Omnimaga

Omnimaga => News => Topic started by: ztrumpet on November 09, 2010, 06:05:47 pm

Title: Exodus Updates
Post by: ztrumpet on November 09, 2010, 06:05:47 pm
The Final Release for Exodus is scheduled for mid-next week.  I will release more details for when I will be releasing it later this week.  Here are some of the features I've been adding:

A)  Optimizations and a Steady Frame Rate
(http://img.removedfromgame.com/imgs/1289343484-Exodus101109A.gif)
I changed many variables to the variables found in the [Vars] [2] menu for greater speed.  Also, there is a steady frame rate all the time; if there's one enemy on the screen or four, the frame rate will be constant.
I am getting 3-3.5 fps right now. ;D

B) Save The Lobsters
(http://img.removedfromgame.com/imgs/1289343620-Exodus101109B.gif)
There are some bonus secrets located on the World Map (see next screenie).  Netham as an enemy is one of them. :P

C) World Map
(http://img.removedfromgame.com/imgs/1289343742-Exodus101109C.gif)
This will replace the Input command for choosing levels.  It also provides a location for "Bonus Secrets", which are found with a cutsceen!  :D

I will be releasing additional screenies showcasing other features in this topic up until the release.  Don't miss Exodus when it comes out next week. ;D

Current beta: http://ourl.ca/7181
Title: Re: Exodus Updates
Post by: yunhua98 on November 09, 2010, 06:07:56 pm
Nice!  I'm assumming those are horizontal text sprites?
also, is that my lobster sprite I see there?  :P
Title: Re: Exodus Updates
Post by: ztrumpet on November 09, 2010, 06:14:46 pm
Nice!  I'm assumming those are horizontal text sprites?
Yup. ;D

also, is that my lobster sprite I see there?  :P
Yes.  Thank you so much for it!
The other sprite credit goes to Runer, for the Treasure Chest.  Thank you, everyone who helped sprite! :)
Title: Re: Exodus Updates
Post by: Hot_Dog on November 09, 2010, 06:43:16 pm
Glory, way to go ztrumpet!

Yunhua98, can I use that Lobster sprite for S.A.D.?  The one I use is too big
Title: Re: Exodus Updates
Post by: FinaleTI on November 09, 2010, 06:59:58 pm
Looks awesome! I can't wait for the full version, it goes on my calc for sure. ;D
Title: Re: Exodus Updates
Post by: meishe91 on November 09, 2010, 07:02:47 pm
It's look great :) Way more has been added since I last Beta Tested for you ;)

Keep up the great work :D

What kind of sprites are those on the World Map? Full size Text Sprites?
Title: Re: Exodus Updates
Post by: ztrumpet on November 09, 2010, 07:05:12 pm
Thanks for the support everyone. :)

What kind of sprites are those on the World Map? Full size Text Sprites?
Those are made with a combination of Line( Pt-On( Pxl-On( and Text(.  It's a pretty crazy system, as there's no real good way to do 9*9 sprites. ;D
Title: Re: Exodus Updates
Post by: Builderboy on November 09, 2010, 07:09:55 pm
That looks awesome!  I am so excited to see this come out :D

And yeah, 9x9 sounds painful x.x I was going to suggest large text sprites, or quadruplicated* overlay (yay fun name!) but not only is that only 7x7 but it is rather memory intensive :( The way you did it is awesome :D



*Quadruplicated = Quad overlay sprites but only 2 characters, with offsets involved to make the sprite look nice.  Example Serenity map.
Title: Re: Exodus Updates
Post by: meishe91 on November 09, 2010, 07:13:29 pm
Ah ok, so those are 9*9, dang. That's impressive. Well looks great :)
Title: Re: Exodus Updates
Post by: MRide on November 09, 2010, 07:14:29 pm
So dual-layer graphscreen or text sprites?  Either way, looks cool!  Can't wait for the final version.
Title: Re: Exodus Updates
Post by: Deep Toaster on November 09, 2010, 07:35:43 pm
Again, this is amazing. Really great job, ztrumpet!

But you're making us kill lobsters now D:

EDIT: 9x9, wow. They look great, anyway :D
Title: Re: Exodus Updates
Post by: Ranman on November 09, 2010, 07:52:08 pm
It's beautiful ztrumpet! :)
Title: Re: Exodus Updates
Post by: meishe91 on November 09, 2010, 09:01:05 pm
So dual-layer graphscreen or text sprites?  Either way, looks cool!  Can't wait for the final version.

Do you mean what's used in the game? The actual game is Text Sprites and then the World Map is the combo routine he was saying is crazy.
Title: Re: Exodus Updates
Post by: MRide on November 09, 2010, 09:44:09 pm
In game.  And that's what I thought.  I wonder how hard dual-layer on the graphscreen would be, though...
Title: Re: Exodus Updates
Post by: meishe91 on November 09, 2010, 09:46:52 pm
In game.  And that's what I thought.  I wonder how hard dual-layer on the graphscreen would be, though...

