ahead of schedule.  On the plus side, a screenshot for level 18 won't be far behind the screenshot for level 17, since  these bugs were planned for testing in level 18.
Title: Re: Elimination: A New FPS
Post by: Freyaday on January 20, 2012, 08:07:27 pm
I hate it when enemies disappear. Did they say "Screw it" and teleport outta there, or did they stop showing up? Or did they say "Screw it" and up and died?
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on January 20, 2012, 08:25:49 pm
I hate it when enemies disappear. Did they say "Screw it" and teleport outta there, or did they stop showing up? Or did they say "Screw it" and up and died?

Lol, they said "screw it" and went through the wall into the next room
Title: Re: Elimination: A New FPS
Post by: calc84maniac on January 20, 2012, 09:00:24 pm
I hate it when enemies disappear. Did they say "Screw it" and teleport outta there, or did they stop showing up? Or did they say "Screw it" and up and died?

Lol, they said "screw it" and went through the wall into the next room

I do that all the time
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on January 21, 2012, 06:32:34 pm
I'm now playing level 17 to test for difficulty :D  Here's some updates I made to the weapons that I'm hoping will improve gameplay.  These updates should not affect how easy or how hard the first 5 levels are:

* Bullets now do 4 damage
* The chaingun will waste 2 bullets (The first 2 bullets do no damage), and then until the trigger is released bullets will do full damage.
* If you hold the 2nd button for the handgun, bullets will continue firing.  The handgun is about half the speed of the chaingun (even if you fire bullets by pressing 2nd repeatedly), but of course you don't waste any bullets.
* The rocket launcher requires more safety distance, but will do less damage if you're too close to an object.

At this point, I would say that the handgun is better for enemies with a health bar initally halfway full, and the chaingun is better for the rest.  At least, that's my goal.

Title: Re: Elimination: A New FPS
Post by: Freyaday on January 22, 2012, 06:37:25 pm
how's the catgirl launcher coming?
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on January 22, 2012, 09:21:14 pm
how's the catgirl launcher coming?

Lol, that's low on the list even though I plan to include it
Title: Re: Elimination: A New FPS
Post by: Hot_Dog on January 25, 2012, 10:49:29 pm
I've uploaded a youtube video of Level 17.  It was my first attempt at making a level more challenging on "Hard" difficulty, but there's some work I need to do.  I'm pretty sure the next level I'll get it right the first time ;D  By the way, I didn't do the whole level on the video, because there's a puzzle that I didn't want to give away




New additions since last time:

Spoiler For Spoiler:
* You can select "Hard" difficulty to make levels harder
* New pathfinding for enemies.  Most of the time, enemies will stay on screen and not move too close to you unless you make it happen.
* Batteries: Collect 5 batteries and you can use an electronic medkit to restore your health.  (My health jumps randomly at 8:45, that's when I used the electronic medkit)
* Map powerup.  When you collect it, you can see the entire map after 10 seconds.  Until that point, it reveals itself little by little so that the game doesn't pause itself.
* Strafing has been made easier, in my opinion
* The Sky is back!


A 100-level Elimination is still a possibility, but I'm going to continue from this point as if I'll have time only for a shorter game--say, 20-40 levels.  For that reason, I'm going to add replay value by adding link-style multiplayer.  I'm going to take it little by little, so don't expect to see it too soon.  I'll keep you posted on the multiplayer aspect just as much as I do the single-player aspect.

I'm also planning on a new storyline in case I need to cut the game down (my initial storyline is designed for a 100-level game)
Title: Re: Elimination: A New FPS
Post by: coelurus on January 27, 2012, 05:45:01 pm
Here's a copy of my post in the Introduction sub-forum:

---

Stumbled upon Elimination today, thought nobody was going to use the Gemini source code. Glad so see somebody decided life wasn't gonna get any better ;D I haven't touched z80 since Gemini, the first TI83 infinite plane demo (I see there's a Zero-Wing thing going on, goodie) and some hopeless excursions in 6 DOF 3D culling. Still, would be glad to help if there are any questions about the Gemini code. Tried to post in that sub-topic, but wasn't allowed to so I'll just copy-paste my post here.

Few things about me for those who haven't met me (I do not recognize many of the nicks around here): I'm cynical, glad to offer constructive criticism but I hardly ever pat people on the back unless they're about to pass. So let me get this over with: Looks nice. From now on I'll run in cold mode.

Skimmed through some topics, I do agree that far away sprites look a bit blocky compared even to the ancient Gemini. Remember to design levels taking into account the crappy resolution of the TI84, long distance encounters need some space. I hardly ever did, in fact I never even played through map 3 in Gemini IIRC, but I figured after I had released the game. Turned out alright.
It seems you have a way to store loads more data on the calc than Gemini ever did, so I would suggest mipmapping for all sprites. Use pixel-wide details, select a mipmap by the projected screen size and only ever scale up, never down except maybe beyond the smallest mipmap. If you go for 32x32, 16x16, 8x8, the scaling-code should be fairly trivial to update.
The perspective projection looks very harsh now that you have the caster fullscreen, I would suggest generating new perspective LUTs to get larger walls for a longer distance. I don't remember if I used "f * x / z" of "f * x / (z + z0)" with z0 being a hand-adjusted parameter. Try the latter option and play around with z0 to get a "beefier" perspective projection.
The gun perspective looks odd in fullscreen. Don't settle for a Doom approach, they did that back in '93, just do it right.
I remember there was a bug with the hit detection in Gemini, which was the bug that was mentioned in the dev docs in the Gemini zip. Did anybody find this and fix it?
Personally I think the background esp. on level 17 looks terrible Devil Your decision entirely and if people want it, by all means go for it. I seriously thought you had introduced a bug in the graphics code when I saw that vid on yt...

I may not be super-responsive, but ask questions or whatever and I'll try to answer them in due time. Try PMs if I go silent.
Title: Re: Elimination: A New FPS
Post by: despondantmusician on February 19, 2013, 10:22:38 pm
this is REALLY cool!
Title: Re: Elimination: A New FPS
Post by: TIfanx1999 on February 20, 2013, 12:38:35 am
Heyy, welcome to Omni! Generally you shouldn't post in old topics if you have nothing new to add. If you notice, the last post date was over a year ago.
Title: Re: Elimination: A New FPS
Post by: DJ Omnimaga on February 20, 2013, 04:32:42 am
That reminds me, that game was still on my calc when I was messing around the other night. I had to delete it, though, because I was coding and I kept almost accidentally launching it (and I know I had RAM clears from it before) since I was often going in the Finance menu. It was pretty great to play though :)