Omnimaga
Omnimaga => News => Topic started by: ztrumpet on November 09, 2010, 06:05:47 pm
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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
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Nice! I'm assumming those are horizontal text sprites?
also, is that my lobster sprite I see there? :P
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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! :)
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Glory, way to go ztrumpet!
Yunhua98, can I use that Lobster sprite for S.A.D.? The one I use is too big
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Looks awesome! I can't wait for the full version, it goes on my calc for sure. ;D
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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?
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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
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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.
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Ah ok, so those are 9*9, dang. That's impressive. Well looks great :)
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So dual-layer graphscreen or text sprites? Either way, looks cool! Can't wait for the final version.
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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
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It's beautiful ztrumpet! :)
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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.
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In game. And that's what I thought. I wonder how hard dual-layer on the graphscreen would be, though...
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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
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Oh, sorry, I meant in the small font.
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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
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Maybe *shifted* small text sprites :O
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This is what it would look like, MRide: http://ourl.ca/6334/104224 ;D
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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.
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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?
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How do you display the treasure chest, though? Is it line/pxl-on?
Yup.
The code looks like this:
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
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This is awesome Ztrumpet! Great job with this! ;D
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Wow I checked the code and I didn't realize line/dots were that fast for simple sprites. Nice work :)
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Looks great Ztrumpet...Cant wait for the release
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Wow, nice work! *bookmarks*
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Wow! Impressive game! I'll be sure to try out the final version once it gets completed!
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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.
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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.
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No new screenies tonight, but I had an idea for easy implementation of an in game tutorial feature...
* ZTrumpet runs off to code...
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/me hopes it isn't too large, though. D:
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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
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Nice! How many level will there be in the final version?
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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. ;)
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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?
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Awesome Ztrumpet!
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We need to make a list of masterpieces in TI-BASIC to put almost certainly Exodus in 1st place.
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Well, then you're leaving out stuff like Serenity. There are some pretty great BASIC games out there.
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Yeah it would be hard to judge which would come first, but there are certainly a bunch of great BASIC games.
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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.
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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.
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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!
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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
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wow! that looks grat! :o
although I wonder how many games will feture lobster by the end of thisd yesr. :P
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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...
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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
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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. :)
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Indeed. I think it's one of the best BASIC game of all time. We rarely ever see games like this happen.
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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.
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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
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I was worried the above would mean another game that is easy to lose...