Omnimaga

Omnimaga => Our Projects => The Blue Platform => Topic started by: Eeems on May 11, 2009, 11:15:17 pm

Title: The Blue Platform
Post by: Eeems on May 11, 2009, 11:15:17 pm
ok, this was part of the topic "Side Project #2: DUNGEON" until now. Basically this is a Platform game engine of a sorts. it currently has powerups, items, enemies, rope/monkeybars, spikes, health, and magic. It uses dual layer text sprites for the map. It runs moderately fast on a TI-83+.

Currently in the attachments: screenies of the game in action, and the current files

current code
Code: [Select]
main engine::

:Text(‾1,0,0,sub(Str1,1,15
:Text(‾1,8,0,sub(Str1,16,15
:Text(‾1,16,0,sub(Str1,31,15
:Text(‾1,24,0,sub(Str1,46,15
:Text(‾1,32,0,sub(Str1,61,15
:Text(‾1,40,0,sub(Str1,76,15
:Text(‾1,48,0,sub(Str1,91,15
:Text(‾1,56,0,sub(Str1,106,15
:StorePic 2
:Text(‾1,0,0,sub(Str2,1,15
:Text(‾1,8,0,sub(Str2,16,15
:Text(‾1,16,0,sub(Str2,31,15
:Text(‾1,24,0,sub(Str2,46,15
:Text(‾1,32,0,sub(Str2,61,15
:Text(‾1,40,0,sub(Str2,76,15
:Text(‾1,48,0,sub(Str2,91,15
:Text(‾1,56,0,sub(Str2,106,15
:RecallPic 2
:L1(3→B:L1(4→A
:L1(1→G
:L1(2→H
:L1(5→S
:L1(6→T
:L2(1→Z
:L2(2→Y
:L2(3→X
:DelVar M
:DelVar JText(‾1,0,90,H
:If S:Then
:Text(‾1,24,90,"!
:End
:If G=3:Then
:Text(‾1,16,90,"
:End
:If T:Then
:Text(‾1,32,90,"
:End
:While A≠1 and A≠9 and B≠0 and B≠16 and H
:If E:Then
:E-1→E
:If not(E
:Then
:Text(‾1,8,90,"
:End:End
:A→C
:B→D
:Text(‾1,8A-8,6B-6,"Ω
:If M
:Then
:2→M
:Text(‾1,8A-8,6B-6,"Î
:End
:getKey→K
:If K:Then
:B+(K=26)-(K=24→B
:If B≠D
:Then
:If B and B≠16 and ""=sub(Str1,15A-14+B-1,1
:Then
:D→B
:End
:End
:End
:If A≠1 and A≠9
:Then
:If not(J) and ""≠sub(Str1,15(A+1)-15+B,1) and ""≠sub(Str1,15(A-1)-15+B,1
:Then
:A+1→A
:Else
:If S and K=21:Then
:prgmZAT
:End
:If T and K=31:Then
:prgmZSH
:End
:J+G(K=25 and not(J→J
:End
:If J:Then
:If ""≠sub(Str1,15(A-1)-15+B,1
:Then
:A-1→A
:End
:J-1→J
:End
:If (A≠C or B≠D) and B and B≠16
:Then
:Text(‾1,8A-8,6B-6,"Ω
:Text(‾1,8C-8,6D-6,"
:If ""=sub(Str1,15C-15+B,1
:Then
:Text(‾1,8C-8,6D-6,"
:End
:If 2=M
:Then
:Text(‾1,8C-8,6D-6,"Î
:DelVar M
:End
:End
:If " "≠sub(Str1,15A-15+B,1
:Then
:prgmZIT
:End:End
:If Z:Then
:prgmZEN
:End:End
:G→L1(1
:H→L1(2
:A→L1(3
:B→L1(4
:S→L1(5

special tiles (prgmZIT)

:If "o"=sub(Str1,15A-15+B,1
:Then
:1→T
:sub(Str1,15A-15+B,length(Str1)-15A-14+B→Str3
:sub(Str2,1,15A-16+B)+" "+Str3→Str1
:Else
:If "!"=sub(Str1,15A-15+B,1
:Then
:1→S
:sub(Str1,15A-14+B,length(Str1)-(15A-14+B→Str3
:sub(Str1,1,15A-16+B)+" "+Str3→Str1
:Text(‾1,24,90,"!
:Else
:If "Δ"=sub(Str1,15A-14+B-1,1
:Then
:H+3→H
:If 9<H
:Then
:9→H
:End
:sub(Str1,15A-14+B,length(Str1)-(15A-14+B→Str3
:sub(Str1,1,15A-16+B)+" "+Str3→Str1
:Text(‾1,0,90,H
:Text(‾1,8,90,"┼
:3→E
:Else
:If ""=sub(Str1,15A-14+B-1,1
:Then
:Text(‾1,16,90,"
:sub(Str1,15A-14+B,length(Str1)-15A-14+B→Str3
:sub(Str1,1,15A-14+B-2)+" "+Str3→Str1
:3→G
:Else
:If "Î"=sub(Str1,15A-14+B-1,1
:Then
:Text(‾1,0,90,H
:H-1→H
:1→M
:End
:End
:End
:End

sword animation (prgmZAT)

:15A-15+B→S
:Text(‾1,8A-8,6B,"-
:Text(‾1,8A-16,6B-6,"/
:Text(‾1,8A-8,6B,sub(Str1,S+1,1
:StorePic 2
:Text(‾1,8A-8,6B,sub(Str2,S+1,1
:RecallPic 2
:Text(‾1,8A-16,6B-6,"!
:Text(‾1,8A-16,6B,sub(Str1,S-14,1
:StorePic 2
:Text(‾1,8A-16,6B,sub(Str2,S-14,1
:RecallPic 2
:Text(‾1,8A-16,6B-12,"
:Text(‾1,8A-16,6B-6,sub(Str1,S-15,1
:StorePic 2
:Text(‾1,8-16,6B-6,sub(Str2,S-15,1
:RecallPic 2
:Text(‾1,8A-8,6B-12,"-
:Text(‾1,8A-16,6B-12,sub(Str1,S-16,1
:StorePic 2
:Text(‾1,8A-16,6B-12,sub(Str2,S-16,1
:RecallPic 2
:Text(‾1,8A-8,6B-12,sub(Str1,15A-16+B,1
:StorePic 2
:Text(‾1,8A-8,6B-12,sub(Str2,15A-16+B,1
:RecallPic 2
:1→S
:If (A=Y and (B-1=X or B+1=X)) or (A-1=Y and (B-1=X or B=X or B+1=X
:Then
:DelVar Z
:End

magic animation (prgmZSH)

:H+2(X=B or X=B+1 or X=B-1→H
:A-1→T
:If H>9:Then
:9→H
:End
:Text(‾1,8T-8,6B-6,"O
:For(θ,1,10):End
:Text(‾1,8T-8,6B-6,"o
:For(θ,1,10):End
:Text(‾1,8T-8,6B-6,"o
:For(θ,1,10):End
:Text(‾1,8T-8,6B-6,"∙
:For(θ,1,10):End
:Text(‾1,8T-8,6B-6,sub(Str1,15T-15+B,1
:StorePic 2
:Text(‾1,8T-8,6B-6,sub(Str2,15T-15+B,1
:RecallPic 2


enemy movement and action handler (prgmZEN)

:H+2(X=B or X=B+1 or X=B-1→H
:A-1→T
:If H>9:Then
:9→H
:End
:Text(‾1,8T-8,6B-6,"O
:For(θ,1,10):End
:Text(‾1,8T-8,6B-6,"o
:For(θ,1,10):End
:Text(‾1,8T-8,6B-6,"o
:For(θ,1,10):End
:Text(‾1,8T-8,6B-6,"∙
:For(θ,1,10):End
:Text(‾1,8T-8,6B-6,sub(Str1,15T-15+B,1
:StorePic 2
:Text(‾1,8T-8,6B-6,sub(Str2,15T-15+B,1
:RecallPic 2
please give me your optimizations :)
Title: Re: Platform Game Engine
Post by: Eeems on May 12, 2009, 06:42:58 pm
ok I'm uploading the edited version, and I fixed the error with the falling off the bottom thing.
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on May 12, 2009, 11:04:58 pm
Cool I'll check this one soon. How many levels does this one have? I know the other only had 2
Title: Re: Platform Game Engine
Post by: Eeems on May 13, 2009, 10:58:51 am
three I think, but I don't know if I could get the third to work right (just play around with prgmPLATFORM if it doesn't)
Title: Re: Platform Game Engine
Post by: Eeems on May 15, 2009, 09:37:00 pm
ok, I've played around with the programs a bit and I've gotten rid of a few errors, I'm also trying to make it more programmer friendly for switching levels by giving a map coordinates thing (L3) so every time you go off the map it will change the list vars accordingly. I'm also going to add a little bit of code at the end to make it easier to figure out where the char comes on in the new map (0->15 and 16->1 etc) but it will still take in manual lists. I'm going to add some more maps when I get this finished
Title: Re: Platform Game Engine
Post by: trevmeister66 on May 15, 2009, 10:40:44 pm
sweet, good to see some progress.
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on May 15, 2009, 11:12:32 pm
Nice to see updates still ^^
Title: Re: Platform Game Engine
Post by: Eeems on May 16, 2009, 12:53:03 pm
it's kind of hard to work on it, I can't seem to resist the call of Illusiat 12 :)
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on May 16, 2009, 06:35:27 pm
Hehe I know the feeling, altough I am a bit surprised considering Illusiat 12 plot is so simple and the game is friggin hard (altough not as much as Illusiat 6 in hard mode or Illusiat 7)
Title: Re: Platform Game Engine
Post by: Eeems on May 16, 2009, 06:43:30 pm
well the first 3 chapters were easy, but IV is really hard, and I don't mind the simple plot, the epic battles make up for it
Title: Re: Platform Game Engine
Post by: Eeems on May 16, 2009, 07:59:22 pm
ok, I have finished with the map coordinates and such, now I'm going to work on some rooms and such, and maybe even add some new items and magic. I'm still having some problems with keeping the game running fast with enemies on the screen though.
I've also included the new version
Title: Re: Platform Game Engine
Post by: Drak on May 16, 2009, 10:35:18 pm
needs lists included, wont run without it.
Title: Re: Platform Game Engine
Post by: Eeems on May 16, 2009, 10:42:27 pm
sorry about that, I'll fix that up
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on May 17, 2009, 12:43:45 pm
mhmm nice I'll check out
Title: Re: Platform Game Engine
Post by: trevmeister66 on May 17, 2009, 12:58:36 pm
Hmm I'll check it out too. I haven't tested what you've added yet, so it'll be good to see what you've done.

ummm... error?
(http://i40.tinypic.com/r2ovab.gif)
you have something messed up with your room switching.
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on May 17, 2009, 01:35:48 pm
When it works on the programmer calc and not on other people's it can be that a variable isn't defined or a missing list/var/whatever
Title: Re: Platform Game Engine
Post by: Eeems on May 17, 2009, 04:28:23 pm
no the room switching is having some error's for me too, but I've figured it out, I'll upload the program in a little bit, wait for the edit
EDIT: ok, here it is
Title: Re: Platform Game Engine
Post by: trevmeister66 on May 17, 2009, 04:42:44 pm
testing now, ill let you know if I come up with anything.

