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Omnimaga => Our Projects => Maximum Security => Topic started by: Deep Toaster on September 12, 2012, 08:08:46 pm

Title: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: Deep Toaster on September 12, 2012, 08:08:46 pm
I have no idea what to call it, because I don't have a story. (I really need a good story on this thing. The plotlines for all my platform games so far have been lacking, to say the least.) For now it's named Turret ... because it involves turrets.

But here's a screenshot of some things I've been trying out. This will be a level-based puzzle platformer in 6x6 blocks. Turret guns, dynamite crates, steel crates, water, boulders, shock lines (instant death!) and other awesome things are planned. Currently only the first three have been implemented, as you can see here.

The basic idea is that you have nothing (no guns, knives, etc.), but there are turrets trying to kill you. Instead of having them shoot you, try to get them to shoot in a direction you want so you can escape. (It's made with Axe.)

(http://img.removedfromgame.com/imgs/0-turret.gif)

That's 6 MHz, by the way. Plenty of room to add more stuff :D

Logs:[li]2014-07-22 - New level pack system[/li][/list]

Latest update: http://www.omnimaga.org/ti-z80-calculator-projects/maximum-security-dt's-(formerly)-unnamed-puzzle-platformer/msg390094/#msg390094
Title: Re: DT's unnamed puzzle platformer
Post by: Sorunome on September 12, 2012, 08:15:43 pm
that.is.looking.far.too.AWESOME!
Title: Re: DT's unnamed puzzle platformer
Post by: blfngl on September 12, 2012, 08:17:09 pm
Holy crap. This is probably the best platformer on the calc I've ever seen!!! Downloads NAO.
;D(http://www.omnimaga.org/Themes/default/images/gpbp_arrow_up.gif);D(http://www.omnimaga.org/Themes/default/images/gpbp_arrow_up.gif);D(http://www.omnimaga.org/Themes/default/images/gpbp_arrow_up.gif);D(http://www.omnimaga.org/Themes/default/images/gpbp_arrow_up.gif);D(http://www.omnimaga.org/Themes/default/images/gpbp_arrow_up.gif);D(http://www.omnimaga.org/Themes/default/images/gpbp_arrow_up.gif);D(http://www.omnimaga.org/Themes/default/images/gpbp_arrow_up.gif)
And for the little guy running around: :ninja:
Title: Re: DT's unnamed puzzle platformer
Post by: Deep Toaster on September 12, 2012, 08:18:24 pm
Holy crap. This is probably the best platformer on the calc I've ever seen!!! Downloads NAO.
Couple months please ;D
Title: Re: DT's unnamed puzzle platformer
Post by: parserp on September 12, 2012, 08:19:02 pm
Dude... Awesome. That's all I can say. O.O
Title: Re: DT's unnamed puzzle platformer
Post by: blfngl on September 12, 2012, 08:19:24 pm
Now that I've seen it and really wanna play it...#notpatient.
Nice job and keep up the great work :D
Title: Re: DT's unnamed puzzle platformer
Post by: squidgetx on September 12, 2012, 08:22:08 pm
Ooh, shiny :D
Title: Re: DT's unnamed puzzle platformer
Post by: leafy on September 12, 2012, 09:54:04 pm
I was amazed at this when you showed it to me for the first time, when it was running 3x slower XD Still looks just as exciting!
Title: Re: DT's unnamed puzzle platformer
Post by: TIfanx1999 on September 13, 2012, 08:42:32 am
Wow Deep, that looks fantastic so far! :D
Title: Re: DT's unnamed puzzle platformer
Post by: shmibs on September 13, 2012, 09:31:40 am
ooh, so how is the water going to fit into this?
can you drown? will it be used for anything else?
Title: Re: DT's unnamed puzzle platformer
Post by: Stefan Bauwens on September 13, 2012, 12:22:02 pm
Looks cool Deep Though! Good luck with this. :)
Title: Re: DT's unnamed puzzle platformer
Post by: Hot_Dog on September 13, 2012, 04:22:58 pm
Deep Thought, this is awesome!

Good luck with your storyline!
Title: Re: DT's unnamed puzzle platformer
Post by: Deep Toaster on September 13, 2012, 06:15:19 pm
ooh, so how is the water going to fit into this?
can you drown? will it be used for anything else?
You'll be able to swim in water (moving up and down freely but slowly), which means it's another way to get around. I'm also planning a breath counter as a bar on the side that drops as you stay in the water, so if you're in for too long you drown.

