Omnimaga
Omnimaga => Our Projects => Maximum Security => Topic started by: Deep Toaster on September 12, 2012, 08:08:46 pm
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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:- 2012-04-01 - New movement engine
- 2012-04-03 - New sprites
- 2012-04-01 - New tilemap engine
- 2012-04-23 - New turret engine
- 2012-05-19 - Implemented water engine
- 2012-09-10 - Optimizations (300% speed!)
- 2012-09-12 - New dynamite engine
- 2012-09-12 - Improved water engine
- 2012-09-12 - Improved turret engine
- 2012-09-12 - New shock line sprites
- 2012-09-13 - New shock line engine
- 2012-09-13 - Optimizations (120% speed!)
- 2012-09-18 - Major bugfixes
- 2012-09-19 - New boulder engine
- 2012-09-19 - Improved dynamite engine
- 2012-09-20 - Improved boulder engine
- 2012-09-21 - Improved dynamite engine
- 2012-10-01 - New level editor
- 2012-10-05 - New level editor
- 2012-10-07 - New level editor
- 2012-11-17 - Improved level editor
- 2012-11-27 - Improved water engine
- 2012-11-27 - Improved movement engine
- 2013-01-13 - Improved bullet engine
- 2013-02-06 - New coin collection
- 2013-02-11 - Implemented breath count
- 2013-02-12 - Improved movement engine
- 2013-06-13 - Improved boulder engine
- 2014-07-19 - Implemented splash screen/main menu
- 2014-07-22 - Changed splash screen/main menu
[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
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that.is.looking.far.too.AWESOME!
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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:
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Holy crap. This is probably the best platformer on the calc I've ever seen!!! Downloads NAO.
Couple months please ;D
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Dude... Awesome. That's all I can say. O.O
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Now that I've seen it and really wanna play it...#notpatient.
Nice job and keep up the great work :D
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Ooh, shiny :D
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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!
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Wow Deep, that looks fantastic so far! :D
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ooh, so how is the water going to fit into this?
can you drown? will it be used for anything else?
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Looks cool Deep Though! Good luck with this. :)
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Deep Thought, this is awesome!
Good luck with your storyline!
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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.
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This is getting pretty intense...you sure there's no alpha or beta going to be released...? :-*
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Oh, there will be. But it's nowhere close right now—just some random pretty effects.
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OMG THAT'S AWESOME!
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It does look really nice! :) Keep it up!
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very impressive - how are you dealing with water particles? don't tell me you're doing that much cellular automata at 6mhz :)
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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) :)
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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
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Looks quite nice :D
aka. ZOMG ZOMG SUPER EPICS!
(nice 6x6 sprite you got for the char :o )
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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
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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.
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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
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wow, awesome ideas there :D
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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^^
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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?
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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 :)
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"Watercooling Turret"
"Turret underwater"
"Wet escape"
It's dangerous to go alone without title, take this!
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I thought you already named it Turret :P
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Didn't see the name in the subject -> No name for me ^^
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I thought you already named it Turret :P
That's the name unless I can find a better one.
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Maybe you could name it 'the awesome platformer' :P
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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.
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wow, sounds already awesome!
Can't wait for the screenie :D
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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
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Haha, that's really awesome! :D
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Any downloads yet...? :D
I am quite excited for the final product, looking EXTREMELY promising right now! :)
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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:
- Swimming
- Breath count
- Better character sprite
- More optimizing and better grayscale
- Death and death animations
- Point count
- Story line and plot
- Title screen and extras
- Level editor
- Level packs
(This list is here to remind me of what I need to do :P)
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bubbles when the guy is in the water will be nice to see.
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WOW, that thing is so awesome, and there is a lot of more awesome stuff coming ahead O.o
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that really great
*TheMachine02 want download this
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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!
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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.
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What do you mean it doesn't look nice? I think it looks great.
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^^I'm pretty sure it's quite sexy still...even the first verison looked absolutely amazing. :)
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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.
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Oh, nice, thrill elements are always awesome :P
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Will explosions hurt the player as well? Or just remove blocks?