(http://i43.tinypic.com/2d93060.jpg)
...whats with all the numbers? and when you die, it just keeps going.
Title: Re: Platform Game Engine
Post by: Eeems on May 17, 2009, 06:41:50 pm
oh the numbers is the Y value you end each place with I was doing that to try and figure out why it wasn't switching rooms right. I haven't added a health check to the main program yet (it's really easy just add "and L1(2)" to the While statement in prgmPLAT. and to get rid of the numbers just delete "Pause A" from prgmPLAT and prgmZPT. sorry I forgot about those
Title: Re: Platform Game Engine
Post by: trevmeister66 on May 17, 2009, 07:40:05 pm
ah ok. just making sure they weren't intentional
Title: Re: Platform Game Engine
Post by: Eeems on May 17, 2009, 07:41:48 pm
you mean that they were intentional
Title: Re: Platform Game Engine
Post by: noahbaby94 on May 17, 2009, 07:43:01 pm
Oh on a side note I hope this wasn't what you were planning to enter into the contest considering you've released demos at least 3 times.
Title: Re: Platform Game Engine
Post by: Halifax on May 17, 2009, 07:47:41 pm
you mean that they were intentional
Haha. Either way you say it makes sense. "Just making sure [the numbers] weren't intentional" is the same as "Just making sure [the numbers] were intentional".

By the way, this is a dual-layer platformer I'm guessing? And are those screenshots with 6 MHz?
Title: Re: Platform Game Engine
Post by: Eeems on May 17, 2009, 07:48:14 pm
oh right, :( oh well. they weren't really demos, they were more for people to test to see If I had errors
Title: Re: Platform Game Engine
Post by: trevmeister66 on May 17, 2009, 08:41:05 pm
Oh on a side note I hope this wasn't what you were planning to enter into the contest considering you've released demos at least 3 times.

so does that mean we're allowed to submit a game if we haven't released demos? even if we have announced the project?
Title: Re: Platform Game Engine
Post by: simplethinker on May 17, 2009, 08:46:13 pm
so does that mean we're allowed to submit a game if we haven't released demos? even if we have announced the project?
You can't have announced it prior to the contest, but if you announced it on/after April 24 (the day the contest was announced) you can enter it.

oh right, :( oh well. they weren't really demos, they were more for people to test to see If I had errors
There's also rule #2:
Quote
2). You may release screenshots of your progress - however, you are not allowed to release demos or have direct help with your code.
And you've had a lot of help (in the other thread).
:(
Title: Re: Platform Game Engine
Post by: trevmeister66 on May 17, 2009, 09:54:39 pm
so wait, can i submit mine?
Title: Re: Platform Game Engine
Post by: noahbaby94 on May 17, 2009, 10:12:50 pm
Yea after looking through your thread it looked good.
Title: Re: Platform Game Engine
Post by: Eeems on May 17, 2009, 11:50:20 pm
aww, rat's oh well. This was more of a platform engine then a game though
Title: Re: Platform Game Engine
Post by: Halifax on May 18, 2009, 01:55:02 am
aww, rat's oh well. This was more of a platform engine then a game though
Rules are rules Eeems. If they made the exception for you, and accepted it just because it's more of an engine than a game, then they would have to do it for everyone else. Meaning that they could release the engine behind their game and retrieve help from the community. The whole point of the contest is to work independently and to show what you yourself can do.
Title: Re: Platform Game Engine
Post by: Eeems on May 18, 2009, 01:30:54 pm
I know, but I wasn't really planning to make a game in the first place.

Ok, major update, I've decided to completely rework the engine because of how hard it is for me to tweek it. this is how I'm going to structure it
Code: [Select]
Load map
Get Lists
Display HUD
Display Map
While health and character is not off limits
getkey
Update Tile
Physics
Display character
If Key then
sword
Jump
magic
End
Jump action
If enemy then
enemy movement
End
Tile tests
End

By the way, this is a dual-layer platformer I'm guessing? And are those screenshots with 6 MHz?
Yes it is, and yes they are at 6MHz, which is why they are slow compared to Trev's
Title: Re: Platform Game Engine
Post by: Eeems on May 19, 2009, 11:35:09 am
ok, I have almost finished coding the new engine, it runs a bit faster then the other one, but it feels a bit less responsive...the new one is more versatile. it also handles moving off the edge of the map better, and the physics engine is much smaller, and better.
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on May 19, 2009, 04:04:13 pm
by responsive do you mean key detection? I know I often had issues with that in my games when there were animated goodies or stuff moving around. The way to fix this with nothing moving around real time is to have your walking loop like:

Code: [Select]
While CONDITION
CODE
Repeat Getkey
End
Ans->VAR
MOAR CODE
End

Instead of

Code: [Select]
While CONDITION
CODE
Getkey->VAR
MOAR CODE
End

Usually this helps a lot when you haven't pressed a key in a while. However, this cause all movement on the screen to halt until you press a key


Btw this post is cursed. Reading it will make you turn into Netham45 exactly one year after reading it the first time, because it is the 666th post this month
Title: Re: Platform Game Engine
Post by: noahbaby94 on May 19, 2009, 04:12:36 pm
Code: [Select]
While CONDITION
CODE
Repeat Getkey
End
Ans->VAR
MOAR CODE
End
This code is actually incorrect the Ans does not store to VAR.
Title: Re: Platform Game Engine
Post by: simplethinker on May 19, 2009, 04:30:27 pm
This code is actually incorrect the Ans does not store to VAR.

This should work:
Code: [Select]
:While CONDITION
:CODE
:Repeat Ans
:getKey
:End
:Ans→VAR
:MORE CODE
:End

What I do for Chip's Challenge is along the lines of
Code: [Select]
:While STUFF
:getKey→K
:If K
:prgmMOVE
:(some stuff that has to be executed every time)
:End

prgmMOVE contains all the code for if the player moved, so if they didn't move the (useless) code isn't executed.  There's stuff besides a key press that triggers movement (or at least the need to run the movement code), but that's the gist of it.
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on May 19, 2009, 04:50:49 pm
Uhm Noah, by var I meant any real var. I wrote VAR because the user could decide to use whatever var from A to Z, and yes you can store Ans to real vars, I tried and it works.
Title: Re: Platform Game Engine
Post by: simplethinker on May 19, 2009, 04:52:49 pm
Uhm Noah, by var I meant any real var. I wrote VAR because the user could decide to use whatever var from A to Z, and yes you can store Ans to real vars, I tried and it works.
I believe he meant that with "Repeat getKey:End", the getKey does not store to Ans, so you have no way to retrieve the input if a key was pressed.
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on May 19, 2009, 04:56:22 pm
Oh ok I see now, I forgot about that when writing down the code x.x, so I guess Repeat Ans:Getkey:End:Ans->VAR or simply Repeat VAR:Getkey->VAR:End (altough idk if it's a lil slower) would be the best way to go then
Title: Re: Platform Game Engine
Post by: trevmeister66 on May 19, 2009, 05:34:10 pm
This should work:
Code: [Select]
:While CONDITION
:CODE
:Repeat Ans
:getKey
:End
:Ans→VAR
:MORE CODE
:End

What I do for Chip's Challenge is along the lines of
Code: [Select]
:While STUFF
:getKey→K
:If K
:prgmMOVE
:(some stuff that has to be executed every time)
:End

prgmMOVE contains all the code for if the player moved, so if they didn't move the (useless) code isn't executed.  There's stuff besides a key press that triggers movement (or at least the need to run the movement code), but that's the gist of it.

It would actually be faster to do:
Code: [Select]
:While STUFF
:getKey→K
:If K
:Then
:prgmMOVE
:End
:(some stuff that has to be executed every time)
:End


When using If statements with only 1 line afterwards, it's faster to execute that line WITHOUT the Then:End, but when skipping that line (in cases where key presses aren't pushed often), it's faster to have Then:End because instead of reading what's inside, it skips. Not sure if what I said just made sense, but to sum it up, it's faster to skip code using Then:End, and it's faster to execute the code just using If by itself.
Title: Re: Platform Game Engine
Post by: simplethinker on May 19, 2009, 05:37:42 pm
When using If statements with only 1 line afterwards, it's faster to execute that line WITHOUT the Then:End, but when skipping that line (in cases where key presses aren't pushed often), it's faster to have Then:End because instead of reading what's inside, it skips. Not sure if what I said just made sense, but to sum it up, it's faster to skip code using Then:End, and it's faster to execute the code just using If by itself.
So, when the condition is false (the next line is skipped) it's faster to use If:Then:End.
When the condition is true (the code is executed) it's faster to just use If.

