Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => Topic started by: kalan_vod on January 20, 2006, 05:09:00 am

Title: Chips: kalan_vods' Challenge
Post by: kalan_vod on January 20, 2006, 05:09:00 am
Update [01/20/06]:
Thanks for showing intrest in this project, you know who you are.

Things added since last update:
-Just a few optimizations of code here and there.

Things to be added:
-A lot more levels.
-Ports of the orignal levels.
-Maybe some AI here and there.
-Make the levels in chapters, where 1-25 are in level set 1 and 26-50 are in two etc.

I hope to have at least the first 25 levels ported with the first release.

Here is a old screeny:

http://imageshack.us

And here are some links to info of the game in the past: http://joepnet.com/hosted/maxcoderz/phpBB2/viewtopic.php?p=37030#37030, http://www.revsoft.org/phpBB2/viewtopic.php?t=128&postdays=0&postorder=asc&start=0, http://www.unitedti.org/index.php?showtopic=3849&pid=67396&st=0entry67396. Check out my http://www.kalan.us/currentprojects.htm for more project updates.
Title: Chips: kalan_vods' Challenge
Post by: CDI on January 20, 2006, 06:18:00 am
AHHH!!! NOO!!!

*CDI
Title: Chips: kalan_vods' Challenge
Post by: kalan_vod on January 20, 2006, 11:14:00 am
I have been working on this since oct! Have you not seen the posts on maxcoderz, revsoft, or UTI?
Title: Chips: kalan_vods' Challenge
Post by: CDI on January 20, 2006, 11:19:00 am
nope, don't go to revsoft :(sad.gif, I haven't been a regular on uti for a long time, and I hardly visit MC... to slow here

and if the levels scroll as you move it'd be better with the whole being able to see things better
Title: Chips: kalan_vods' Challenge
Post by: DJ Omnimaga on January 20, 2006, 03:32:00 pm
very nice stuff kalan, I am impressed  by your work since you joined the community, keep it up! ;)wink.gif
Title: Chips: kalan_vods' Challenge
Post by: kalan_vod on January 20, 2006, 04:58:00 pm
QuoteBegin-"CDI"+-->
QUOTE ("CDI")
nope, don't go to revsoft sad.gif, I haven't been a regular on uti for a long time, and I hardly visit MC... to slow here

and if the levels scroll as you move it'd be better with the whole being able to see things better

Well I don't have the screen scrolling because it would be too slow, it just does when you need to see the rest of the parts of the level.

@kevin: Thanks and it's always good to hear comments like this.
Title: Chips: kalan_vods' Challenge
Post by: solitaire710 on January 23, 2006, 06:46:00 am
QUOTE
nope, don't go to revsoft :(sad.gif


HERETIC!!!


:ph43r:ninja.gif
Title: Chips: kalan_vods' Challenge
Post by: spengo on January 23, 2006, 01:20:00 pm
Cool. Like some odd puzzle game where you can ride these conveyor belt things. :)smile.gif
Title: Chips: kalan_vods' Challenge
Post by: kalan_vod on January 25, 2006, 08:43:00 pm
Update [01/26/06]:
Since I have finished my secret project as of Sunday, I have been programming this game and as well a few other secret projects :Pblah.gif.

Things added since last update:
-Lots of optimizations, around 450b saved.
-Went from 9 programs to 7 programs (I will have them down to at least 5 before release, it's just easier to add subprograms right now instead of merging them.
-Completed the level editor and plan on releasing it to the public only with the release of the first version (sorry for those who want to make levels for the game, but I will not let people do some until I have at least 25 levels ported).
-Corrected the moving on the ice bug.
-Increased the engines speed by changing it up a little.
-Only one level was added since last update, due to having some other obligations.

Things to be added:
-Work on the readme.
-A lot more levels.
-Ports of the original levels.
-Maybe some AI here and there.
-Make the levels in chapters, where 1-25 are in level set 1 and 26-50 are in two etc.
-More functions will have to be added, such as when you walk onto a button that will move stuff out of your way (tanks).
-One more function needs to be added where you move a block and it has fire underneath it, which I have the plans for.
-Fix the code for moving blocks where you can't merge blocks together.