Aren't Dual Layers only achievable on the graphscreen and isn't that what you're doing in IQ? O.o
Title: Re: Exodus Updates
Post by: MRide on November 09, 2010, 09:49:05 pm
Oh, sorry, I meant in the small font.
Title: Re: Exodus Updates
Post by: meishe91 on November 09, 2010, 09:56:19 pm
It'd probably be just as easy as with large text, just you'll lose three bytes in the Text( command but you'll gain quite a few in the strings to create maps. It'll also take longer to display a map since you'd have so much more to display. You'd be restricted to strictly the 3*5 tokens though. Also, I have no idea how it'd look :P Not a lot of room for detail in fifteen pixels :P
Title: Re: Exodus Updates
Post by: Builderboy on November 09, 2010, 09:58:39 pm
Maybe *shifted* small text sprites :O
Title: Re: Exodus Updates
Post by: ztrumpet on November 09, 2010, 10:07:38 pm
This is what it would look like, MRide: http://ourl.ca/6334/104224 ;D
Title: Re: Exodus Updates
Post by: meishe91 on November 09, 2010, 10:39:52 pm
This is what it would look like, MRide: http://ourl.ca/6334/104224 ;D

Edge and my game don't use small Dual Layers though. They use a combination of Text Sprites and plain tokens for the graphics.
Title: Re: Exodus Updates
Post by: DJ Omnimaga on November 09, 2010, 11:19:10 pm
Wow great! I like the new screenshots. The world map idea is great. It reminds me SMB3. How do you display the treasure chest, though? Is it line/pxl-on?
Title: Re: Exodus Updates
Post by: ztrumpet on November 09, 2010, 11:21:13 pm
How do you display the treasure chest, though? Is it line/pxl-on?
Yup.
The code looks like this:
Quote
Display Bottom
Display top 1
rand(##
Text(-1,Y,X,"  " to clear top
Display top 2
rand(##
Text(-1,Y,X,"  " to clear top
Display top 3
rand(##
Text(-1,Y,X,"  " to clear top
Display top 4
rand(##
Text(-1,Y,X,"  " to clear top
Display top 5
rand(##
Text(-1,Y,X,"  " to clear top

This is the program. ;D
Title: Re: Exodus Updates
Post by: TIfanx1999 on November 09, 2010, 11:52:38 pm
This is awesome Ztrumpet! Great job with this! ;D
Title: Re: Exodus Updates
Post by: DJ Omnimaga on November 10, 2010, 12:59:28 am
Wow I checked the code and I didn't realize line/dots were that fast for simple sprites. Nice work :)
Title: Re: Exodus Updates
Post by: Madskillz on November 10, 2010, 11:26:09 am
Looks great Ztrumpet...Cant wait for the release
Title: Re: Exodus Updates
Post by: JustCause on November 10, 2010, 11:38:18 am
Wow, nice work! *bookmarks*
Title: Re: Exodus Updates
Post by: patriotsfan on November 10, 2010, 03:16:59 pm
Wow! Impressive game! I'll be sure to try out the final version once it gets completed!
Title: Re: Exodus Updates
Post by: ztrumpet on November 10, 2010, 06:52:50 pm
Thanks for the support. :)

D) Yes, you can have cherries. (http://ourl.ca/7814)
(http://img.removedfromgame.com/imgs/1289433081-Exodus101110D.gif)
The first Bonus Secret you will encounter allows you to change the gems to cherries.  It serves no purpose whatsoever other than providing bliss to Iambian.  Enjoy! ;D
That's the complexity of a medium-hard difficulty level by the way. :D
Credits for the Cherry sprite go to Madskillz.  Thanks!

Everything's progressing smoothly as well, and I am on track for a release on Tuesday or Wednesday of next week.
Title: Re: Exodus Updates
Post by: DJ Omnimaga on November 11, 2010, 01:34:09 am
Ah I see what the iambians were for now. ;D

That level seems freaking hard, though. O.o

Can't wait for release, although it might take a while before I can try it.
Title: Re: Exodus Updates
Post by: ztrumpet on November 11, 2010, 07:16:42 pm
No new screenies tonight, but I had an idea for easy implementation of an in game tutorial feature...
* ZTrumpet runs off to code...
Title: Re: Exodus Updates
Post by: DJ Omnimaga on November 11, 2010, 09:32:20 pm
/me hopes it isn't too large, though. D:
Title: Re: Exodus Updates
Post by: ztrumpet on November 11, 2010, 10:36:10 pm
I got the World Map added in.  The current size is 11500ish bytes, with 4500ish of that being level data.  When Exodus is done, it will be between 13000 and 15000 bytes with 5000ish more bytes needed on runtime.  So, yeah, it'll fit. ;D

Having the World Map added in is awesome!  Screenie tomorrow. :D
Title: Re: Exodus Updates
Post by: DJ Omnimaga on November 12, 2010, 03:43:01 am
Nice! How many level will there be in the final version?
Title: Re: Exodus Updates
Post by: ztrumpet on November 12, 2010, 08:06:53 pm
Nice! How many level will there be in the final version?
24 :)

New screenies tonight, showcasing the world map in action! ;D

Next up is tackling the tutorial feature.  Current code size is around 10700 bytes. ;)
Title: Re: Exodus Updates
Post by: Deep Toaster on November 12, 2010, 08:12:55 pm
Nice! How many level will there be in the final version?
24 :)