Is that right?  If that's the case, then whether to use the Then:End depends on if most of the time the condition will be true or false.
Title: Re: Platform Game Engine
Post by: trevmeister66 on May 19, 2009, 05:38:40 pm
When using If statements with only 1 line afterwards, it's faster to execute that line WITHOUT the Then:End, but when skipping that line (in cases where key presses aren't pushed often), it's faster to have Then:End because instead of reading what's inside, it skips. Not sure if what I said just made sense, but to sum it up, it's faster to skip code using Then:End, and it's faster to execute the code just using If by itself.
So, when the condition is false (the next line is skipped) it's faster to use If:Then:End.
When the condition is true (the code is executed) it's faster to just use If.

Is that right?  If that's the case, then whether to use the Then:End depends on if most of the time the condition will be true or false.
Yes, you put it in a much simpler way. That is correct.

And yes, if you're going to have multiple things going on at once, I think it would be better to have the If:Then:End, whereas if you're just having an enemy moving around and thats it, only having If shouldn't be a problem.
Title: Re: Platform Game Engine
Post by: Eeems on May 19, 2009, 06:34:41 pm
I'm going to stick to what I have because the enemy has to keep moving too. I use booleans to change my vars and such and I skip stuff if there isn't a keypress, I would post my code, but since I've started from new I have to just post progress from here on because I want to enter this into the contest
Title: Re: Platform Game Engine
Post by: Eeems on May 19, 2009, 08:55:25 pm
ok screenshot time!
...hmm they don't seem to work right on wabbit
Title: Re: Platform Game Engine
Post by: Eeems on May 20, 2009, 11:47:57 am
ok, I fixed the error's and built the menus. Now I'm working on the items, lol, I figured out a way to do the sword that is faster. I just save the pic before it goes, then run the animation and then recall the pic, no more reloading the tile after each part of the animation.
Title: Re: Platform Game Engine
Post by: Eeems on May 20, 2009, 07:55:28 pm
ok another update, I have finished with the items and I am halfway done the magics. I also came up with a name for the game :).
If anybody out there could lend me a TI-84+ or SE ROM that would be great because I would like to test it's responsiveness on a faster calc.
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on May 20, 2009, 08:27:05 pm
Nope since it's against the rules to ask/distribute roms in public on the forums (and on 1and1.com hosted websites as a whole :P)
Title: Re: Platform Game Engine
Post by: Eeems on May 20, 2009, 08:29:05 pm
rat's...I'm going to have to try and borrow my sisters calc to get a rom of it...(it's a 84+)
Title: Re: Platform Game Engine
Post by: skuller972 on May 20, 2009, 09:00:31 pm
couldnt you just download the latest 84+SE OS from ti-education?
Title: Re: Platform Game Engine
Post by: noahbaby94 on May 20, 2009, 09:02:34 pm
That's not a rom use have to use rom8x to extract the rom.
Title: Re: Platform Game Engine
Post by: skuller972 on May 20, 2009, 09:06:16 pm
oh well somehow i got that to work before but lately havent been using emulators, so i forgot almost everything about them, even the keys
all i do now is open an old rom file, and open the calculator screen and use my mouse to click it (and arrow keys and enter, i know those keys ;D)
Title: Re: Platform Game Engine
Post by: Eeems on May 20, 2009, 09:12:28 pm
what they give you on ti is the OS which is just half of the rom
Title: Re: Platform Game Engine
Post by: Eeems on May 21, 2009, 03:53:11 pm
ok, I've started to come up with a storyline and I have made the title screen...I still haven't been able to test it on a SE but I have gotten a hold of a ROM so I will test it when I get home. I finished all the magic and added the changes needed to the saving system to add them. I am thinking about making the Event handler more list based then hard coded which will lose speed but I might figure out a way around that.
Title: Re: Platform Game Engine
Post by: skuller972 on May 21, 2009, 04:27:36 pm
YIPPEE!!! sounds like a promising young game
Title: Re: Platform Game Engine
Post by: Eeems on May 21, 2009, 04:30:04 pm
I hope so, the game play is actually pretty intense, but it all depends on how it runs on faster calcs, I might have to restructure it again if it doesn't work right on a faster calc because of how hard it is to control on a 83+, but it is still playable if a bit frustrating to jump
Title: Re: Platform Game Engine
Post by: skuller972 on May 21, 2009, 04:58:14 pm
i feel ya brah, i know what you mean with the jumping thing
Title: Re: Platform Game Engine
Post by: Eeems on May 21, 2009, 05:16:56 pm
yeah, it's not registering the key press like it should...maybe I should change the jump key
Title: Re: Platform Game Engine
Post by: skuller972 on May 21, 2009, 05:38:10 pm
is the jump key 2nd or up?
Title: Re: Platform Game Engine
Post by: Eeems on May 21, 2009, 05:38:52 pm
up

screeny is a bit slower then it actually is
EDIT: another screeny with backgrounds in it :)
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on May 22, 2009, 01:07:08 am
I like the layout especially in the 2nd one.
Title: Re: Platform Game Engine
Post by: Eeems on May 22, 2009, 09:54:52 am
they're the same layout but the second one shows my backgrounds that I added in
Title: Re: Platform Game Engine
Post by: Eeems on May 22, 2009, 04:42:26 pm
I was right about the jump problem and now it responds better (I forgot to change the Jump var before the physics so it updated the jump a frame after ( 'DOH!!) it's still a little bit unresponsive on a 83+ but it works beautifully on a 84+

EDIT: oh yeah I forgot, I also optimized the title screen and I made a program that will draw the maps for me :). the only problem is that I just realized that there are 48 maps per screen and 9 worlds, so that's 432 screens in all.......this is going to take a while.
Title: Re: Platform Game Engine
Post by: Eeems on May 22, 2009, 06:28:56 pm
ok, some screeneis
the first is a program I made for making the maps for me and the second and third are just me playing with the jump fixed...though for some reason the spikepit room doesn't accept my key presses, stupid emulator
Title: Re: Platform Game Engine
Post by: skuller972 on May 22, 2009, 06:53:40 pm
if the mapmaker is on an emulator, then the calculator version must be real slow! no offense, its a really good program, but it is kinda slow. But there isnt an easy way around that, so im not trying to be negative.
Title: Re: Platform Game Engine
Post by: Eeems on May 22, 2009, 06:55:40 pm
oh I know it's slow, but it's better then by hand, and I just need it to make the maps for me so I can save them as pictures
Title: Re: Platform Game Engine
Post by: necro on May 24, 2009, 01:52:01 am
looks pretty neat
Title: Re: Platform Game Engine
Post by: skuller972 on May 24, 2009, 09:00:59 am
oooh LIGHTBULB MOMENT!!!
wait its illegal for me to tell you...
Title: Re: Platform Game Engine
Post by: Eeems on May 24, 2009, 09:35:55 am
nah, I'm just going to let them see the map when they want, because that would be to hard. BTW remember this is for teh contest so you can't really help me with it...:(
Title: Re: Platform Game Engine
Post by: trevmeister66 on May 24, 2009, 09:41:55 am
BTW remember this is for teh contest so you can't really help me with it...:(
^^^
Title: Re: Platform Game Engine
Post by: skuller972 on May 24, 2009, 10:03:44 am
OOPS!!!
Title: Re: Platform Game Engine
Post by: Eeems on May 24, 2009, 09:19:10 pm
np well YC is over for me so I can work on it agian, I've finished one or two maps, and I love them, I just wish I had a faster calc then my 83+ to work with, it would be so much better to test the backgrounds and such with
BTW Skuller love the avatar.
Title: Re: Platform Game Engine
Post by: Drak on May 25, 2009, 12:00:48 am
OOPS!!!

OOPS!!! is right. (http://www.youtube.com/watch?v=4W7VJvZS5Fc)
Title: Re: Platform Game Engine
Post by: skuller972 on May 25, 2009, 06:26:25 am
Eeems: which avatar? i had one for like 3 hours but you had to go to the site, then come back for it to show up, then it disappeared 5 minutes later... it was purty cool though, here's the link
http://wap.freemobilefun.net/wallp/240_320/abstract/visua.jpg
Title: Re: Platform Game Engine
Post by: Eeems on May 25, 2009, 10:41:19 am
I can't see that image....I don't have the permissions. I was talking about the water droplet though
Title: Re: Platform Game Engine
Post by: skuller972 on May 25, 2009, 11:11:37 am
yeah i just searched "amazing" on google images and this showed up... i was looking for a new avatar anyways
Title: Re: Platform Game Engine
Post by: Eeems on May 25, 2009, 11:33:13 am
ah
you could of used this (http://maps.google.co.uk/maps?f=q&sll=51.463676,-0.21536&sspn=0.009505,0.019312&ie=UTF8&ll=51.46386,-0.215499&spn=0.009505,0.019312&z=16&iwloc=addr&layer=c&cbll=51.463944,-0.215446&panoid=aTUlkjN4ZDh_2sWaOxjDPg&cbp=12,96.223121611225,,0,27.200000000000024)

lol it's waldo
Title: Re: Platform Game Engine
Post by: Eeems on May 25, 2009, 08:05:00 pm
well I'm either going to be burying myself in this or stopping for a while, I don't know yet.
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on May 25, 2009, 10:08:32 pm
o.O what do you mean
Title: Re: Platform Game Engine
Post by: Eeems on May 25, 2009, 10:21:38 pm
long story, I'll PM you about it
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on May 25, 2009, 10:29:02 pm
oh ok x.x
Title: Re: Platform Game Engine
Post by: Eeems on May 25, 2009, 10:38:19 pm
yeah...but if I do finish this, expect epic maps
Title: Re: Platform Game Engine
Post by: Galandros on May 27, 2009, 12:36:45 pm
Continuing to optimize (this projects worths my time)
there are lines like:

:If A≠1 and A≠9
I could think in optimizations if A doesn't acquire values bellow 1 or above 9...

Could you document this variables?
:L1(3→B:L1(4→A
:L1(1→G
:L1(2→H
:L1(5→S
:L1(6→T
:L2(1→Z
:L2(2→Y
:L2(3→X
Please?
Once you answer this, I can give more optimizations...

:B+(K=26)-(K=24→B
could be to B+sum(Δlist(K={26,24→B
//maybe you need to change 26 and 24... I don't have time to check.