Soon I will have a list of levels which have been ported from the original. One thing I would like to point out is that I have made changes to some or the ported levels. The reasons behind this is so I can save more space, ie I had a level where you used 4 8x12 maps linked and only 3 of the maps were used. Check out my http://www.kalan.us/currentprojects.htm for more project updates.
Title: Chips: kalan_vods' Challenge
Post by: dragon__lance on January 26, 2006, 02:43:00 pm
ooooooooohhhhhhhh, nice work  :ru13z:king2.gif , *asks kalan_vod about secret projects? cant wait to hear more!!!
Title: Chips: kalan_vods' Challenge
Post by: DJ Omnimaga on January 26, 2006, 03:27:00 pm
i know it i know it :ph43r:ninja.gif

nice work kalan_vod I am really amazed by your games so far :)smile.gif

EDIT: whats up with your sig O_Oshocked2.gif
Title: Chips: kalan_vods' Challenge
Post by: kalan_vod on January 26, 2006, 04:40:00 pm
The sig is spengo, I saw him once when I was around his city and well....YUK!!!

@dragon_lance: If you read the news item of me being accepted I mention about a special surprise that night (down towards the bottom on monday I believe) and is going to be released on Sunday-Monday (it's finished). Thanks for the showing of intrest guys it really helps when people care about a project you put time in.
Title: Chips: kalan_vods' Challenge
Post by: spengo on January 26, 2006, 04:55:00 pm
Well, I am honored to see you think so highly of me. However, I think you must have mistaken me for someone else. :Dbiggrin.gif I do have one picture of me on the 'net, but it's on maxcoderz. http://joepnet.com/hosted/maxcoderz/phpBB2/viewtopic.php?t=1243&postdays=0&postorder=asc&highlight=recurve&start=30
Title: Chips: kalan_vods' Challenge
Post by: kalan_vod on January 26, 2006, 05:03:00 pm
5:04 pm. Lol Nice specs! just like dr. snipe!!! jk Yeah it isn't spengo. Its kevin!
Title: Chips: kalan_vods' Challenge
Post by: spengo on January 26, 2006, 05:22:00 pm
Those are old. I have better ones now- if you look close, you can see that the glasses in that picture have some blue electrical wire wrapped around the left arm where it connects to the rest of the frame. ph34r my awesome repair skillz! The screw came out and it ripped the tracks off the inside, so I couldn't put a new screw in. Now I have cool bendy ones that I can twist around into knots and they still snap back. They are also much smaller and don't make me look so bug-eyed.
Title: Chips: kalan_vods' Challenge
Post by: DJ Omnimaga on January 27, 2006, 02:29:00 am
QuoteBegin-kalan_vod+26 January 2006, 23:03-->
QUOTE (kalan_vod @ 26 January 2006, 23:03)
5:04 pm. Lol Nice specs! just like dr. snipe!!! jk Yeah it isn't spengo. Its kevin!  

 ................................................................ <_<dry.gif
Title: Chips: kalan_vods' Challenge
Post by: kalan_vod on January 30, 2006, 05:25:00 am
Update [01/30/06]:
Not too big of an update, yet it is.

Things added since last update:
-A few optimizations, around 350b saved.
-Just 4 levels were added, which came ported from the original.
-A routine where you have blocks which look the same, but when you walk into it they will either turn solid or empty.
-A routine where you have a circle, that when you step onto it turns into a solid block that will not let you pass through (when you walk onto it they turn into a solid block and you have the option of moving back or keep going as you are still on top of the spot the block occupies).
-Add a HUD then figured it was too slow, so I got rid of it. But yet again I thought a HUD would become useful so I added a HUD which was faster and more information can be found in it (the 1st one only showed the chips left and the level you were on and it only showed if you had 9 chips, but if you had 10 or more it just showed a + and the same for levels). Now with the new HUD you get the level you are on (will show up to 2 digit numbers 1-99) and chips being the same way. And not to mention how it show which keys you have :Pblah.gif).
-Ok I added a new function that allows you to see the tiles next to you (up to two tiles). What I mean is that if you can't see what's in the next screen you press second and then the arrows in the direction you would like to see (kind of like in block dude). After I added that I had a bug where you could get an out of bounds error by going too far, but now I fixed it!
-I added where you would just press +/- to change levels at will, but thought/was told it would become to easy that way. So I added a menu which lets you set the HUD on/off, continue playing, quit, and now enter a code to a level which is higher than the one your on (you are on level 1 and want to be on level 12 so you type "12" and then it prompts for a pass which will be a 2 digit code (for now it is, but I plan on making it more advanced) and then it take you to the level you entered, if the code was correct! And if you wish to go back to a level which is < the level you are on it will just let you).