Added shock lines today, and did some more optimizations.
Title: Re: DT's unnamed puzzle platformer
Post by: blfngl on September 13, 2012, 06:16:34 pm
This is getting pretty intense...you sure there's no alpha or beta going to be released...?  :-*
Title: Re: DT's unnamed puzzle platformer
Post by: Deep Toaster on September 13, 2012, 06:17:24 pm
Oh, there will be. But it's nowhere close right now—just some random pretty effects.
Title: Re: DT's unnamed puzzle platformer
Post by: Spenceboy98 on September 13, 2012, 07:00:01 pm
OMG THAT'S AWESOME!
Title: Re: DT's unnamed puzzle platformer
Post by: cyanophycean314 on September 13, 2012, 09:06:16 pm
It does look really nice! :) Keep it up!
Title: Re: DT's unnamed puzzle platformer
Post by: LincolnB on September 13, 2012, 09:43:37 pm
very impressive - how are you dealing with water particles? don't tell me you're doing that much cellular automata at 6mhz :)
Title: Re: DT's unnamed puzzle platformer
Post by: Deep Toaster on September 14, 2012, 06:34:28 pm
Nope, the water is actually part of the tilemap. (Long story. Might post a tutorial on it later.) This way there's hardly any noticeable slowdown even when the entire screen is filled with water (and yes, if you leave it long enough it looks like that) :)
Title: Re: DT's unnamed puzzle platformer
Post by: Builderboy on September 14, 2012, 10:19:06 pm
It reminds me a little bit of Minecraft water :D And it looks super epic as well!  The physics of this game look like it's going to make the gameplay fantabulous, can't wait for more updates  ;D
Title: Re: DT's unnamed puzzle platformer
Post by: aeTIos on September 14, 2012, 11:38:42 pm
Looks quite nice :D
aka. ZOMG ZOMG SUPER EPICS!


(nice 6x6 sprite you got for the char :o )
Title: Re: DT's unnamed puzzle platformer
Post by: Deep Toaster on September 15, 2012, 10:02:45 am
It reminds me a little bit of Minecraft water :D
Sorta like that, I guess.

Basically, each tile in the tilemap has two bytes. The first byte is the actual tile (block, crate, space, etc.). The second byte is the amount of water in that tile. When water "flows," I look for an empty tile on the row below it and add water to it. (Something like that.)

To make things simpler, all tiles are monochrome, so they get drawn to the main buffer and the back-buffer is all for water. I keep the main buffer static for speed (it gets drawn once at the beginning and only parts that need to be changed get changed), but since water tends to move around a lot, I redraw the back-buffer every frame.
And it looks super epic as well!  The physics of this game look like it's going to make the gameplay fantabulous, can't wait for more updates  ;D
Thanks! I really wanted to make something physics-y a few months back, and this is what I came up with.
(nice 6x6 sprite you got for the char :o )
I thought it looked like a headless gorilla, but I guess you don't get much room with 6x6 ;D
Title: Re: DT's unnamed puzzle platformer
Post by: shmibs on September 15, 2012, 06:35:51 pm
very impressive - how are you dealing with water particles? don't tell me you're doing that much cellular automata at 6mhz :)
so it is cellular automata, just with 8*8 cells

this _is_ looking pretty cool =) what kinds of traps do you have planned? maybe this could be some sort of prison-break thing? maybe something bioshock-esque? a high security prison underneath the atlantic ocean.
Title: Re: DT's unnamed puzzle platformer
Post by: Deep Toaster on September 15, 2012, 06:46:17 pm
very impressive - how are you dealing with water particles? don't tell me you're doing that much cellular automata at 6mhz :)
so it is cellular automata, just with 8*8 cells
Well, it's not in a list, so I'd say it's more of a second tilemap.
this _is_ looking pretty cool =) what kinds of traps do you have planned? maybe this could be some sort of prison-break thing? maybe something bioshock-esque? a high security prison underneath the atlantic ocean.
That's a nice idea :o
Title: Re: DT's unnamed puzzle platformer
Post by: Sorunome on September 15, 2012, 07:38:35 pm
wow, awesome ideas there :D
Title: Re: DT's unnamed puzzle platformer
Post by: Builderboy on September 15, 2012, 09:09:22 pm
Well, it's not in a list, so I'd say it's more of a second tilemap.
It is still technically a grid of cells that evolve in the simulation based on a certain set of rules, so I still think it is classified as a cellular automaton^^
Title: Re: DT's unnamed puzzle platformer
Post by: LincolnB on September 16, 2012, 10:29:38 pm
Basically, each tile in the tilemap has two bytes. The first byte is the actual tile (block, crate, space, etc.). The second byte is the amount of water in that tile. When water "flows," I look for an empty tile on the row below it and add water to it. (Something like that.)

To make things simpler, all tiles are monochrome, so they get drawn to the main buffer and the back-buffer is all for water. I keep the main buffer static for speed (it gets drawn once at the beginning and only parts that need to be changed get changed), but since water tends to move around a lot, I redraw the back-buffer every frame.

Very clever. Is there any kind of buoyancy involved?
Title: Re: DT's unnamed puzzle platformer
Post by: Deep Toaster on September 17, 2012, 01:00:35 am
Well, it's not in a list, so I'd say it's more of a second tilemap.
It is still technically a grid of cells that evolve in the simulation based on a certain set of rules, so I still think it is classified as a cellular automaton^^
You're right, it's basically cellular automata with seven possible states per cell. I think I forgot what a cellular automaton was there :/
Basically, each tile in the tilemap has two bytes. The first byte is the actual tile (block, crate, space, etc.). The second byte is the amount of water in that tile. When water "flows," I look for an empty tile on the row below it and add water to it. (Something like that.)

To make things simpler, all tiles are monochrome, so they get drawn to the main buffer and the back-buffer is all for water. I keep the main buffer static for speed (it gets drawn once at the beginning and only parts that need to be changed get changed), but since water tends to move around a lot, I redraw the back-buffer every frame.