:H+2(X=B or X=B+1 or X=B-1→H
optimize to
:H+2(1<=abs(X-B→H
note that "<="...
quite cool trick, uh? Appreciate my math manual for this. Besides Weregoose must be using it for years xD


:If H>9:Then
:9→H
:End
optimized:
:min(9,H→H

Also
:15A-15+B→S
:Text(‾1,8A-8,6B,"-
:Text(‾1,8A-16,6B-6,"/
:Text(‾1,8A-8,6B,sub(Str1,S+1,1
......
:Text(‾1,8A-8,6B-12,sub(Str1,15A-16+B,1
:StorePic 2
:Text(‾1,8A-8,6B-12,sub(Str2,15A-16+B,1
This block could be optimized with better use of the variable S...

There is plenty of things to optimize. Let's see how much speed we can gain.
Tell me how many bytes you will cut with this optimizations. I see some code repeated. Maybe changing the flow we could get down some repetitions and less bytes and more speed. Once you document variables I might try.
Title: Re: Platform Game Engine
Post by: trevmeister66 on May 27, 2009, 01:28:31 pm
I don't think you're supposed to be helping him... I believe he is entering this into the Omnimaga contest, and any outside help will disqualify him.
Title: Re: Platform Game Engine
Post by: Galandros on May 27, 2009, 02:20:58 pm
I don't think you're supposed to be helping him... I believe he is entering this into the Omnimaga contest, and any outside help will disqualify him.
I didn't know and he asked for help in the first topic. I didn't read a reply saying that it is an entry in the contest...

sorry Eems. I will try to spoil it...
EDIT: are you sure he is entering? But following the rules he has presented already the game and asked help.
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on May 27, 2009, 03:16:51 pm
I think he isn't entering this game to the contest, as he alerady got disqualified last week for posting a couple of demos to public.
Title: Re: Platform Game Engine
Post by: Eeems on May 27, 2009, 03:42:21 pm
no I have recently restarted it and gave up the last engine, I did say to you that I didn't need help with this because I wasn't wanting to get disqualified, but you can take the old engine (which kind of sucks) and do what you want with it. I'll upload my last backup of it for you (if I still have one). But I'll let you have the source to the new engine as soon as the contest is over if you want
Title: Re: Platform Game Engine
Post by: Galandros on May 27, 2009, 04:02:48 pm
no I have recently restarted it and gave up the last engine, I did say to you that I didn't need help with this because I wasn't wanting to get disqualified, but you can take the old engine (which kind of sucks) and do what you want with it. I'll upload my last backup of it for you (if I still have one). But I'll let you have the source to the new engine as soon as the contest is over if you want
Cool. I want to pick up the code. ;)

I got interest in 2 layer ASCII.
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on May 27, 2009, 04:07:25 pm
YAY!
Title: Re: Platform Game Engine
Post by: Eeems on May 27, 2009, 06:25:59 pm
ok well I'll upload as soon as I find my last backup....wait for the edit
EDIT: ok here it is, now everybody just in case this isn't obvious this is my old engine, not the new one which I made from scratch....so I am not breaking any rules because this has nothing to do with my new one other then giving me a few ideas on how not to code platformers...
@Galandros: I'm giving you this one so you can take a look at it and see what you think about my old one so you can start from there, as soon as I finish the contest you are top of the list for getting the new engines code but I do have one person before you for giving them the game....
Title: Re: Platform Game Engine
Post by: Eeems on June 01, 2009, 03:46:45 pm
ok, I have been working a little on this, I finished the first row of maps for the first world, but I am having some problems with making the maps, because I can't seem to find the inspiration. I also fixed up the program a little bit to make it work, but I forgot that if your jump variable is on you will start off jumping, so I have to change the opening program to reset it at the start so you don't accidentally start off flying to the top of the map, which would be kind of cheep later on....
I have figured out a way to store the maps using less space, but I still need to cut it down.
I don't know if I'll be able to stick with this project because recent events in my life have made it hard for me to focus on it, and I don't have as much time in the following two weeks because I have to get service hours after school or else I'll fail my bible class.
I don't know, this may be my last major project before I retire from the TI community. I just don't know yet, but I plan to try and help the newer programmers out there for a while, but I might not really be into any big projects... :(
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on June 01, 2009, 11:25:43 pm
i do hope things gets better for you soon. I also hope you doN,t quit the community and finish this, hopefully you might get motivation to work on other stuff later. I personally went almost 1 years without touching a TI calc once. Yet, after almost 8 years, i still program games sometimes c.c
Title: Re: Platform Game Engine
Post by: Eeems on June 02, 2009, 11:01:38 am
Thanks DJ....I don't really want to quit programming, but I just can't focus on it at all....I've been trying though
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on June 02, 2009, 12:49:47 pm
Yeah I understand, it's hard to keep motivation when shit happens. I hope you still continue coming on forums though

Btw I checked Cemetech forums and it seems like it's now exactly like #TCPA last year x.x. I do hope you don't leave the community because of Ultimate_Dev, though (how many accounts does he have on Cemetech now?)
Title: Re: Platform Game Engine
Post by: Eeems on June 02, 2009, 06:04:03 pm
probably around five or so...yeah I guess I'll kind of stick around there, but I'm kind of migrating over too here because of the better community
EDIT: Oh yes, before I forget, I have made some changes, to save room I have changed to a different displayer (for the map), so it is no longer hard coded, it is now in two for loops that is a bit faster then the one I have used previously because it storepics and recallpics only once. I have also planned out the first world on paper, so I had better have enough room for it or else I'll be mad... I fixed a few errors that I had from the displayer transition and have started on creating the second row of world one....I might post a screeny, but I don't know, I don't have any test levels anymore so it would be of the real levels (without the event's properly coded though)
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on June 02, 2009, 07:00:42 pm
I was afraid you would say "OVER NIIIINE THOUUUSAAAANNDDDD!!!!" but then I checked Cemetech user count and it was under 1000, so they're safe at least. :P

Cemetech is a bit more aimed toward general programming and hardware anyway. UTI, general programming and help, TIBD help, MaxCoderz and Revsoft general ASM programming and Omnimaga games programming.

Glad you still done progress, though , on the game :D
Title: Re: Platform Game Engine
Post by: Eeems on June 02, 2009, 07:27:45 pm
yeah I decided to post the screenshot, so here it is:
empforum.freehostia.com/images/sneek%20peek.gif
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on June 02, 2009, 07:30:14 pm
fixed image link and tags, looks pretty nice, it should be quite enjoyable on SE and 84+ :)

I like the ASCII chars choice
Title: Re: Platform Game Engine
Post by: Eeems on June 02, 2009, 07:31:24 pm
I didn't put the link and tags in on purpose, it doesn't show up if I have it right, it's something to do with my ftp server
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on June 02, 2009, 07:40:10 pm
Oh ok didn't knew this host did that. It reminds me back when most people used Geoshitties
Title: Re: Platform Game Engine
Post by: Eeems on June 03, 2009, 10:00:23 pm
ah, well I have some more updates! I change one of the magic abilities and I added more maps, I'm starting to get back into the groove of things again, so expect more updates soon. I might upload a screenshot, it's not of gameplay but of my mapper program making the map so I can check to make sure that I made my map right....this isn't actually part of the game, it's just helping me make it, so I was wondering if I could post the code so I could get some feedback on how I could speed it up....
Edit: ahh, what the heck, here is the screenshot
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on June 03, 2009, 10:48:49 pm
interesting. Maybe you could post it, some people who are good at optimizing might be able to help a bit
Title: Re: Platform Game Engine
Post by: Eeems on June 03, 2009, 10:53:22 pm
ok, hold on I will
Code: [Select]
:ClrDraw:ClrHome:AxesOff
:Input "World: ",W
:Text(57,0,"World ",W
:For(A,1,7)
:For(B,1,6)
:{A,B,W→L3
:L3(3→W
:If W=1:Then
:prgmZW1
:Else
:If W=2:Then
:prgmZW2
:Else
:If W=3:Then
:prgmZW3
:Else
:If W=4:Then
:prgmZW4
:Else
:If W=5:Then
:prgmZW5
:Else
:If W=6:Then
:prgmZW6
:Else
:If W=7:Then
:prgmZW7
:Else
:If W=8:Then
:prgmZW8
:Else
:If W=9:Then
:prgmZW9
:Else
:".ER:NO:MP→Str1
:End:End:End:End:End:End:End:End:End
:For(Y,1,8)
:For(X,1,15)
:If 9=length(Str1
:Then
:Pxl-On(Y+8A-9,X+15B-16
:Else
:If "#"=sub(Str1,15Y+X,1
:Then
:Pxl-On(Y+8A-9,X+B15-16
:End
:End
:End
:End
:End
:End
Title: Re: Platform Game Engine
Post by: tifreak on June 04, 2009, 12:33:49 pm
Code: [Select]
:ClrDraw:ClrHome:AxesOff
:Input "World: ",W
:Text(57,0,"World ",W
:For(A,1,7)
:For(B,1,6)
:{A,B,W→L3
:L3(3→W
:If W=1:prgmZW1
:If W=2:prgmZW2
:If W=3:prgmZW3
:If W=4:prgmZW4
:If W=5:prgmZW5
:If W=6:prgmZW6
:If W=7:prgmZW7
:If W=8:prgmZW8
:If W=9:prgmZW9
:".ER:NO:MP→Str1
:End:End
:For(Y,1,8)
:For(X,1,15)
:If 9=length(Str1) or "#"=sub(Str1,15Y+X,1
:Pxl-On(Y+8A-9,X+15B-16
:End
:End


Hmm.. That *should* work, however.. I hate having things like this because it relies on other programs, of which I cannot see. I could probably do a far better job if I had the programs to download and mess with. But the above should work, in theory.
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on June 04, 2009, 01:39:02 pm
stuff like For(A,1,7) could also be changed to For(A,1,7
Title: Re: Platform Game Engine
Post by: Eeems on June 04, 2009, 03:47:20 pm
but that slows it down a bit, so I leave the last bracket on it, and the other programs just grab the maps so I'm leaving them off because I don't want to show everybody the maps... I will say that it takes a 8*15 map in Str1 that has 15 characters at the start and end that are extra...
Title: Re: Platform Game Engine
Post by: Galandros on June 04, 2009, 04:05:55 pm
stuff like For(A,1,7) could also be changed to For(A,1,7
That together with an If without Then:End makes the execution much slower when the condition is false.
It is a glitch in TI-BASIC. Strange but true and tested. ;)