Things to be added:
-Work on the readme.
-A lot more levels.
-Ports of the original levels.
-Maybe some AI here and there.
-Make the levels in chapters, where 1-25 are in level set 1 and 26-50 are in two etc.
-More functions will have to be added, such as when you walk onto a button that will move stuff out of your way (tanks).
-Fix the code for moving blocks where you can't merge blocks together.

I have a dilemma where it is becoming incredibly slow (the game), because I have just a few subprograms packed into on. So I think I am going to have more subprograms (split the ones into there separate ones). Check out my http://www.kalan.us/currentprojects.htm for more project updates. I might have a ss of this later this week.
Title: Chips: kalan_vods' Challenge
Post by: DJ Omnimaga on January 30, 2006, 12:39:00 pm
wow thats still a lot of new stuff O_Oshocked2.gif nice work, I hope you can get it to run fast again, how much FPS it is approximately now?
Title: Chips: kalan_vods' Challenge
Post by: kalan_vod on January 30, 2006, 12:54:00 pm
Well with the walking around it does go fast. Well I keep it with the smallest amount of programs as possible, but when I added a few routines here and there it made the subprograms longer which unless I do some Ifs x=x:return it just runs through the whole subprogram. But I have a fix for it, I was looking over the code and found some things I could inprove on.
Title: Chips: kalan_vods' Challenge
Post by: kalan_vod on February 17, 2006, 07:01:00 am
Well luckly the new xLIB tilemapping routine is alot faster, and since I use it alot.....Chips runs about 2x-3x times faster! I am so happy to be able to optimize this, and I will soon make some more optimizations which will allow this to run faster than it is now.
Title: Chips: kalan_vods' Challenge
Post by: DJ Omnimaga on February 17, 2006, 01:09:00 pm
wow nice, i tried the new xlib and my tilemapper is back to its 2.5 fps speed now (the one with animated tiles), like when I used xLIB 0.4
Title: Chips: kalan_vods' Challenge
Post by: kalan_vod on February 17, 2006, 02:01:00 pm
Yeah I told Pat and he was like That's awsome! Glad it could help speed your game up! Btw I didn't make any optimizations before trying the new xlib.
Title: Chips: kalan_vods' Challenge
Post by: DJ Omnimaga on February 17, 2006, 02:06:00 pm
wow
Title: Chips: kalan_vods' Challenge
Post by: kalan_vod on March 01, 2006, 05:26:00 am
Well I started working on this again, so expect a update of features this week, and maybe a new ss within the next week!
Title: Chips: kalan_vods' Challenge
Post by: DJ Omnimaga on March 08, 2006, 05:51:00 am
QuoteBegin-kalan_vod+-->
QUOTE (kalan_vod)
so expect a update of features this week, and maybe a new ss within the next week!

post
Title: Chips: kalan_vods' Challenge
Post by: kalan_vod on March 08, 2006, 09:17:00 am
This is not moving.
Title: Chips: kalan_vods' Challenge
Post by: necro on March 10, 2006, 05:58:00 pm
QuoteBegin-kalan_vod+Jan 30 2006, 18:54-->
QUOTE (kalan_vod @ Jan 30 2006, 18:54)
Well with the walking around it does go fast. Well I keep it with the smallest amount of programs as possible, but when I added a few routines here and there it made the subprograms longer which unless I do some Ifs x=x:return it just runs through the whole subprogram. But I have a fix for it, I was looking over the code and found some things I could inprove on.  

 did you know that if you "block' a subroutine inside of a If:then:End it will usualy be faster?
Title: Chips: kalan_vods' Challenge
Post by: kalan_vod on March 10, 2006, 06:19:00 pm
Yes I did, and did you know I wanted this locked for a reason? Please don't post here unless I unlock it! I know you are trying to help, but this is my project I decided not to work on it at this time thus it has been locked..
Title: Chips: kalan_vods' Challenge
Post by: DJ Omnimaga on March 11, 2006, 02:09:00 am
QuoteBegin-kalan_vod+Mar 11 2006, 0:19-->
QUOTE (kalan_vod @ Mar 11 2006, 0:19)
Yes I did, and did you know I wanted this locked for a reason? Please don't post here unless I unlock it! I know you are trying to help, but this is my project I decided not to work on it at this time thus it has been locked..  

 I locked the whole Chips forum :Dbiggrin.gif