Author Topic: The Blue Platform: updates  (Read 45832 times)

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Offline Eeems

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Re: updates
« Reply #15 on: July 11, 2009, 08:40:32 pm »
I'm still stalled on the map switching, in theory it should work, but it doesn't...
I'll keep playing around with it until I figure it out.
wish me luck
/e

Offline {AP}

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Re: updates
« Reply #16 on: July 11, 2009, 09:01:15 pm »
Hate those errors. (the ones you can't figure out WHY they don't work)
It's usually ALWAYS something simple and stupid that you hit yourself for later.

Hope you get it worked out, man. =P

Offline Eeems

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Re: updates
« Reply #17 on: July 11, 2009, 09:03:09 pm »
thanks, yeah I have noticed that...
(BTW this is a locked topic for a reason, read the second post, but np)
/e

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Re: updates
« Reply #18 on: July 12, 2009, 09:29:53 pm »
well I figured out the problem...I had the wrong values and the wrong variables in my booleans...
{AP} was right, it was a stupid mistake, but I fixed it now :) I'll post a screeny of my failed maps with this at work to celebrate
w00t...
/e

Offline Eeems

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Re: updates
« Reply #19 on: July 13, 2009, 02:24:02 pm »
well I just made a mapmaker program for myself. I posted a screenshot of it, and if anybody wants to take a look at it's code (since it isn't the actual game, just a program that I made to aid in the making of the game) just post in the mapedit topic thing
/e

Offline Eeems

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Re: updates
« Reply #20 on: July 16, 2009, 01:51:14 pm »
ok, after a brief two day period of being banned from the computer I have almost finished the first platform :)
I also fixed some bugs in room switching and such so, screen shot to celebrate :)

-

ok another update, I added a boss to the game (screenshot soon). So basically to go to the next world there are two ways, one is to beat a boss, another is to go on a specific tile, I will only use the specific tile one in the first platform, and the bosses in the rest. The boss is a 16*16 sprite that moves 2 spaces at a time, so he is easier to hit, but he moves very fast.
I haven't finished with his masking yet, so he pretty much will overwrite whatever tiles he is on, and he only tests for one spot, but it works perfectly
« Last Edit: July 16, 2009, 11:14:02 pm by Eeems »
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Offline Eeems

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Re: updates
« Reply #21 on: July 17, 2009, 04:29:35 pm »
I have made the boss better then a big enemy. Then boss now has a sword and can do a magic of sorts, I will upload a screenshot of it in action soon
/e

Offline Eeems

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Re: updates
« Reply #22 on: July 18, 2009, 02:52:56 pm »
ok, I fixed up all the magics that I had accidentally broken by making the boss, and I also started on making a cut scene thing. what it does is streams an appvar through line by line, and from what the vars are in the appvar it will update the screen.
I also made it possible for you to have a name in the game :P and you input your name on the graphscreen (I used a little program I had made in the past for this)
I also changed the options 'About' on the main menu to 'Setup' so you can play around with the contrast and set your name from there

-

I finished the first cut scene :P
it only weighs around 717 bytes, so it's not that bad. I'll post my streaming meathod that I based the cut scene thing on in a bit.
« Last Edit: July 18, 2009, 09:48:40 pm by Eeems »
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Offline Eeems

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Re: updates
« Reply #23 on: July 19, 2009, 06:02:09 pm »
I added some new tiles and one of them was solid, so I added the detection to the game, but atm it is untested.
/e

Offline Eeems

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Re: updates
« Reply #24 on: July 20, 2009, 09:02:52 pm »
I have already started to work on the next level and I have finished the first map. I also made the mask for the boss, so now he works right on backgrounds.
/e

Offline Eeems

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Re: updates
« Reply #25 on: July 21, 2009, 09:47:56 pm »
I've been working on the maps and making the subroutines work better. I figured out a way to use an edited version of the macro system to cut around 300 bytes off my text input subroutine (it uses the graphscreen instead of teh homescreen) so instead of just over 700 bytes it is now just over 400 bytes.
I also added a few real(7,0)'s to the main code to try and keep the runindicator off. for some reason though, it doesn't like to stay off, so it will sometimes be off in one part of the code, and the next time you come back to it, it will be on again. oh well I got it to stay off around 70% of the time, so the gameplay looks more professional then before.
/e

Offline Eeems

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Re: updates
« Reply #26 on: July 22, 2009, 04:40:23 pm »
well I decided to add a little title screen thing to the start, DJ told me about it, it's an Omnimaga screen. The screen will only display if the right program is on your calc (thetaBANNER) and will archive it after it is used and unarchive it if it is archived at the start, but only if it is archived
/e

Offline Eeems

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Re: updates
« Reply #27 on: July 22, 2009, 11:21:01 pm »
ok, because I'm going on vacation on sunday, I am completely backing up my calc's RAM/ARCHIVE and then I will load my calc with games, at the end of my trip I will restore my calc to it's original state, so this means that progress on TBP will be on hold for now, I will continue with it after my vacation, so I don't think I will finish all the maps, so the game I hand in to the contest will be incomplete (mapwise). I think that I will get 2-3 worlds done in time (maybe 4?)
/e

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Re: updates
« Reply #28 on: August 22, 2009, 01:59:07 pm »
so atm I am restoring my calculator so I can finish working on this project, and I am releasing two games I made on the trip (just small arcade style games) so yeah...
I'll try to finish world two by monday so I can submit it to the contest
well I'm done 3 of the 6 maps I have to do to finish world 2, so I'll be done in time (unless the aliens get me 0.o)
« Last Edit: August 22, 2009, 05:05:58 pm by Eeems »
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Offline Eeems

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Re: updates
« Reply #29 on: August 22, 2009, 06:45:10 pm »
well I finished world 2 and as soon as I have access to the main computer I will transfer it to the computer and test it on an emulator, then I will enter it into the contest :P
I have to say that I am pleased with the game as it is at the moment, I will possibly upload a screenshot of the boss battle at the end of world 2. Yes I am only entering a demo into the contest, but it shows all the things you can do in this game, except for all the magics, but there are a bunch of screenies of that, and I will supply a "hacked" saved game list for the judges. hmm, which reminds me that I have to make it harder to play around with the saved game...maybe a appvar save routine or something...
/e