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Working on the level editor:
(http://img.removedfromgame.com/imgs/tedit.gif)
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woo, looking cool so far :D
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Working on the level editor:
(http://img.removedfromgame.com/imgs/tedit.gif)
You need moar upratings. :D
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Looks awesome Deep! :D
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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)
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Nice! I was scared that this had died for a moment... Also +1. :-D
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Nice! I was scared that this had died for a moment... Also +1. :D
Just this.
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Swimming!
(http://img.removedfromgame.com/imgs/4-turret.gif)
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whoaaa!/me envies DT's level of awesomeness
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That is awesome. my amazement at what you can do with the ti-84 never stops
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*TI-83 Plus ;D
Seven years old and still working great.
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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?
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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:
- If tile T contains two or more units of water:
- For U = T – 1 and U = T + 1:
- Abort if tile U's water level is higher than tile T's water level
- Abort if the block above tile U is solid
- Loop:
- Abort if U + 17 is solid
- Abort if U contains water
- U = U + 17
- If the water level at U is not 6:
- Increment the water level at U
- Else (if the water level at U is 6):
- Increment the water level at U
- If T is not a water pipe:
- Decrement the water level at T
- Draw a vertical gray line from the bottom corner of T to the bottom corner of U (flowing water); side depends on whether U started as T – 1 or T + 1
- Draw the sprite corresponding to the water level at T
(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
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Lost my calculator (and all progress on this). Sorry guys :/
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You lost a calulator O.O How is that possible D:
And it sucks, it looked so awesome...... :(
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Damn, that sucks Deep. D:
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You've shown us screenies before, did you only transfer the executable at that time? D:
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How did you even lose your calc o.o
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^ that O.O I take care of mine like nothing else .__.
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As Builderboy said, don't you have backups, even old ones ? :(
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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.
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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)
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Epic name, epic story, well deserved +1 :thumbsup:
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I agree! Now if only Deep Thought can find his calc!
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Agreed.
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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.
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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.
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That is a releif, a awesome project almost died O.O
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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):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 :)
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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:- Turret (aimed at the player) launches a bullet, which strikes a boulder and bounces off. That bullet then hits the first dynamite crate, triggering a chain reaction that clears all the dynamite and steel crates from the level.
- Player pushes boulder onto the turret so it's safe to walk by.
- Meanwhile, water is pouring into the level. As the crates get cleared by the explosion, it flows down the corridors.
- Player collects coins.
- As player is underwater, his breath count (white "health" bar on the right) drops bit by bit. (Kinda proud of the bubbling animation :D)
- As the water covers the entire map, it leaves some air pockets which player uses to replenish his breath count.
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.
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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?
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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.
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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)
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Beautiful.
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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.
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Do we even have any commercial game featuring such water physics on the last few generations of consoles? That is friggin great! O.O
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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 >.<
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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
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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
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I feel stupid asking this: but do you have a download for this anywhere?
/me wants
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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.
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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.
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/me lost
That's a cool idea you got here Xeda !
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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.
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@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. ;)
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Wow, that is a really neat way of handling water!
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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?
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@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...
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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
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@Deep: I see. You could make it so multi-screen levels didn't use water. Just a thought.
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It looks great! I like the title screen a lot... ;D
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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
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Wait, this isn't dead? :O :O
Nice to have you back :D Looking forward to updates.
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Wait, it's not dead? :crazy:
Can't wait for epic stuff :P
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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
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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
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Whoa, nice to see you again Deep, and this still looks pretty damn awesome ! :D
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WTF DT, that is looking way too epic :P
Also, why does the title screen remind me of 1984 :P
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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/
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Haha, nice idea :D
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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.
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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.
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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?
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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...
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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!
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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
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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
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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. <_<
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I just cleared my memory so I think I'm going to try it.
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Screenshots looking awesome :D
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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.
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Wow those look nice :D
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Woah, it's insane how good this managed to turn out! Massive props :)
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OMG it's a leafy! O.O