Very clever. Is there any kind of buoyancy involved?
There will be! Or at least that the character will be able to move up and down and "swim" at a slower speed in the water. Otherwise there's not much point in it being there :)
Title: Re: DT's unnamed puzzle platformer
Post by: Eiyeron on September 17, 2012, 02:22:03 pm
"Watercooling Turret"
"Turret underwater"
"Wet escape"

It's dangerous to go alone without title, take this!
Title: Re: DT's unnamed puzzle platformer
Post by: leafy on September 17, 2012, 03:49:52 pm
I thought you already named it Turret :P
Title: Re: DT's unnamed puzzle platformer
Post by: Eiyeron on September 17, 2012, 04:19:22 pm
Didn't see the name in the subject -> No name for me ^^
Title: Re: DT's unnamed puzzle platformer
Post by: Deep Toaster on September 17, 2012, 07:06:43 pm
I thought you already named it Turret :P
That's the name unless I can find a better one.
Title: Re: DT's unnamed puzzle platformer
Post by: Sorunome on September 17, 2012, 09:00:27 pm
Maybe you could name it 'the awesome platformer' :P
Title: Re: DT's unnamed puzzle platformer
Post by: Deep Toaster on September 17, 2012, 11:32:46 pm
Rather not <_<

Anyway, working on the boulder engine now. You'll be able to push them, walk over them, and get crushed by them.

Will post a screenshot when done.
Title: Re: DT's unnamed puzzle platformer
Post by: Sorunome on September 18, 2012, 07:25:41 pm
wow, sounds already awesome!
Can't wait for the screenie :D
Title: Re: DT's unnamed puzzle platformer
Post by: Deep Toaster on September 19, 2012, 06:45:13 pm
I added boulders, but then I got carried away...

(http://img.removedfromgame.com/imgs/2-turret.gif)

...so bullets actually ricochet off of them in various directions. More gameplay factors ;D
Title: Re: DT's unnamed puzzle platformer
Post by: TIfanx1999 on September 19, 2012, 07:38:46 pm
Haha, that's really awesome! :D
Title: Re: DT's unnamed puzzle platformer
Post by: blfngl on September 19, 2012, 09:15:22 pm
Any downloads yet...? :D
I am quite excited for the final product, looking EXTREMELY promising right now! :)
Title: Re: DT's unnamed puzzle platformer
Post by: Deep Toaster on September 19, 2012, 09:50:25 pm
There are quite a few things I still need to do before I can even start making levels. Here are some of them roughly in the order I should do them:(This list is here to remind me of what I need to do :P)
Title: Re: DT's unnamed puzzle platformer
Post by: Yeong on September 19, 2012, 10:28:34 pm
bubbles when the guy is in the water will be nice to see.
Title: Re: DT's unnamed puzzle platformer
Post by: Sorunome on September 19, 2012, 11:21:37 pm
WOW, that thing is so awesome, and there is a lot of more awesome stuff coming ahead O.o
Title: Re: DT's unnamed puzzle platformer
Post by: TheMachine02 on September 20, 2012, 03:00:23 am
that really great

*TheMachine02 want download this
Title: Re: DT's unnamed puzzle platformer
Post by: Stefan Bauwens on September 20, 2012, 06:50:25 am
I added boulders, but then I got carried away...

(http://img.removedfromgame.com/imgs/2-turret.gif)

...so bullets actually ricochet off of them in various directions. More gameplay factors ;D
What was that? :P
Looking good Deep Thought!
Title: Re: DT's unnamed puzzle platformer
Post by: Deep Toaster on September 20, 2012, 08:14:37 pm
But what's the fun of having boulders if you can't roll them on top of each other? ;D

(http://img.removedfromgame.com/imgs/3-turret.gif)

It actually took a whole day of debugging to get that to work :P But doesn't it look nice.
Title: Re: DT's unnamed puzzle platformer
Post by: LincolnB on September 20, 2012, 08:20:03 pm
What do you mean it doesn't look nice? I think it looks great.
Title: Re: DT's unnamed puzzle platformer
Post by: blfngl on September 20, 2012, 08:59:21 pm
^^I'm pretty sure it's quite sexy still...even the first verison looked absolutely amazing. :)
Title: Re: DT's unnamed puzzle platformer
Post by: Deep Toaster on September 20, 2012, 09:32:47 pm
Made explosions cause faster chain reactions, just fast enough to outpace the player when he's pushing a block, so there's a thrill element in getting past a chain before the platform explodes from under you.
Title: Re: DT's unnamed puzzle platformer
Post by: Sorunome on September 20, 2012, 10:52:49 pm
Oh, nice, thrill elements are always awesome :P
Title: Re: DT's unnamed puzzle platformer
Post by: ZippyDee on September 21, 2012, 03:12:25 am
Will explosions hurt the player as well? Or just remove blocks?
Title: Re: DT's unnamed puzzle platformer
Post by: Deep Toaster on October 07, 2012, 07:51:21 pm
Working on the level editor:

(http://img.removedfromgame.com/imgs/tedit.gif)
Title: Re: DT's unnamed puzzle platformer
Post by: Sorunome on October 07, 2012, 09:10:35 pm
woo, looking cool so far :D
Title: Re: DT's unnamed puzzle platformer
Post by: Stefan Bauwens on October 08, 2012, 06:40:45 am
Working on the level editor:

(http://img.removedfromgame.com/imgs/tedit.gif)
You need moar upratings. :D
Title: Re: DT's unnamed puzzle platformer
Post by: TIfanx1999 on October 08, 2012, 07:46:02 am
Looks awesome Deep! :D
Title: Re: DT's unnamed puzzle platformer
Post by: Deep Toaster on November 17, 2012, 11:35:15 pm
I accidentally my thumb drive with all my stuff on it (second time in two years) :(

But I found some sources for this! So I guess this is what I'll be working on for now.

