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Messages - AaroneusTheGreat
1
« on: March 12, 2015, 02:20:44 am »
UPDATE:
Today I have made a pretty significant RAM savings. 3144 bytes saved in RAM with this new change. I haven't had a lot of time to do much else right now except work on some old bugs. I hope I get some time to work on level design and the mini game soon. I just had a bunch of work dumped on me this week, and subsequently, I don't have a whole lot of free time at the moment, but I will try my best to get some stuff done.
2
« on: February 23, 2015, 10:55:05 pm »
UPDATE:
Today I have more or less completed the code for this new task for level #12. It's looking pretty cool if I do say so myself. I now have to do a little bit of level redesign so that you get the full effect of the feature.
Also I have done some optimizations in several areas of the game. There are more to be done, but I feel like the game is running better than it ever has. I hope to be able to implement a new AI system for the enemies this week. Also I hope to get some more levels designed. The mini game also needs some work, which I may or may not get around to addressing this week.
Anyway, stay tuned! With any luck there will be another update soon.
3
« on: February 21, 2015, 09:00:41 pm »
Thank you for the warm welcome back! Small Update: I had a stroke of inspiration today and decided to change the level #12 task up some so that it's more interesting! I have begun work on this new feature today.
4
« on: February 18, 2015, 11:57:15 pm »
Hello again everyone! It's been a long time. I'm glad to see some of you on IRC now and then since resurfacing from the haze of new baby and marriage and all that. I have begun work again on DOA. Lately it has been mainly bugfixes and level design, but I did square up one of the new little features for level #12, which I may or may not have mentioned previously. It involves the risk of electrocution . Anyway even though this is very rough, I am going to attach a zip file of the current project to this post. So if you'd like to give it a spin, feel free to! Please note: I can't guarantee the stability of this release, as it is not very thoroughly tested. So please don't run it on a real calc that has any valuable data on it. And if you do, back up first!!!.
5
« on: January 30, 2013, 09:02:30 pm »
Tr1p1ea: No not at the moment, there's not a lot to see in a screenshot at this moment. Most of the work I've done recently isn't very visible unless you're playing it, it's mostly speed improvements.
Thanks Stefan I hope it's done this year too. I started this project in 2008 or so, so it's about 5 years in the making... It's way overdue lol :p
6
« on: January 29, 2013, 10:45:04 pm »
DJ: Nah nothing was lost that was important.
Thanks guys! It's good to be working again.
I fixed the code to save the configuration of the customizable keys and the settings for auto aim and graphical quality.
7
« on: January 25, 2013, 10:54:33 pm »
unfortunately since the last update, I lost that particular screenshot to a reformat and a fresh install on my laptop. The good news is i have updates:
[reposted from tifreakware.net] I worked on this a little today, and for the past few weeks off and on, I've made some pretty significant improvements in the speed of the game. I'm trying to focus on optimization and testing right now still, before moving on to advance the plot of the game and the gameplay. I feel like if I spend enough time on optimizing right now, I won't run into as many performance issues as I have in the past. As it is now the game runs much smoother than it did during my last serious spurt of work.
I hope to have more to show for my work soon, but I have fixed a few more minor bugs and cleaned up and commented a bunch of the code, got rid of some unnecessary steps in some of the functions that control targeting for the auto aim and a few other odds and ends.
I'll let you all know when anything else happens. I also want to release another alpha soon for some more extensive testing. When I feel like it's stable enough for this, I will make an announcement.
The short and the long of it is DOA is not dead! Still! I promise lol
8
« on: September 27, 2012, 11:42:01 am »
UPDATE:
As of yesterday in the early morning, the team has now broken the 2,000,000 points milestone!!!
9
« on: September 26, 2012, 01:28:44 am »
Those are polarizing lenses!
10
« on: September 26, 2012, 01:20:42 am »
If you have access to one, a polarizing filter for a camera may give you the same result in real time by looking through the filter and rotating it to find the point where the colors change.
11
« on: September 26, 2012, 01:12:26 am »
It might have to do with the fact that the light exiting the screen is polarized.
[EDIT] I just noticed the scanlines in the images too, I think the polarization idea is making more sense now.
12
« on: September 25, 2012, 11:14:13 pm »
Interesting ideas no matter what the motivation. I sometimes wonder what kind of industrial espionage goes on inside companies like Ti or Casio.
13
« on: September 25, 2012, 10:52:44 pm »
Yay Tetris! Finally!
14
« on: September 25, 2012, 10:15:02 pm »
That's so amazing. Chocksta, i really don't see how this couldn't make POTY. Honestly. Wow.
15
« on: September 25, 2012, 09:31:27 pm »
I haven't gotten much done but I have read through a fairly large amount of source code, I'm trying to familiarize myself with the project before delving in and randomly breaking stuff. I don't remember if we put the account in my name yet or not, but I'll chat with you about it if it hasn't been done yet. It's official now i suppose!
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