If statement without Then:End is slower... Also your use of else's speeds up. In UnitedTI I asked to test that, and one person confirmed that that block of If Then Else End is faster than just a block of If's and Then's with tests.
Title: Re: Platform Game Engine
Post by: Eeems on June 04, 2009, 04:09:43 pm
yep :) it's because it doesn't test everything, only until it comes to a true statement
Title: Re: Platform Game Engine
Post by: Eeems on June 04, 2009, 08:36:15 pm
well, sorry for the double post, but I thought that this deserved a post of it's own:
I am over halfway done the first world and then I will work on events for it. I haven't really been doing anything with the engine lately, because I think I am pretty much done it. I actually was thinking about dual layer text sprites with smaller text, how would that work? anybody played around with that yet?
Title: Re: Platform Game Engine
Post by: trevmeister66 on June 04, 2009, 09:10:40 pm
well, sorry for the double post, but I thought that this deserved a post of it's own:
I am over halfway done the first world and then I will work on events for it. I haven't really been doing anything with the engine lately, because I think I am pretty much done it. I actually was thinking about dual layer text sprites with smaller text, how would that work? anybody played around with that yet?
same way as it does with large text sprites......
Title: Re: Platform Game Engine
Post by: skuller972 on June 04, 2009, 09:17:39 pm
well, sorry for the double post, but I thought that this deserved a post of it's own:
I am over halfway done the first world and then I will work on events for it. I haven't really been doing anything with the engine lately, because I think I am pretty much done it. I actually was thinking about dual layer text sprites with smaller text, how would that work? anybody played around with that yet?
same way as it does with large text sprites......
except a larger area for stuff ;D (but i suppose it would take longer to fill up the area)
Title: Re: Platform Game Engine
Post by: Eeems on June 04, 2009, 09:32:38 pm
I was thinking of how much bigger your maps could be with it
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on June 04, 2009, 10:53:03 pm
with smaller text it might not look as good, though. also small text seems to display slower than big text
Title: Re: Platform Game Engine
Post by: Eeems on June 04, 2009, 11:05:17 pm
yeah I know, but I was just thinking for future projects
Title: Re: Platform Game Engine
Post by: Eeems on June 05, 2009, 07:40:41 pm
ok, another update...
I have almost finished the first world, and I think there will be enough RAM for the map data, but if not I'll think of something. I will then add in the events, which I already planned out
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on June 05, 2009, 07:52:00 pm
if you run out of RAM, are you planning to have some maps stored in archive and an asm lib to unarchive them when needed? Or will the user manually unarchive/archive levels/worlds?
Title: Re: Platform Game Engine
Post by: Eeems on June 05, 2009, 07:57:24 pm
I want to keep it completely BASIC so the user will have to manually do it...I already know that you will have only enough room for one world at a time, maybe
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on June 05, 2009, 08:02:34 pm
aah ok, kinda like the old Illusiat games, then.
Title: Re: Platform Game Engine
Post by: Eeems on June 05, 2009, 08:06:02 pm
yep, unless I could somehow stay in the BASIC category in the contest but use an ASM lib for the archiving/unarchiving
Title: Re: Platform Game Engine
Post by: Ti-newb on June 06, 2009, 09:21:06 pm
Would using something like Mirage make your platform game not in the BASIC category?
Title: Re: Platform Game Engine
Post by: Eeems on June 06, 2009, 09:26:10 pm
or could I use DCS6 headers?
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on June 06, 2009, 09:49:27 pm
using MirageOs header would still allow the game in the BASIC category. If DoorCS 6 headers won't cause the game to not run from the PRGM menu, then yes too.
Title: Re: Platform Game Engine
Post by: Eeems on June 06, 2009, 10:01:06 pm
well the only way a DCS6 header will do anything would be to run it from DCS6
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on June 06, 2009, 10:13:43 pm
aah ok, i was just unsure if a dcs header actually added commands preventing the game from being ran from anywhere outside DCS
Title: Re: Platform Game Engine
Post by: Eeems on June 06, 2009, 10:16:07 pm
you can still run it from the program menu, but a DCS6 header lets you run subprograms from the archive, but you can still run it from the program menu, but it is just a waste of space then...
here is the documentation on it (http://dcs.cemetech.net/index.php?title=BASIC_Header)
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on June 06, 2009, 10:30:38 pm
Aah ok, well as long as the game runs fine from the prgm Menu and takes no advantage on that archived program thing then it's in the pure basic category.

If we receive a pure basic entry that isnt suitable for its category, we will not disqualify it, though, we will simply move it to the hybrid/asm category
Title: Re: Platform Game Engine
Post by: Eeems on June 06, 2009, 10:34:21 pm
ah well that defeats the purpose of having then, so I'll stick with pure basic
Title: Re: Platform Game Engine
Post by: Eeems on June 08, 2009, 09:34:19 pm
ok, I have run into the memory issue....I know of how to use Celtic III to get rid of the problem, but that would put me in the ASM/Hybrid category, so I am either just going to use Celtic III to grab the maps from a archived program or store maps differently and use Celtic III to display my maps with my previous mapmaker project I was working on before starting this one...that would make map storage much easier but then I'll use matrices, which is smaller then 2 strings of course....this may speed up my game enough for the 83+ because access times on matrices are 75% faster then strings...but this will mean I have to completely rework the engine and maps....again...
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on June 08, 2009, 09:56:22 pm
aren't matrices much bigger than strings? A 8x16 matrix on my TI-83+ is 1163 bytes while a 128 character string ranges from 139 to 267 bytes, depending if it contains 1 byte or 2 bytes tokens.

In storage form, like inside a map database program with if conditions, a 16x8 matrice containing only 1 digit numbers is around 260 bytes large and one containing 2 digits number is around 390. A string in storage form is around the same size as in 8xs format.

Strings are indeed much slower when it comes to collision detection, though, altough much faster to display, since on graph screen you can display an entire row of characters in one command and on home screen you can display the entire string at once. In matrice form you need to load each characters one by one

That's assuming you're sticking with ASCII graphics, though. Else, I never used Celtic III with strings so I have no clue how is it. Matrices are still quite large, though
Title: Re: Platform Game Engine
Post by: Eeems on June 08, 2009, 10:06:38 pm
hmm, I could store a matrix as a string in a archived program and then just convert it to a matrix....
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on June 08, 2009, 10:14:34 pm
that could actually be an idea if it's not too slow loading.
Title: Re: Platform Game Engine
Post by: Eeems on June 08, 2009, 10:25:34 pm
hmm, true, or the map could load as it changes it to the matrix
Title: Re: Platform Game Engine
Post by: Builderboy on June 08, 2009, 10:37:21 pm
I'm using strings to display on the graph screen for loading speed, and then using pxlTest (faster than matrices, lists AND strings) for collision.
Title: Re: Platform Game Engine
Post by: Eeems on June 08, 2009, 10:38:58 pm
that would be hard because I use a lot of different sprites...
Title: Re: Platform Game Engine
Post by: Builderboy on June 08, 2009, 10:40:00 pm
I use over 100 different sprites... o.O
Title: Re: Platform Game Engine
Post by: Eeems on June 08, 2009, 10:46:56 pm
ah, so how do you use your pxl-test( then?
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on June 08, 2009, 10:51:08 pm
pxl test would only work if every sprite in the game had the scanned pixel either 1 or 0. Else, you would need to check like 2-3 pixels in the next sprite to make sure the pixel test won,t return the same value than a non-solid tile.