Fixed up the level editor and added a visual tile selection thing:

(http://img.removedfromgame.com/imgs/0-tedit.gif)
Title: Re: DT's unnamed puzzle platformer
Post by: Ki1o on November 19, 2012, 01:08:52 pm
Nice! I was scared that this had died for a moment... Also +1. :-D
Title: Re: DT's unnamed puzzle platformer
Post by: aeTIos on November 19, 2012, 03:19:44 pm
Nice! I was scared that this had died for a moment... Also +1. :D
Just this.
Title: Re: DT's unnamed puzzle platformer
Post by: Deep Toaster on November 28, 2012, 08:33:40 pm
Swimming!

(http://img.removedfromgame.com/imgs/4-turret.gif)
Title: Re: DT's unnamed puzzle platformer
Post by: epic7 on November 28, 2012, 08:37:51 pm
whoaaa!/me envies DT's level of awesomeness
Title: Re: DT's unnamed puzzle platformer
Post by: ruler501 on November 28, 2012, 08:44:50 pm
That is awesome. my amazement at what you can do with the ti-84 never stops
Title: Re: DT's unnamed puzzle platformer
Post by: Deep Toaster on November 28, 2012, 08:46:50 pm
*TI-83 Plus ;D

Seven years old and still working great.
Title: Re: DT's unnamed puzzle platformer
Post by: Builderboy on November 28, 2012, 09:29:01 pm
I'm curious as to what the method you use to make the water tiles spread out.  From what I gathered, each tile has a water level associated with it, and it spreads out to neighboring tiles, but what is the equation and algorithm exactly?
Title: Re: DT's unnamed puzzle platformer
Post by: Deep Toaster on November 28, 2012, 11:16:19 pm
Yes, each tile is two bytes, one for the actual tile type and one for the water level. The water level byte is a number between 0 and 6, where 6 is completely filled with water. It's also used as the offset from the beginning of the sprite [000000000000FCFCFCFCFCFC] when I update the back (water) every frame. Notice a water level of 6 gives you [FCFCFCFCFCFCXX], 5 gives you [00FCFCFCFCFC], and so on:

+0 ░░ ░░ ░░ ░░ ░░ ░░ ░░ ░░ ⎫
+1 ░░ ░░ ░░ ░░ ░░ ░░ ░░ ░░ ⎬ level 0
+2 ░░ ░░ ░░ ░░ ░░ ░░ ░░ ░░ ⎪
+3 ░░ ░░ ░░ ░░ ░░ ░░ ░░ ░░ ⎪ ⎫
+4 ░░ ░░ ░░ ░░ ░░ ░░ ░░ ░░ ⎪ ⎬ level 3
+5 ░░ ░░ ░░ ░░ ░░ ░░ ░░ ░░ ⎭ ⎪
+6 ██ ██ ██ ██ ██ ██ ░░ ░░    ⎪ ⎫
+7 ██ ██ ██ ██ ██ ██ ░░ ░░    ⎪ ⎬ level 6
+8 ██ ██ ██ ██ ██ ██ ░░ ░░    ⎭ ⎪
+9 ██ ██ ██ ██ ██ ██ ░░ ░░       ⎪
+10██ ██ ██ ██ ██ ██ ░░ ░░       ⎪
+11██ ██ ██ ██ ██ ██ ░░ ░░       ⎭

The actual algorithm is a bit crude. I loop through each tile T, doing the following:


(The 17s in there are because each row has 17 tiles.)

It sounds complicated, but the code for all of that (including the End statements) are just 14 lines total.

The net effect is that small horizontal segments of six pixels seem to move sideways as possible, and as far down as possible.

Notice though that this means water flows more easily to the left than to the right. I fixed that by swapping the order of I-1 every frame (one frame it starts with T – 1, the next it starts with T + 1). Yay for SMC :D
Title: Re: DT's unnamed puzzle platformer
Post by: Deep Toaster on May 05, 2013, 08:08:07 pm
Lost my calculator (and all progress on this). Sorry guys :/
Title: Re: DT's unnamed puzzle platformer
Post by: Sorunome on May 05, 2013, 08:09:01 pm
You lost a calulator O.O How is that possible D:
And it sucks, it looked so awesome...... :(
Title: Re: DT's unnamed puzzle platformer
Post by: TIfanx1999 on May 06, 2013, 01:52:46 am
Damn, that sucks Deep. D:
Title: Re: DT's unnamed puzzle platformer
Post by: Builderboy on May 06, 2013, 04:12:06 am
You've shown us screenies before, did you only transfer the executable at that time? D:
Title: Re: DT's unnamed puzzle platformer
Post by: aeTIos on May 06, 2013, 06:35:41 am
How did you even lose your calc o.o
Title: Re: DT's unnamed puzzle platformer
Post by: Matrefeytontias on May 06, 2013, 09:47:00 am
^ that O.O I take care of mine like nothing else .__.
Title: Re: DT's unnamed puzzle platformer
Post by: Hayleia on May 06, 2013, 12:54:59 pm
As Builderboy said, don't you have backups, even old ones ? :(
Title: Re: DT's unnamed puzzle platformer
Post by: DJ Omnimaga on May 12, 2013, 01:54:20 am
This sucks. This is why I always kept my calcs on me (in a pocket if I had cargo pants or something), not even in a pencil case. That said, I lost my Nspire Clickpad keypad once, though, but it was actually in my home.
Title: Re: DT's unnamed puzzle platformer
Post by: Joshuasm32 on May 12, 2013, 04:38:30 pm
You will probably find it unless you left it somewhere far away (i.e., on a vacation, restaurant or road-trip).  There always is the possibility that someone stole it, but let's face it: no one petty enough to steal people's stuff would steal a graphing calculator.  I will "loose" mine all the time, only to find at my house or at school.  Anyway, if you find it, I have a story-line for you:

