Omnimaga
Calculator Community => Discontinued => Major Community Projects => Serenity => Topic started by: Builderboy on September 05, 2009, 08:58:42 pm
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Just a thread to compile all the screenshots :)
Original Still Image Screenshots
(http://farm4.static.flickr.com/3611/3657639786_d88d6eca6a.jpg)(http://farm4.static.flickr.com/3652/3657639768_9f64e62212.jpg)
(http://farm3.static.flickr.com/2451/3656844485_bfb8fa7b37.jpg)(http://farm4.static.flickr.com/3637/3656844469_723e6b9fd3.jpg)
An early version of the engine.
(http://img196.imageshack.us/img196/6455/screen2o.gif)
The first Boss fight
(http://img338.imageshack.us/img338/5603/screen1.gif)
An example of the crate and button system designed for puzzles.
(http://i199.photobucket.com/albums/aa72/builderboy2005/BOXES.gif)
And the menu. Supports 4 save slots, and a help file.
(http://farm4.static.flickr.com/3471/3799639346_22ffc6b54e.jpg)
Another animation of the Main Menu
(http://i199.photobucket.com/albums/aa72/builderboy2005/MENU01.gif)
The pause menu, with multiple pages :)
(http://i199.photobucket.com/albums/aa72/builderboy2005/MENU02.gif)
A demonstration of the Talking algorithem
(http://i199.photobucket.com/albums/aa72/builderboy2005/th_TALKING.gif)
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I love them :)
Btw are all of these running at normal 83+ speed, SE speed or are they speed up?
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SE speed, which it is being developed for. Although it should be playable on the 83 as well, just slower.
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Nice, judging by the speed, I think this should be very playable on reg 83 too
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Thats good, and I won't be using checktmr( or anything, so it should keep up good compatibility. lol, that would be crazy it the screenshots were in 83 speed O.O
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Yeah, timer functions and OpenLib/ExecLib aren't 83+-friendly
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Heh, I'm a little late on this, but those screenies look great.
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thankz ^.^
unfortunately i most likely won't be getting any more screenshots out before the demo, just because i've revealed too much already XD
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Lol yeah :P, looking at them I am still amazed at how fast it runs. I am curious if one day you could maybe look at Metroid II walking engine to see what I might have done wrong to cause the game to run so slow compared to games like Shift? I tried closing parhentesises of every For( loop that had lone If conditions in them, in case the slowdown after-effect glitch might have happened, but I did not get a performance boost in the game, except during certain loading sequences or animations
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I think there are 2 main reasons the main loop is so fast.
1:Collision detection is done via PixelTest, which is faster than lists, strings, or Matrices.
2:There are only 4 scenarios when you wan exit the main loop. 3 of those are to see when you go off the screen (left, right, bottom) and the third is the event variable/key variable. If K>30, exit the loop.
This accounts for:
The Item/Action/Menu keys, as well as key values above 105 to account for other possibilities such as being hit by an enemy
The same applies for shift, in a slightly different manner, as it uses matrices for collision.
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The rope-pull-up thingy is super nice! (but for the sake of shape congruence you should use a pipe (|) instead of [ for the vertical one)
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I do, its just that for the screenshot, i had to use a non-special char because wabbit was complaining.
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did you have a ROM version of 1.15 or higher?
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No i didn't, i had used my Sisters 83 because i couldn't get my 84 to work back then. But i recently was able to dump my own, so screenshots will be a bit smoother now, since i won't have to boost speed to make it SE
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oooh ok that's why then. On 1.14 and lower, many weird characters accessible from some ASM programs and hacked basic programs were not storable in BASIC programs and strings. You had to display them using a slow ASM program. On another hand, one character from 1.14 or below is no longer avaliable since 1.15. It was a 256 char long token made of just 3x3 squares, which, from what I could gather, was simply displayed from empty Flash ROM sectors. I would need to find the appropriate IRC quote from Dr.Dnar when he visited #omnimaga a few times last month. That long character displayed as one arrow on OS 1.15 or higher. This is why the final dungeon in Illusiat 6 is glitched in OS 1.15 or higher.
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If you have the boot code dump, you can create a ROM from an 8xu+the dump.
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looks great
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Wow, this looks awesome :D Keep up the good work! I like the talking bit ^^
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These look great! Btw, how are you displaying the map? I know the layers are shifted, but I mean the actual routine. It seems really fast.
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I think he displays 12, or how ever many tiles he uses, tiles all at once per row instead of going one by one.
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Here is the actual code from the source :)
:For(F,0,8)
:Text(-1,7F,0,sub(Str1,14F+2,14
:StorePic 1
:Text(-1,7F,1,sub(Str2,14F+2,14
:RecallPic 1
:End
Where Str1 is the first layer and Str2 is the second layer
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Pretty small, although that's the code I kinda expected since I attempted this before. I was not sure if stuff like Sub(Str2,stuff,stuff) was much slower than an inline string, though. Dual layer ASCII is so great due to the map display speed. Had I know this trick back when I started ROL3, ROL3 would have used dual-layer ASCII.
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Here is the actual code from the source :)
:For(F,0,8)
:Text(-1,7F,0,sub(Str1,14F+2,14
:StorePic 1
:Text(-1,7F,1,sub(Str2,14F+2,14
:RecallPic 1
:End
Where Str1 is the first layer and Str2 is the second layer
Thanks. That's what I thought. I am using that for Imagination Quest (although slightly modified because all the rooms are in one string per layer.)
I'll have to mess around with this more once I finish Imagination Quest. (maybe a sequel?)
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A sequel would be cool :D
Focus on the first game first, though :P
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Don't worry, I will. Still need to decide what to do about the flipping though. There were some ideas in this (http://ourl.ca/6975/115748;topicseen#new) thread, but I couldn't understand them.
Anyway, enough offtopic-ness :P