EDIT Eems remember since this is a contest entry he can't really provide much info about how he does it and you can't get help either
Title: Re: Platform Game Engine
Post by: Builderboy on June 08, 2009, 10:54:07 pm
yeah, it provides for an easy way to differentiate between solid and non-solid tiles, but then you are a bit restricted in the types of tiles you get.  So far I haven't had much trouble at all getting what I want.  I ran a program to see what the most frequently occurring pixel is in all of the single space ASCII characters was.
Title: Re: Platform Game Engine
Post by: Eeems on June 08, 2009, 10:57:41 pm
ah...well I might try this too
DJ: I know so I'm not going to ask too much, just enough so that I might be able to figure it out myself
Title: Re: Platform Game Engine
Post by: Eeems on June 09, 2009, 11:16:33 pm
I have decided to switch over to Celtic III and I will still be using strings, but not the same way as before (I will be just having a solid/non-solid string and then just use the delete the other ones after loading.
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on June 10, 2009, 12:14:56 am
aah ok will the map layout remains the same?
Title: Re: Platform Game Engine
Post by: Eeems on June 10, 2009, 11:14:09 am
pretty much, hmm, I was thinking more, I think I'm going to use a list for testing, and just use the strings for displaying...or I could possible use pictures...nah that could get too big
Title: Re: Platform Game Engine
Post by: noahbaby94 on June 10, 2009, 11:17:23 am
So are you going to store all of the string data in an archived program then use det(5 to get it?
Title: Re: Platform Game Engine
Post by: Eeems on June 10, 2009, 11:33:22 am
yes I will
well I started the conversion...this is going to be a long process...
Title: Re: Platform Game Engine
Post by: Eeems on June 11, 2009, 11:14:09 pm
ok, some updates, I started working on a new title screen and after I finish that I will progress to making a new engine....
I have attached a screeny so far of the title screen, I am using {AP}'s rain method for this :)
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on June 11, 2009, 11:24:31 pm
wow fucking awesome, love the effect like how there's no rain inside the box, a bit weird but original :D
Title: Re: Platform Game Engine
Post by: Eeems on June 11, 2009, 11:28:37 pm
well I got the code from {AP}’s tutorial….thanks though :D
Title: Re: Platform Game Engine
Post by: Eeems on June 12, 2009, 04:33:22 pm
ok, I did some more work on the title screen and it looks epic! next I'll have to work on the display engine, which is slow on a 83+ right not, but I have sped it up by about twice as fast by converting it to a matrix while it displays instead of before and having to run the loop twice. The title screen looks much better then the first one I posted, the text is no longer obscured by the rain, and it is bigger and more titleish. for the display engine I am using 8*8 sprites, and I will try my best to make the sprites as close to the dual layered ones I had before. I may even switch the display to using the matrix tilemap, that will display after I load the matrix...I may even make the maps bigger and just scroll, who knows. I'll continue working on it...I hope I can finish the first world at least before the contest is over...
EDIT: Oh yeah, and before I forget, I have made it in a way that when you play you will be playing with the rain going in the background as well :)
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on June 12, 2009, 05:48:40 pm
cool, i can't wait for screenies. Try to not rewrite the game too much, though x.x, like Tifreak8x with Pokémon for example (I think he rewrote it at least 5 times since he started working on it 4 years ago and because of that it's only 10% complete), else you will end up not having anymore time to finalize it x.x
Title: Re: Platform Game Engine
Post by: Eeems on June 12, 2009, 09:36:14 pm
well I have to write the whole game over again because I have to completely change the engine to use Celtic III efficiently, and I have to load the maps differently, because I store them differently...
I'll upload the screeny in a little bit, wait for the edit
EDIT: ok here they are
Title: Re: Platform Game Engine
Post by: Ti-newb on June 12, 2009, 11:12:51 pm
WOW! Very nice. I love this Man. it looks so good XD
Title: Re: Platform Game Engine
Post by: Eeems on June 13, 2009, 12:19:55 am
thanks!
funny story, I was playing around with Celtic III and trying to figure out identity(4 and I accidentally cleared my RAM, and everything I had made was lost....luckily I had backed it up to make this :) I am glad I did
Title: Re: Platform Game Engine
Post by: Ti-newb on June 13, 2009, 04:16:39 pm
you know.. I think Geekboy has his calculator's ram cleared.. the most.. Just working on the 1 prgm we weremaking.. which took like.. 20-30 mins. he cleared his ram like.. 2-3 times.. even though we wern't running the prgm..

And when he clears his ram. he's like. No biggie XD! and imlike >=OOO

I think he deserves an award =D.
Title: Re: Platform Game Engine
Post by: Eeems on June 13, 2009, 04:26:41 pm
lol, well I had just backed up my calculator...

EDIT: ok, well I think I did a better titlescreen :) (added in some lightning flashes) and I'm working on the display engine, which may take a while if I am going to include the rain effect in the game engine
I know for sure now that I will be using a tilemap from a matrix, but to store the maps I was going to use strings, but that would mean only 10 different sprites could be used, unless I find a way to increase it...maybe with the instring( command....
I am storing the maps as archived appvars so I don't have to worry about them being in the way, and I think this version will end up much better then the pure basic one was...
Title: Re: Platform Game Engine
Post by: simplethinker on June 13, 2009, 09:37:20 pm
you know.. I think Geekboy has his calculator's ram cleared.. the most.. Just working on the 1 prgm we weremaking.. which took like.. 20-30 mins. he cleared his ram like.. 2-3 times.. even though we wern't running the prgm..

And when he clears his ram. he's like. No biggie XD! and imlike >=OOO

I think he deserves an award =D.
thanks!
funny story, I was playing around with Celtic III and trying to figure out identity(4 and I accidentally cleared my RAM, and everything I had made was lost....luckily I had backed it up to make this :) I am glad I did
Ahem (http://ourl.ca/3296) :)  Some new stories?
Title: Re: Platform Game Engine
Post by: Eeems on June 14, 2009, 06:27:47 pm
ok, I have a new update, I haven't fully figured out how to display my rooms yet, but I know that it will be a 22*16 room using 8*8 tiles, and you will be only able to see 11*8 at a time, so it will have 4 screens per room. I have finished the room loading sequence :) it is a little bit slow but it allow me to have 34 sprites I believe (I use all the letters/numbers and theta for the string which then converts it to the matrix which I will use for displaying. I have a screeny that I made, notice the 'lightning' animations on the titlescreen (well more of flashes of light, which looks better on calc I might add)
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on June 14, 2009, 07:41:31 pm
I am glad you made a backup at least x.x these crashes can be nasty x.x

Looks nice btw, like the new title text better :)
Title: Re: Platform Game Engine
Post by: Eeems on June 15, 2009, 03:43:53 pm
Ok, I am almost finished the engine, it runs way faster then before, but it has slowed down as I added more checks and such. I decided to try greyscale, but I don't know if I can get it to work right, on a 83+ it looks horrible, but it might run well on the faster ones because it isn't too bad but it still looks like shit.
I'll post a screeny as soon as I can
I hope it still runs well when I add in enemy physics

EDIT: ok so here is a screen shot of it :)
Title: Re: Platform Game Engine
Post by: Halifax on June 15, 2009, 07:11:00 pm
I hope that background isn't permanent...because that looks very annoying. I would just go for no background.
Title: Re: Platform Game Engine
Post by: Eeems on June 15, 2009, 07:14:52 pm
well, I was hoping to have some good greyscale with it, but it doesn't look good an emulator or 83+, it might look good on a faster calc, but it is one of the backgrounds I intend to use, but I also have some other ones
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on June 15, 2009, 08:15:09 pm
Mhmm, actuallY I think the issue is that the grayscale isn't applied properly. Normally, you need a picture where all gray areas of your background has to be a checkered pattern and a second picture where the entire gray areas must be black pixels, then you use the 2nd picture to XOR the screen about 5-10 times per loop. If you switch all pixels on/off at once instead of having a checkered pattern it will look flickery as hell
Title: Re: Platform Game Engine
Post by: Eeems on June 15, 2009, 08:55:11 pm
hmm, I could find a way to do that I would just have to find a way to not have to worry about the character during the physics part
what I do is the pixel is on in only one sprite for grey both for black and none for white.
Title: Re: Platform Game Engine
Post by: Eeems on June 16, 2009, 10:58:12 am
ok, I was trying to change the map system over to Celtic III's string_tile [identity(4)] command, but I can't seem to get it to work yet, I understand the concept, but whenever I try to convert one of my maps all I get on the screen is garbage...Does anybody know of a really good tutorial or something on it? I wish I could ask more but I can't if I don't want to get disqualified...
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on June 16, 2009, 12:44:37 pm
mhmm unfortunately i don't think there's one yet and even if contestants were allowed to get help I could still not help at all, since I never used these celtic functions. However, do frequent backups if messing around with such functions. Usually when trial and erroring like this we end up with bad surprises x.x
Title: Re: Platform Game Engine
Post by: Eeems on June 16, 2009, 06:02:18 pm
I know, that was what cleared my RAM before...I keep on reading the only tutorial I could find (on UTI) and I understand what it is saying, but when I try to apply it; it doesn't work....I at least got it displaying sprites now....but not the right ones....
on a side note, I made a quick level editor, and I decided to scrap the greyscale since it really slows it down to get it looking anything like real greyscale....I added a new tile: water which allows you to swim in it :) and I will probably add a slight life decrease when you are in it to account for no air usage. next on the list is adding magic and enemies since I also added spikes and monkeybars again.
EDIT: some screenies for your viewing pleasure
Title: Re: Platform Game Engine
Post by: Eeems on June 16, 2009, 10:40:44 pm
EPIC MOMENT
I cut 50 seconds (83+) from the loading time by figuring out identity(4 (thanks to simplethinkers helpful questions) I was trying to grab the wrong picture!!! now I can progress to using it, of course it will slow down game speed, unless using binread is really quick. I haven't implemented it yet, but I will soon.
I AM REALLY EXCITED!!!
sorry for using my outside voice, I was really excited...

Title: Re: Platform Game Engine
Post by: DJ Omnimaga on June 16, 2009, 11:06:54 pm
this is nice to hear :D
Title: Re: Platform Game Engine
Post by: Eeems on June 16, 2009, 11:10:52 pm
Yeah, I can't wait to switch the engine, but it will make making maps a lot harder...using matrixes was really easy to make a map editor for...
Title: Re: Platform Game Engine
Post by: Eeems on June 17, 2009, 10:53:11 am
Ok, I have gotten the map to display correctly on the screen, I still haven't implemented the binread yet, but I will later today. I found a weird glitch with identity(4 which makes you have to start at at least 1*1 offset, so to display my maps correctly I have to add an extra row to the side and top, I will tell Iambian about this glich on UTI right away, and maybe he can fix it
Title: Re: Platform Game Engine
Post by: Ti-newb on June 17, 2009, 03:32:05 pm
Can u teach me how to use... the Identity(4?.. (is that the one with uhh Strings instead of Matrices)?
Title: Re: Platform Game Engine
Post by: Eeems on June 17, 2009, 06:45:53 pm
take a look here (http://www.unitedti.org/index.php?showtopic=8574&hl=) I'll possibly help you more if it doesn't help
oh yes I almost forgot, take a look at this update (http://www.youtube.com/watch?v=81a3Tl2HiWY)
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on June 17, 2009, 08:31:31 pm
Ow... that hurts my hears -.-
Title: Re: Platform Game Engine
Post by: Eeems on June 17, 2009, 08:52:10 pm
:P sorry I just had to
Title: Re: Platform Game Engine
Post by: Eeems on June 18, 2009, 06:08:20 pm
ok, quick update, I tried to convert it over to the bin string, but for some reason, no matter what I do it will detect the tile that you are on as one tile to the right, so I still need to figure a way to get around this...it really annoys me though, because no matter what I do it stays the same...
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on June 18, 2009, 06:37:27 pm
ouch this sucks x.x, could this be a Celtic glitch?
Title: Re: Platform Game Engine
Post by: Eeems on June 18, 2009, 07:14:54 pm
no, it works fine when I test it on the homescreen, but when I go to run the program it doesn't work right...sometimes I wish I could post code so people could help.
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on June 18, 2009, 07:43:22 pm
maybe one lil error in your code that causes the rest to not work properly x.x