Name: Maximum Security

Story-Line: You are a prisoner in a maximum security prison accused unjustly of some horrendous crime and are made a felon.  You escape your cell but have no weapons.  There are turrets, water, and some other crazy stuff at this place.  (The boulders could be some task that they made the prisoners do).  You have to escape using the methods you described above.  You could also theme each level (i.e., the fenced area you break through, the vent you climb through, eccetera).  Then, just for another idea for some more crazy stuff, you could put moving helicopters (with guns) and attack dogs in the game.  You could also make a game map that is an escape plan chart or something.

I wish you luck finding your calc!   ;D(http://www.omnimaga.org/Themes/default/images/gpbp_arrow_up.gif)
Title: Re: DT's unnamed puzzle platformer
Post by: Matrefeytontias on May 12, 2013, 04:41:36 pm
Epic name, epic story, well deserved +1 :thumbsup:
Title: Re: DT's unnamed puzzle platformer
Post by: TIfanx1999 on May 13, 2013, 05:06:35 am
I agree! Now if only Deep Thought can find his calc!
Title: Re: DT's unnamed puzzle platformer
Post by: Streetwalrus on May 13, 2013, 03:24:54 pm
Agreed.
Title: Re: DT's unnamed puzzle platformer
Post by: DJ Omnimaga on May 13, 2013, 07:34:44 pm
To be honest, calc theft is entirely possible depending of the area he lives in. Over here I think there were about 10-20 calc thefts a year at school. Thieves just re-sold them at flea markets/lists/different school afterward.
Title: Re: DT's unnamed puzzle platformer
Post by: Deep Toaster on May 14, 2013, 01:13:10 am
Sorry about the random bad-news post there—more info on what happened in this post (http://ourl.ca/16318/).

Good news: I'll probably have my calculator back by tomorrow, with all the stuff :)
You've shown us screenies before, did you only transfer the executable at that time? D:
Also the source, but turns out my flash drive got corrupted at just the wrong time.
You will probably find it unless you left it somewhere far away (i.e., on a vacation, restaurant or road-trip).  There always is the possibility that someone stole it, but let's face it: no one petty enough to steal people's stuff would steal a graphing calculator.  I will "loose" mine all the time, only to find at my house or at school.  Anyway, if you find it, I have a story-line for you:
Thanks codebender—turns out that's what happened, and someone at my school was nice enough to drop my calculator off at the lost-and-found.

A month late, but I hope it served him/her well in the meantime.
Name: Maximum Security

Story-Line: You are a prisoner in a maximum security prison accused unjustly of some horrendous crime and are made a felon.  You escape your cell but have no weapons.  There are turrets, water, and some other crazy stuff at this place.  (The boulders could be some task that they made the prisoners do).  You have to escape using the methods you described above.  You could also theme each level (i.e., the fenced area you break through, the vent you climb through, eccetera).  Then, just for another idea for some more crazy stuff, you could put moving helicopters (with guns) and attack dogs in the game.  You could also make a game map that is an escape plan chart or something.
This is great! Definitely sounds like something I can use :D Will credit.
To be honest, calc theft is entirely possible depending of the area he lives in. Over here I think there were about 10-20 calc thefts a year at school. Thieves just re-sold them at flea markets/lists/different school afterward.
One thing that might have helped was that it was almost certainly the only TI-84 Pocket.fr at our school (and very likely all of Oregon). Would have been easy to know it was mine.

People at my school seem to generally pretty nice though, and I'm glad for that.
Title: Re: DT's unnamed puzzle platformer
Post by: Sorunome on May 14, 2013, 05:35:50 pm
That is a releif, a awesome project almost died O.O
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: Deep Toaster on June 13, 2013, 04:08:31 pm
It's been a long time since there's been an update, but I am working on this again. The title of the project is now "Maximum Security."

Here's the working draft of my story so far, adapted from codebender's awesome suggestion (http://ourl.ca/17029/347885):
Quote
Trapped in a maximum-security prison against your will and without knowing why you are being held there, your fate is changed by an explosion that rips open your cell. All of the guards and other inmates have mysteriously disappeared, leaving you alone to find your way out of the compound.

Passing through room by room, your journey is fraught with dangerous equipment and materials once meant to keep prisoners in check. You must navigate around vaporizing laser arcs, falling stacks of boulders, exploding crates of dynamite, gun turrets that track your movements, and dangerous liquids pouring through the walls and threatening to drown you.