New screenies tonight, showcasing the world map in action! ;D

Next up is tackling the tutorial feature.  Current code size is around 10700 bytes. ;)

Map looks really nice! Especially for such a large size (9x9). So I assume it replaces the Input  for levels now?
Title: Re: Exodus Updates
Post by: DJ Omnimaga on November 13, 2010, 02:02:13 am
Awesome Ztrumpet!
Title: Re: Exodus Updates
Post by: Galandros on November 13, 2010, 09:44:12 am
We need to make a list of masterpieces in TI-BASIC to put almost certainly Exodus in 1st place.
Title: Re: Exodus Updates
Post by: MRide on November 13, 2010, 11:55:47 am
Well, then you're leaving out stuff like Serenity.  There are some pretty great BASIC games out there.
Title: Re: Exodus Updates
Post by: DJ Omnimaga on November 14, 2010, 03:13:47 am
Yeah it would be hard to judge which would come first, but there are certainly a bunch of great BASIC games.
Title: Re: Exodus Updates
Post by: willrandship on November 14, 2010, 03:17:29 am
Judging them tends to lead to anger and such, so how about just saying "this is the list of the best BASIC games we've ever seen" and alphebatize them.
Title: Re: Exodus Updates
Post by: DJ Omnimaga on November 14, 2010, 03:56:22 am
Well the issue that often comes up is "X game isn't great because it's too large" or "it doesn't have good-enough graphics" or "it's too simple/short" or such comments. We can't judge a game quality based on our personal gaming preference. It needs to be judged in overall. Just because a game is massive doesn't make it bad. Plus, some games are very old and may not use the best techniques, but back in the days they were considered as masterpieces.
Title: Re: Exodus Updates
Post by: Munchor on November 14, 2010, 03:27:20 pm
Looks great! The loading is not that cool, but yeah, great game not only on the programmer's view but on the user's too!
Title: Re: Exodus Updates
Post by: ztrumpet on November 15, 2010, 04:36:46 pm
Exodus will be released between 3 PM and 6 PM tomorrow (forum standard time).
The final size is just over 12000 bytes. :)  I decided not to add the tutorial feature as I'm already cutting it close on space as is. :D

Two final screenies before the release:

This one demonstrates the DCS icon and the program size.  Also, look at what happens when I land on the spikes...
(http://img.removedfromgame.com/imgs/Exodus101115G.gif)

This one shows all of the Bonus Secrets.  They're all pretty fun. ;D
(http://img.removedfromgame.com/imgs/Exodus101115H.gif)

Don't miss the release tomorrow. ;D
Title: Re: Exodus Updates
Post by: yunhua98 on November 15, 2010, 04:59:09 pm
wow!  that looks grat!  :o
although I wonder how many games will feture lobster by the end of thisd yesr.  :P
Title: Re: Exodus Updates
Post by: Deep Toaster on November 15, 2010, 06:45:41 pm
wow!  that looks grat!  :o
although I wonder how many games will feture lobster by the end of thisd yesr.  :P

And how many lobsters'll get featured by ticalc...
Title: Re: Exodus Updates
Post by: DJ Omnimaga on November 16, 2010, 12:16:14 am
wow!  that looks grat!  :o
although I wonder how many games will feture lobster by the end of thisd yesr.  :P
I believe there's even one by a ticalc user who never signed up here. ;D
Title: Re: Exodus Updates
Post by: Galandros on November 17, 2010, 04:20:56 pm
Well the issue that often comes up is "X game isn't great because it's too large" or "it doesn't have good-enough graphics" or "it's too simple/short" or such comments. We can't judge a game quality based on our personal gaming preference. It needs to be judged in overall. Just because a game is massive doesn't make it bad. Plus, some games are very old and may not use the best techniques, but back in the days they were considered as masterpieces.
True there are some masterpieces that got behind  in TI-BASIC evolution.
But Exodus is a (or the) masterpiece of these days of "Pure" TI-BASIC. It should be the master piece of current state of art if you want to mention it in an eloquent way. :)
Title: Re: Exodus Updates
Post by: DJ Omnimaga on November 18, 2010, 07:11:00 pm
Indeed. I think it's one of the best BASIC game of all time. We rarely ever see games like this happen.
Title: Re: Exodus Updates
Post by: Builderboy on November 18, 2010, 07:14:02 pm
The epicness of this game cannot be expressed except by using a combination of binary numbers that exactly correspond to the bytes used to create this game.
Title: Re: Exodus Updates
Post by: Deep Toaster on November 18, 2010, 07:51:59 pm
The epicness of this game cannot be expressed except by using a combination of binary numbers that exactly correspond to the bytes used to create this game.

01000101 01011000 01001111 01000100 01010101 01010011 00100000 01010010 01010101 01001100 00110011 01011010 00100001 00100001 00100001 00110001 00110001 00110001
Title: Re: Exodus Updates
Post by: DJ Omnimaga on November 18, 2010, 07:53:54 pm
I was worried the above would mean another game that is easy to lose...