Author Topic: [S.A.D.] Progress 2010  (Read 78578 times)

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Offline DJ Omnimaga

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Re: [S.A.D.] Progress 2010
« Reply #105 on: April 18, 2010, 11:48:11 am »
Lucky D:

Oh well now we got it public :D
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Offline Hot_Dog

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Re: [S.A.D.] Progress 2010
« Reply #106 on: April 18, 2010, 01:12:59 pm »
Collision Detection still has to be implemented, yes.  And I agree about the rectangle border. 

Also, if a building can't be placed in a particular spot, you will see inverse colors...aka a black filled rectangle with a white outline of the building.  To save space and processing power, I'm not going to do something like Starcraft where you see "red" squares for the particular tiles getting in the way of the building...rather if even a single tile is in the way of the building the whole building will change color.
« Last Edit: April 18, 2010, 01:19:27 pm by Hot_Dog »

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Re: [S.A.D.] Progress 2010
« Reply #107 on: April 18, 2010, 02:16:15 pm »
Yeah inverted colors sounds like a good deal :) even if the entire building turns inverted despite being on some tiles you can build on. Another idea could be a huge X appearing on the building when it's over places you can't build on.

Also, for the rectangle, are you planning to have extremly dark terrain tiles for some maps? if it's the case, I would recommend having a black rectangle (not filled of course :P), surrounded by a white one. It would make it easier to see the rectangle on dark maps.
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Offline Hot_Dog

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Re: [S.A.D.] Progress 2010
« Reply #108 on: April 18, 2010, 04:01:04 pm »
I'm not adding any extremely dark terrain tiles.  Maybe dark sky, but that's it.  Dark terrain tiles will prevent some of the graphics from being seen well.

Offline DJ Omnimaga

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Re: [S.A.D.] Progress 2010
« Reply #109 on: April 18, 2010, 04:47:05 pm »
aaah ok then I guess just one border should be enough.
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Offline meishe91

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Re: [S.A.D.] Progress 2010
« Reply #110 on: April 18, 2010, 06:02:32 pm »
The ideas for the rectangle and how to tell if its setable or not are good. Another idea would be to make the line dotted when you can't place it or something, just a thought.

I haven't tested this yet but it looks amazing :)
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Offline DJ Omnimaga

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Re: [S.A.D.] Progress 2010
« Reply #111 on: April 22, 2010, 04:41:12 pm »
Btw, I noticed some slowdowns sometimes when map is scrolling. The scrolling speed appear to not be consistent. Is it because of the real time nature of the game? Also it slows down a bit with buildings on the screen, but I had like 12 at once I think
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Offline Hot_Dog

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Re: [S.A.D.] Progress 2010
« Reply #112 on: April 22, 2010, 04:43:54 pm »
I have no idea why the scrolling speed isn't consistent (I did notice that), but we're optimizing--or going to be optimizing--the drawing for the buildings, since we hope to have 24 on screen at greatest.

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Re: [S.A.D.] Progress 2010
« Reply #113 on: April 22, 2010, 04:50:53 pm »
aaaah ok. The scrolling was fast, though, I just noticed this at one point where I decided somehow to set the emu at 5% speed :P
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Offline Hot_Dog

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Re: [S.A.D.] Progress 2010
« Reply #114 on: April 24, 2010, 04:55:17 am »
Here's a new update!  This will be my last one for a while, but not because of homework; it's because my next goal on this project requires a lot of time:

1. Make this into two app pages (For those of you who want to risk putting this on the calculator without filing any lawsuits, this is important: Future builds, not including this one, will take TWICE AS MUCH SPACE on your calculator, as well as a decent amount of RAM.  The RAM will be emptied when the program exits, but it will take somewhere around 10-15 kbs of ram until futher progress.  Please don't complain, rather run further builds on an emulator unless you're willing to spare the space.)
2. Optimize
3. Add the ships!

The "Friendly" at the bottom of the info bar means the structure belongs to you or your teammate.  If you see the word "enemy", that means it's an enemy structure.  We're doing it this way to save space required for colored buildings.

Special thanks to Joe Pemberton for his routine that converts binary to text, I needed that to display the HP values
« Last Edit: April 24, 2010, 05:02:58 am by Hot_Dog »

Offline mapar007

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Re: [S.A.D.] Progress 2010
« Reply #115 on: April 24, 2010, 05:00:35 am »
* mapar007 drools

A w E s O m E

Absolutely! This game will be the first calc game I played in years. (I pretty much stopped playing them when I started coding myself)

Offline Builderboy

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Re: [S.A.D.] Progress 2010
« Reply #116 on: April 24, 2010, 11:32:14 am »
* Builderboy closes mpar007's mouth *

* Builderboy accidentally lets his hang as well *

:O the amount that this screenie rocks my socks cannot be expressed in mere text.  Or rather i would need several pages and several hundred exclamation marks in order to express myself.  For some reason i keep finding myself in this situation more and more, so i have decided to substitute with a:

You did and awesomely pwnsome job :)

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Re: [S.A.D.] Progress 2010
« Reply #117 on: April 24, 2010, 12:15:07 pm »
wow awesome! I like the part where you see the building info at the bottom. Question, is building time/delay gonna be implemented soon? (for example if it takes a few seconds to build a factory)

Also I don't mind the space it takes, even if it takes 10 pages of app and all RAM (unless it's like Gemini where you need to delete everything else from archive to clear the VAT x.x)
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Re: [S.A.D.] Progress 2010
« Reply #118 on: April 24, 2010, 12:24:04 pm »
wow awesome! I like the part where you see the building info at the bottom. Question, is building time/delay gonna be implemented soon? (for example if it takes a few seconds to build a factory)

Also I don't mind the space it takes, even if it takes 10 pages of app and all RAM (unless it's like Gemini where you need to delete everything else from archive to clear the VAT x.x)

Yes, we'll have building delay for construction...and you will be able to see the building progress when you highlight it.  It won't be a bar, but you will see the HP increasing little by little. 

In this case, when a building is constructing, the graphic will appear as a foundation with a wrench on it.  Since we need to conserve space, we're not going to be able to do what Starcraft does and display parts of the building that have been made.

As for RAM, we're going to make the amount reasonable so users don't have to worry about the VAT.  Plus, we're going to make a version where ti-84+ users (or Ti-83+ silver edition users) will have the data stored in the extra 96 KB ram.  The reason we're using so much ram is for processing power...in the case of a multi-page application, it's faster to access data from ram than it is to access data from another page.

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Re: [S.A.D.] Progress 2010
« Reply #119 on: April 24, 2010, 12:33:49 pm »
Nice, I like the alternate building sprite idea. I doN,t think showing it gradually being built is necessary, just have it look like it's still being built.

I disagree with the 84+ extra RAM idea, though. It will single out everyone who got a TI-84+ made after March 2007. Those new 84+ lacks the extra 96 KB of RAM and only actually have 16 of it (which is accessed differently, IIRC). Remember the whole issues about people no longer being able to run TI-Boy SE, RealSound, Msd8x, Omnicalc RestoreMem(), etc.
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