There are no weapons or tools at your disposal. All you have is your own ingenuity; use it to manipulate the hazardous equipment in each level to serve your own ends, to help you escape. Find your way through the corridors and discover what happened to the compound—and why you were taken there in the first place.
New animated screenshots and more detailed description coming soon :)
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: Deep Toaster on June 13, 2013, 06:16:15 pm
Bump: fixed up some minor stuff, so here's the latest screenshot!

There's a lot going on in this (temporary) level, so here's a quick run-through of the things the character encounters in the screenie:I realize the water behaves a bit oddly in this level, but anything I try to fix the water algorithm seems to end in a fantastic RAM clear. I think I'll just design levels in a way that it doesn't look quite as odd, or call it some random liquid chemical other than water as someone suggested earlier :P

EDIT: Forgot to upload the screenie. Here you go.
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: TIfanx1999 on June 13, 2013, 09:20:08 pm
That looks awesome Deep! I was going to ask if you were going to give the character a limit on lung capacity, (it's nice to see you did) I couldn't remember if you did (or were going to). Also, are all levels going to be single screen, or will you let it shift to another screen or scroll?
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: Spyro543 on June 13, 2013, 09:21:23 pm
I really like the water physics! All the mechanics available (water, boulders, ...) should open up new posisibilities for level design. Does this use any 'undocumented' z80  features? I'd like to use this on my Nspire's 84 keypad.
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: Deep Toaster on June 13, 2013, 10:05:39 pm
That looks awesome Deep! I was going to ask if you were going to give the character a limit on lung capacity, (it's nice to see you did) I couldn't remember if you did (or were going to). Also, are all levels going to be single screen, or will you let it shift to another screen or scroll?
It'll scroll. I'm hoping for an awesome transition like Builderboy's Portal's elevator but I haven't come up with one yet.
I really like the water physics! All the mechanics available (water, boulders, ...) should open up new posisibilities for level design. Does this use any 'undocumented' z80  features? I'd like to use this on my Nspire's 84 keypad.
It's written mostly in Axe, which uses no undocumented instructions as far as I know.

By the way, here are some quick notes on the layout of that demo level:

(http://clrhome.org/maximumsecurity/mockup.png)
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: Runer112 on June 13, 2013, 10:14:18 pm
Beautiful.
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: Deep Toaster on June 13, 2013, 10:42:12 pm
New feature: door is locked (and shows up as such) until you collect all the coins.

Dunno how to work that into the storyline, but it gives you more incentive to explore, I guess.
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: DJ Omnimaga on June 13, 2013, 11:05:03 pm
Do we even have any commercial game featuring such water physics on the last few generations of consoles? That is friggin great! O.O
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: Sorunome on June 14, 2013, 02:49:34 am
that's looking pretty epic, can't wait till it's done, great job deep! :D I bet you could make some real money out of this if it was for a smart phone >.<
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: Deep Toaster on June 14, 2013, 03:51:58 am
Thanks for the comments!

The engine's actually mostly done now. Next I'll probably work on a title screen and work the story into the game.

Then it's level design time, which should be fun :D I'm also planning on having a level pack system so... Anybody up for making some Maximum Security levels?
I bet you could make some real money out of this if it was for a smart phone >.<
Haha who knows. I'd probably be fooling around with phones if calculator programming weren't so darn fun :P
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: Streetwalrus on June 14, 2013, 05:02:34 am
Haha who knows. I'd probably be fooling around with phones if calculator programming weren't so darn fun :P

That's why I don't code for computers and phones.

BTW it IS looking pretty epic. And yeah water physics seem awkward fo water, but it's quite cool like that. :D
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: pimathbrainiac on June 14, 2013, 11:37:20 am
I feel stupid asking this: but do you have a download for this anywhere?

/me wants
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: Deep Toaster on June 14, 2013, 12:01:23 pm
I feel stupid asking this: but do you have a download for this anywhere?

/me wants
Not yet. There's not really a playable level yet.
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: Xeda112358 on June 14, 2013, 12:28:24 pm
Xeda112358 raises hand
For the water animation, it looks like you are using the cellular automata rule where it moves down if it can, otherwise it tries left or right. I posted a topic somewhere about the effects of adding one more rule. If it cannot move in any of those directions, try to move up. This looks more like it is boiling water and while it still doesn't have the real physics you might desire, it has the neat trait of capillary action. This means if you create a tube, the liquid will defy gravity by going up it (if it is thin enough). It might add another element to the game play.

By the way, it looks absolutely awesome!
EDIT: Er, to clarify, "it" == the game.
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: Streetwalrus on June 14, 2013, 12:59:51 pm
/me lost
That's a cool idea you got here Xeda !
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: Deep Toaster on June 14, 2013, 08:03:49 pm
That's a neat effect, but I don't think it would work with my setup. Water isn't treated as individual "drops" (pixels) but as 6x6 tiles, which are then broken down into six horizontal segments of six pixels each. Since each of these segments must move together, it might look a bit odd to have whole layers of water floating upwards. (A complete description of the water algorithm is in this post (http://ourl.ca/17029/326089).)

Working on some title screen mockups:

(http://i39.tinypic.com/tywhv.png)

The border around START is the selection and will be animated, moving in a box.