I hate that kind of bug sometimes, cuz they are so hard to spot
Title: Re: Platform Game Engine
Post by: Eeems on June 18, 2009, 08:55:50 pm
well it was no error in the code, I just had to offset the offset...which I had already done to try and fix it, and it hadn't worked...but anywho, I fixed it!! now to add the magic enemy's and start making maps! which thankfully I can still use my mapmaker to do :)
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on June 18, 2009, 10:45:14 pm
moved
Title: Re: Platform Game Engine
Post by: Eeems on June 18, 2009, 10:53:37 pm
thanks DJ! wow, this is going to be cool, being staff that is, I get to have multiple threads for this project!
Title: Re: Platform Game Engine
Post by: Eeems on June 19, 2009, 02:16:20 pm
ok, small update, I decided to change the names of the programs and because of this I saved a few bytes, I changed up the loading routine to support the new map storage, so no more loading screen! the load is almost instant, I also added the event handler which does slow down the game a little bit, but not by much. (this is tested with two events and no actual event checking other then testing if you are on the event tile). It also skips the check if there are no events so there is a speed increase there, I was wondering if it would be ok for me to ask what magics I should use, or would that be counted as asking for help?
I modified the saving/loading routines to save and load the magic lists (so checking if it exists or not) I have decided to limit the list to 5 magics, I might make it less though...
Next up is to recode the magic listing program, and add the magic icons to the HUD, but that will come as soon as I know what magics I should use.
I will also be adding in a sword/shield animation, and maybe more later on.
Title: Re: Platform Game Engine
Post by: simplethinker on June 20, 2009, 11:48:43 am
Quote
I was wondering if it would be ok for me to ask what magics I should use, or would that be counted as asking for help?
That would count as game help, since you're getting help with ideas.
Title: Re: Platform Game Engine
Post by: Eeems on June 20, 2009, 04:13:39 pm
ah ok, well I figured out what I'll name the magics now :) just the standard colours I'm using to call the other platforms well as soon as I finish adding in the magics and finish with the sword and shield (which I am almost done the sword) I'll get to map making :)
Title: Re: Platform Game Engine
Post by: Eeems on June 20, 2009, 10:40:49 pm
sword doneish, I still need to get it to check for collision with the enemy and then health effects
I am currently trying to add AI collision detection but so far it is failing hard... I have added two magics and as soon as I finish the AI I will finish the rest. oh yeah, I almost forgot, for the magics, on the sidebar, the little thing telling you which one you currently are using is animated :P
I'll post a screeny soon
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on June 25, 2009, 12:32:30 am
I'm glad to see more progress, hopefully more will come soon due to school finishing?
Title: Re: Platform Game Engine
Post by: Eeems on June 25, 2009, 02:28:01 pm
thats what I'm planning :)
well I thought that I had finished my AI collision detection, but it's not working right still...it works perfectly on the first screen, and throughout the rest, unless you start it elsewhere on the map, then it just goes through stuff, so this AI may take a while...
EDIT: actually he only works in the top right corner of the screen....he disappears elsewhere and you cant see him, even if he is in the same part of the room as you...
EDIT2: ok never mind, I fixed that....but he still isn't working right...
Title: Re: Platform Game Engine
Post by: Eeems on June 26, 2009, 01:56:51 pm
YAY! I figured it out!! for some reason I had the wrong vars in the wrong spots, so with a little cleaning I've fixed it up :)
I'm currently working on a "macro" system so that I can record my screenshots beforehand and then play them out so I can have perfect reaction time :P
I'll post the code of this macro thing later, since it is a side project that I decided to use with this...
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on July 01, 2009, 06:00:02 pm
I hope this continues progressing :)

You might want to post some updates in this topic too, since some ppl might be too lazy to go check the other topic x.x. It might start more discussion in this period of decreasing activity (which is nothing compared to what's upcoming in 2 weeks and the end of September x.x)
Title: Re: Platform Game Engine
Post by: Raylin on July 01, 2009, 06:25:19 pm
This sounds very interesting!
I'm not the best programmer in the world, but it sounds like you know what you doing!
(Macro system? OMG)
If you release this, I'll be first in line! (or online, whatever.) :)
Title: Re: Platform Game Engine
Post by: Eeems on July 02, 2009, 12:05:56 am
lol, nice
don't worry I'll complete it. and yes I do know what I am doing...most of the time, but I am still pretty new at this compared to a lot of the other members
DJ Omnimaga: hmm, I guess I should...
Title: Re: Platform Game Engine
Post by: Eeems on July 02, 2009, 03:10:54 pm
ok new screenshot which shows all the magics, and the AI in water, as well as your character almost drowning... ;D
Title: Re: Platform Game Engine
Post by: simplethinker on July 03, 2009, 11:13:20 am
ok new screenshot which shows all the magics, and the AI in water, as well as your character almost drowning... ;D
Is the magic when the screen shakes or those beams shooting up?
Title: Re: Platform Game Engine
Post by: Raylin on July 03, 2009, 11:19:59 am
Interesting! Did you do all of that in BASIC?
Or is that a hybrid?
Title: Re: Platform Game Engine
Post by: simplethinker on July 03, 2009, 11:27:04 am
Interesting! Did you do all of that in BASIC?
Or is that a hybrid?
I believe it's hybrid (using Celtic III).
Title: Re: Platform Game Engine
Post by: Eeems on July 03, 2009, 12:55:29 pm
Yes it is a hybrid,
the magic is when the screen shakes, the little flames on the skull dude, and the beams shooting down at him, there is also that one where he transforms kind of...meh, I need to work on that one...
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on August 22, 2009, 07:34:54 pm
in response to your update post, backup now,with something else than TI-COnnect *points to Builderboy incident*
Title: Re: Platform Game Engine
Post by: Eeems on August 22, 2009, 07:43:22 pm
lol, don't worry I'm actually in the middle of doing that now, I just couldn't before because I couldn't access the computer
Title: Re: Platform Game Engine
Post by: Eeems on August 23, 2009, 08:25:35 pm
well I'm going to be releasing a bunch of subroutines that I made in this project as soon as the contest is over, this is a list of all the routines, if you want to bet a copy first for one of these, just let me know and I will get it to you when the contest is over
  • window thing
  • graph screen input routine
  • map loading routine