EDIT: Clearer picture.
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: TIfanx1999 on June 14, 2013, 08:38:00 pm
@Deep: To clarify myself, I meant will a single level be able to span multiple screens either through scrolling or a Zelda-style screen shift. ;)
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: Xeda112358 on June 15, 2013, 08:25:50 am
Wow, that is a really neat way of handling water!
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: Sorunome on June 15, 2013, 07:57:59 pm
Ha, that mockup is looking great, i like it! Will the snake then slither around the currently selected menu item? :D
EDIT: sorry, i'm too stupid to read, you already said that >.<
Maybe you could make that it finishes the round and slithers to the next box when you hit left/right?
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: Deep Toaster on June 16, 2013, 12:38:57 am
@Deep: To clarify myself, I meant will a single level be able to span multiple screens either through scrolling or a Zelda-style screen shift. ;)
Oh, I see. I don't think that would be possible without a lot of rewriting because the engine is a mixture of tile-based and pixel-based physics.

The biggest problem is probably the water engine, which assumes that the level is composed of a certain number of tiles that covers the screen.

The max size of each level might pose a limit on how creative levels can get, though...
Wow, that is a really neat way of handling water!
Thanks!

It's perfect here because it's tile-based, so I don't even have to have a separate loop for it—I just handle water effects with the tile above it. That means it's insanely fast (actually takes less time than rendering the animated coins, believe it or not), and doesn't slow down at all with more water.

And since it moves by segments of six, it's much smoother than single-pixel automata. Only problem is that it tends to fill up a column of air too fast (like in this screenshot (http://ourl.ca/17029/350794)), but I can mostly avoid the column by staying away from single columns of air.
Ha, that mockup is looking great, i like it! Will the snake then slither around the currently selected menu item? :D
EDIT: sorry, i'm too stupid to read, you already said that >.<
Maybe you could make that it finishes the round and slithers to the next box when you hit left/right?
It's actually more of a fast and blurry highlight than a line moving around the selection. (Think sparks zipping around in a box instead of snakes crawling.) I want it to look tech-y, so it'll be fast and jump from one to the next.

EDIT: @Xeda, the water engine is also unique in that water always moves sideways and then as far down as possible, and never actually drops straight down.

Might pose a problem with some situations...
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: DJ Omnimaga on June 17, 2013, 09:31:33 pm
You should use that idea for the water Deep Thought O.O, but yeah I am wondering too if it would be idea for every kind of situation. Also nice title screen! :D
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: TIfanx1999 on June 18, 2013, 02:57:19 am
@Deep: I see. You could make it so multi-screen levels didn't use water. Just a thought.
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: Joshuasm32 on June 19, 2013, 10:40:47 pm
It looks great!  I like the title screen a lot...   ;D
Title: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: Deep Toaster on July 23, 2014, 01:48:28 am
Surprise, project is not dead, as of three days ago :P

I've implemented the menu pretty much how I described it above. Nothing terribly exciting except that it works (and that it's the first code I've written for the calculator in earnest in a year!).

What's more important is that I've decided to split off level packs from the program entirely. Depending on whether the final game is small enough to fit in the 8-kB limit (it's by far the heaviest game I've made, at least in Axe), I may include a single level pack with the game so people can play it out-of-the-box.

In any case, the game will rely on level packs as appvars. As you saw in the earlier screenshot, it'll be stupidly easy to make new levels. To encourage people to make more levels, the level editor/publishing tool will be baked into the program.

Some screenshots are coming soon (my computer is in for repairs so it's not as easy to get online). Maybe a playable demo too, at least of the level mechanics :)

EDIT: In the meantime, some stats on the project.

Source programs: 39 (and counting)
Source size: 8 kilobytes
Compiled programs: Currently three (gameplay test, level editor, and main menu), which should be consolidated as the features mature
Compiled size: Unknown (because of the fragmentation); probably around 7 kilobytes
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: aeTIos on July 23, 2014, 06:59:16 am
Wait, this isn't dead? :O :O
Nice to have you back :D Looking forward to updates.
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: Sorunome on July 23, 2014, 07:49:56 am
Wait, it's not dead? :crazy:
Can't wait for epic stuff :P
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: TIfanx1999 on July 23, 2014, 12:49:27 pm
Nice to see this up and running again. :D I think I'd be a bit surprised if the level editor and the program fit in the 8k limit. :O
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: Deep Toaster on July 24, 2014, 12:51:23 am
Nice to see this up and running again. :D I think I'd be a bit surprised if the level editor and the program fit in the 8k limit. :O
You're right, the program currently stands at 7.5 kB without the level editor, though most of the resources used by the level editor are also in the main program so it might not add all that much weight. My goal is to put the program around 10 kB and somehow keep the code section within the 8 kB limit.

Anyway, demo time! :D  (Finally.) There's no change in terms of the level mechanics, and as you can see water still behaves a bit ... strangely, but let's just call it "slime" or something.

(http://img.ourl.ca/default-1.gif)

EDIT: Whoops, forgot demo link. http://www.omnimaga.org/maximum-security/demos-and-bug-reports-21366/?topicseen#msg390157
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: Streetwalrus on July 25, 2014, 10:56:45 am
Whoa, nice to see you again Deep, and this still looks pretty damn awesome ! :D
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: Sorunome on July 25, 2014, 04:16:59 pm
WTF DT, that is looking way too epic :P

Also, why does the title screen remind me of 1984 :P
Title: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: Deep Toaster on July 25, 2014, 04:33:38 pm
Also, why does the title screen remind me of 1984 :P
I was just thinking about that!

It was one of the ideas for a storyline, but I scrapped it in favor of something a bit more stupid. It goes something like this:

You find yourself in a mostly empty cell. Turns out it's a prison cell. As you go through the levels you discover there's far more security and booby traps surrounding you than you thought. But why? Why are you stuck in such a high-security zone?

Because you committed tax evasion. (Or some other mundane white-collar crime that definitely doesn't warrant the maximum-security setting.)

EDIT: Some updates on the stats of the project.

Source programs: 44 (!)
Source size: 9.5 KB

The program now loads external level packs correctly \o/
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: Sorunome on July 25, 2014, 05:09:42 pm
Haha, nice idea :D
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: Deep Toaster on July 26, 2014, 05:16:08 pm

Nice to see this up and running again. :D I think I'd be a bit surprised if the level editor and the program fit in the 8k limit. :O
I've just folded the level editor into the main program, and the total size is just 8700 bytes, which is still within the limit :o That actually kinda surprised me.

All that's left is to finish up saving levels, then creating a default level pack, and the project is complete :) Glad I picked up the project again—it feels great to finish things.
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: chickendude on July 28, 2014, 12:10:34 am
This looks great (it's been looking great for a long time now, though ;) ), i can't wait to see it finished! I still really love the bubbles in the air-meter :D

EDIT: Also, do you have a release with the embedded level editor for us? And can the levels we make be loaded/progress from one level to another (ie. be beaten)?

Also, embezzlement might be a nice crime to tie together the picking up coins concept.
Title: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: Deep Toaster on July 28, 2014, 02:19:25 am
I'm still working on tying the level editor together, but yes, users can create level packs with as much depth as the built-in levels, with full progression and scoring/timing features :)

Update: fixed a ton of stuff with loading archived levels. I just realized there's more to be implemented than I thought—in particular, how to even work a story into a level-based puzzle platformer. Ideas?
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: chickendude on July 28, 2014, 08:39:07 pm
I think cutscenes or just little introductory text screens before/after each level would be nice. "You wake up and slowly open your eyes. Wait a sec, why are the sheets wet? Did you...? [game starts]" You could also add text that pops up in-game, for example after hitting a switch or something. Adding a place for text seems to be the most obvious way to incorporate a story...
Title: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: Deep Toaster on July 28, 2014, 10:12:35 pm
Yeah, the plan was for a combination of cutscenes and subtitles hard-coded into the default levels, but as it is I'm now 800 bytes away from the execution limit. There is a popup routine in place that I could reuse for story, but if it takes too much space I'll have to cut out the story as it's the only thing I can reasonably cut from the program at this point. (The level editor added just around 1 KB of extra memory, reusing a good 2–3 KB of routines from the main program, so I think I'm keeping it in.)

Progression through levels is now fully operational. As I said, it's pushing the limit now—9 KB total, 10 KB in sources.

EDIT: I ended up 200 bytes away from the limit, so I shaved off 400 bytes just by taking out two lines of code (Bitmap and RectI) :D Should be on track to finish now!
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: Deep Toaster on August 16, 2014, 12:57:49 am
So it looks like I was way too optimistic :P

I'm about 200 bytes over the limit now, so I sold my soul to use Fullrene. As compensation, I think I'm going to make the game a little prettier than before, now that I have the liberty.

The level editor is now fully functional as far as I can tell, as in you can add, delete, and modify levels. Levels are password-protected for editing by a string up to 8 letters/numbers long.

The next features to work on will likely be rearranging levels, then a graphical (!) level picker. Think a minimap of the level structure, along with an overlaid lock symbol if the level is locked :D
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: Deep Toaster on August 18, 2014, 04:58:40 pm
Fresh version with a bunch of bugfixes!

I actually had to tweak some stuff in the core engine to fix some minor issues with collision detection. Debugging comment-less two-year-old Axe code is a lot of fun :P

The level editor is now basically complete, as it allows you to move levels around in the level pack.

Also started making the actual levels. The first (animated) screenshot isn't so much a level as a demonstration of the physics engine, just for the pretty effects :D The last two are actual levels.

You can download these levels along with the program here: http://www.omnimaga.org/maximum-security/demos-and-bug-reports-21366/msg391694/#msg391694
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: Matrefeytontias on August 18, 2014, 05:07:46 pm
Woah nice :D I'll sure be playing it when I'll have space on my calc for it. That is, after the clean-up of my calc I keep telling myself I must do since some years. <_<
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: Princetonlion.tibd on August 18, 2014, 05:50:34 pm
I just cleared my memory so I think I'm going to try it.
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: Sorunome on August 18, 2014, 07:34:50 pm
Screenshots looking awesome :D
Title: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: Deep Toaster on August 18, 2014, 09:25:29 pm
Thanks!

I'm debating whether I should create that graphical level select menu—it would definitely be pretty but it'd add a good extra kilobyte to the program I think. By that point, and with the extra bulk of a bunch of default levels, I probably might as well compile an app.
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: DJ Omnimaga on August 19, 2014, 12:11:20 pm
Wow those look nice :D
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: leafy on September 05, 2014, 05:44:04 am
Woah, it's insane how good this managed to turn out! Massive props :)
Title: Re: Maximum Security: DT's (formerly) unnamed puzzle platformer
Post by: DJ Omnimaga on September 05, 2014, 12:21:10 pm
OMG it's a leafy! O.O