hmm, I was sure I had more...
Title: Re: Platform Game Engine
Post by: DJ Omnimaga on August 23, 2009, 09:23:35 pm
nice ^^ be sure to finish the entire game too^^
Title: Re: Platform Game Engine
Post by: Eeems on August 23, 2009, 09:31:42 pm
don't worry I intend to :P
Title: Re: Platform Game Engine
Post by: Eeems on September 10, 2009, 06:22:40 pm
I just finished making a new engine, here it is...
Code: [Select]
:det(28,"00"+det(27,Str1,22(A+D)+B+C,1→U
:Repeat H≤0 or V=2 or V=3
:Repeat H≤0 or V
:Repeat H≤0 or (U>12 and U<15) or U>35 or K or V
:real(8→K
:prgmZD
:real(6
:det(28,"00"+det(27,Str1,22(A+D)+B+C-22,1→S
:det(28,"00"+det(27,Str1,22(A+D)+B+C+22,1→T
:J+(G+2)((K=7 or K=8 or K=4) and not(J) and (T=4 or T=3 or T=9 or T=28))-(J≠0)-(J-1)(S=3 or S=28 or S=9→J
:A-(J and S≠3 and S≠28 and S≠9)+(T≠3 and T≠4 and T≠28 and T≠9 and U≠10 and not(J→A
:(K=3 or K=8 or K=6)-(K=5 or K=2 or K=7→T
:det(28,"00"+det(27,Str1,22(A+D)+B+C+T,1→S
:B+T(S≠28 and S≠4 and S≠3 and S≠9→B
:(A≤0 or A≥9 or B≤0 or B≥12)+2(A+D=1 or A+D=16 or B+C=1 or B+C=22→V
:If RZ:Then
:det(28,"00"+det(27,Str1,22Y+X+Z-(abs(Z)=2),1→S
:(S=3 or S=28 or S=9 or S=4→N
:X+(Z-(abs(Z)=2))(N=0→X
:Z+‾2Z(N≠0→Z
:H-(RZ and X=B+C and Y=A+D→H
:End
:det(28,"00"+det(27,Str1,22(A+D)+B+C,1→U
:End
:prgmZD
:real(6
:If K:Then
:If K=54:Then
:prgmZA
:R(R>0→R
:End
:If K=49:prgmZM
:If K=48:prgmZB
:If K=53:prgmZS
:If K=9:Then
:identity(1,0,1
:real(0,1
:getKey
:Repeat real(8)=63
:real(12,6,0,0,4,6,1
:rand(20
:real(12,7,0,0,4,6,1
:rand(20
:End
:real(3,0,0,1
:End:End:End
:If V=1:Then
:If A≤0:Then:DelVar D
:8→A:Else:If A≥9:Then:1→A:8→D:End:End
:If B≤0:Then:DelVar C
:11→B:Else:If B≥12:Then:1→B:11→C:End
:End
:If (U>12 and U<15) or U=35
:Then
:prgmZE
:End
:End:End
:If V=3:Then
:W+1→W
:{1,1,W→L3
:3→A:3→B
:DelVar DDelVar C
:1→L5(W
:prgmZF
:Else
:L3(2)+(A+D>15)-(A+D=1→L3(2
:L3(1)+(B+C>21)-(B+C=1→L3(1
:C→I:D→V
:C-11(C+B>21)+11(B+C=1→C
:D-8(D+A>15)+8(A+D=1→D
:A-6(A=8 and V)+6(A=1 and not(V→A
:B-9(B>11 and I)+9(B=1 and not(I→B
:End
loops/if then tabs
Code: [Select]
:det(28,"00"+det(27,Str1,22(A+D)+B+C,1→U
:Repeat H≤0 or V=2 or V=3
:¦ Repeat H≤0 or V
:¦ ¦ Repeat H≤0 or (U>12 and U<15) or U>35 or K or V
:¦ ¦ ¦ real(8→K
:¦ ¦ ¦ prgmZD
:¦ ¦ ¦ real(6
:¦ ¦ ¦ det(28,"00"+det(27,Str1,22(A+D)+B+C-22,1→S
:¦ ¦ ¦ det(28,"00"+det(27,Str1,22(A+D)+B+C+22,1→T
:¦ ¦ ¦ J+(G+2)((K=7 or K=8 or K=4) and not(J) and (T=4 or T=3 or T=9 or T=28))-(J≠0)-(J-1)(S=3 or S=28 or S=9→J
:¦ ¦ ¦ A-(J and S≠3 and S≠28 and S≠9)+(T≠3 and T≠4 and T≠28 and T≠9 and U≠10 and not(J→A
:¦ ¦ ¦ (K=3 or K=8 or K=6)-(K=5 or K=2 or K=7→T
:¦ ¦ ¦ det(28,"00"+det(27,Str1,22(A+D)+B+C+T,1→S
:¦ ¦ ¦ B+T(S≠28 and S≠4 and S≠3 and S≠9→B
:¦ ¦ ¦ (A≤0 or A≥9 or B≤0 or B≥12)+2(A+D=1 or A+D=16 or B+C=1 or B+C=22→V
:¦ ¦ ¦ If RZ:Then
:¦ ¦ ¦ ¦ det(28,"00"+det(27,Str1,22Y+X+Z-(abs(Z)=2),1→S
:¦ ¦ ¦ ¦ (S=3 or S=28 or S=9 or S=4→N
:¦ ¦ ¦ ¦ X+(Z-(abs(Z)=2))(N=0→X
:¦ ¦ ¦ ¦ Z+‾2Z(N≠0→Z
:¦ ¦ ¦ ¦ H-(RZ and X=B+C and Y=A+D→H
:¦ ¦ ¦ End
:¦ ¦ ¦ det(28,"00"+det(27,Str1,22(A+D)+B+C,1→U
:¦ ¦ End
:¦ ¦ prgmZD
:¦ ¦ real(6
:¦ ¦ If K:Then
:¦ ¦ ¦ If K=54:Then
:¦ ¦ ¦ ¦ prgmZA
:¦ ¦ ¦ ¦ R(R>0→R
:¦ ¦ ¦ End
:¦ ¦ ¦ If K=49:prgmZM
:¦ ¦ ¦ If K=48:prgmZB
:¦ ¦ ¦ If K=53:prgmZS
:¦ ¦ ¦ If K=9:Then
:¦ ¦ ¦ ¦ identity(1,0,1
:¦ ¦ ¦ ¦ real(0,1
:¦ ¦ ¦ ¦ getKey
:¦ ¦ ¦ ¦ Repeat real(8)=63
:¦ ¦ ¦ ¦ ¦ real(12,6,0,0,4,6,1
:¦ ¦ ¦ ¦ ¦ rand(20
:¦ ¦ ¦ ¦ ¦ real(12,7,0,0,4,6,1
:¦ ¦ ¦ ¦ ¦ rand(20
:¦ ¦ ¦ ¦ End
:¦ ¦ ¦ ¦ real(3,0,0,1
:¦ ¦ ¦ End:End:End
:¦ If V=1:Then
:¦ ¦ If A≤0:Then:DelVar D
:¦ ¦ ¦ 8→A:Else:If A≥9:Then:1→A:8→D:End:End
:¦ ¦ If B≤0:Then:DelVar C
:¦ ¦ ¦ 11→B:Else:If B≥12:Then:1→B:11→C:End
:¦ ¦ End
:¦ ¦ If (U>12 and U<15) or U=35
:¦ ¦ Then
:¦ ¦ ¦ prgmZE
:¦ ¦ End
:¦ End:End
:If V=3:Then
:¦ W+1→W
:¦ {1,1,W→L3
:¦ 3→A:3→B
:¦ DelVar DDelVar C
:¦ 1→L5(W
:¦ prgmZF
:¦ Else
:¦ L3(2)+(A+D>15)-(A+D=1→L3(2
:¦ L3(1)+(B+C>21)-(B+C=1→L3(1
:¦ C→I:D→V
:¦ C-11(C+B>21)+11(B+C=1→C
:¦ D-8(D+A>15)+8(A+D=1→D
:¦ A-6(A=8 and V)+6(A=1 and not(V→A
:¦ B-9(B>11 and I)+9(B=1 and not(I→B
:End
sourcoder optimizations:
Code: [Select]
:det(28,"00"+det(27,Str1,22(A+D)+B+C,1→U
:Repeat H≤0 or V=2 or V=3
:Repeat H≤0 or V
:Repeat H≤0 or (U>12 and U<15) or U>35 or K or V
:real(8→K
:prgmZD
:real(6
:det(28,"00"+det(27,Str1,22(A+D)+B+C-22,1→S
:det(28,"00"+det(27,Str1,22(A+D)+B+C+22,1→T
- :J+(G+2)((K=7 or K=8 or K=4) and not(J) and (T=4 or T=3 or T=9 or T=28))-(J≠0)-(J-1)(S=3 or S=28 or S=9→J
+ :J+(G+2)((K=7 or K=8 or K=4) and not(J) and (T=4 or T=3 or T=9 or T=28))-(not(J))-(J-1)(S=3 or S=28 or S=9→J
:A-(J and S≠3 and S≠28 and S≠9)+(T≠3 and T≠4 and T≠28 and T≠9 and U≠10 and not(J→A
:(K=3 or K=8 or K=6)-(K=5 or K=2 or K=7→T
:det(28,"00"+det(27,Str1,22(A+D)+B+C+T,1→S
:B+T(S≠28 and S≠4 and S≠3 and S≠9→B
:(A≤0 or A≥9 or B≤0 or B≥12)+2(A+D=1 or A+D=16 or B+C=1 or B+C=22→V
:If RZ:Then
:det(28,"00"+det(27,Str1,22Y+X+Z-(abs(Z)=2),1→S
:(S=3 or S=28 or S=9 or S=4→N
- :X+(Z-(abs(Z)=2))(N=0→X
- :Z+‾2Z(N≠0→Z
- :H-(RZ and X=B+C and Y=A+D→H
+ :X+(Z-(abs(Z)=2))(N=DelVar XZ+‾2Z(N≠DelVar ZH-(RZ and X=B+C and Y=A+D→H
:End
:det(28,"00"+det(27,Str1,22(A+D)+B+C,1→U
:End
:prgmZD
:real(6
:If K:Then
:If K=54:Then
:prgmZA
- :R(R>0→R
- :End
+ :R(R>DelVar REnd
:If K=49:prgmZM
:If K=48:prgmZB
:If K=53:prgmZS
:If K=9:Then
:identity(1,0,1
:real(0,1
:getKey
:Repeat real(8)=63
:real(12,6,0,0,4,6,1
:rand(20
:real(12,7,0,0,4,6,1
:rand(20
:End
:real(3,0,0,1
:End:End:End
:If V=1:Then
- :If A≤0:Then:DelVar D
- :8→A:Else:If A≥9:Then:1→A:8→D:End:End
- :If B≤0:Then:DelVar C
- :11→B:Else:If B≥12:Then:1→B:11→C:End
+ :If A≤0:Then:DelVar D8→A:Else:If A≥9:Then:1→A:8→D:End:End
+ :If B≤0:Then:DelVar C11→B:Else:If B≥12:Then:1→B:11→C:End
:End
:If (U>12 and U<15) or U=35
- :Then
:prgmZE
- :End
:End:End
:If V=3:Then
:W+1→W
:{1,1,W→L3
:3→A:3→B
- :DelVar DDelVar C
- :1→L5(W
+ :DelVar DDelVar C1→L5(W
:prgmZF
:Else
:L3(2)+(A+D>15)-(A+D=1→L3(2
:L3(1)+(B+C>21)-(B+C=1→L3(1
:C→I:D→V
:C-11(C+B>21)+11(B+C=1→C
:D-8(D+A>15)+8(A+D=1→D
:A-6(A=8 and V)+6(A=1 and not(V→A
:B-9(B>11 and I)+9(B=1 and not(I→B
:End
any fixes? optimizations? changes in setup? just let me know
Title: Beta Released
Post by: Eeems on November 23, 2009, 01:03:55 pm
I have released a beta here (http://www.omnimaga.org/index.php?action=downloads;sa=view;id=469) for anyone who wants to try their hand at coding it. If you have any questions just post them here.
Title: Re: Beta Released
Post by: DJ Omnimaga on November 23, 2009, 01:47:31 pm
I like how it ran faster in overall, even with enemies around. With enemies, I can notice a 100% speed increase and 50% everywhere else. I wish the collision detection wasn't off, though, else I would probably go further. I just can't even climb ladders and get to the sword :(
Title: Re: Beta Released
Post by: ztrumpet on November 23, 2009, 03:37:02 pm
I tried it in Wabbitemu, and after sending everything in the zip except the read-me I get "P is not found"->L1 and an Error syntax just after archiving Map ZE9 (I think).  I really want to play, but I don't think I can. :(
Title: Re: Beta Released
Post by: Eeems on November 23, 2009, 04:45:40 pm
did you follow what it said in the readme? also did you install Celtic III?
(revision s)
Title: Re: Beta Released
Post by: ztrumpet on November 23, 2009, 04:51:28 pm
*ztrumpet realizes that there are groups, so it woln't work in Wabbit* :(

He tried a different approach...

Got it!

I love the title screen btw.
Title: Re: Beta Released
Post by: Eeems on November 23, 2009, 04:56:16 pm
actually it will work in wabbit....read the readme
Title: Re: Beta Released
Post by: ztrumpet on November 23, 2009, 05:05:38 pm
I figured it out... after reading the read me.  I didn't at first because you said the instilation process was different than in the read me.

This game is coming great, only I think it would be better with more speed. :)
Title: Re: Beta Released
Post by: Eeems on November 23, 2009, 05:11:35 pm
yeah I don't quite remember what is wrong, but there are a few problems, but most of it is right
Title: Re: Beta Released
Post by: DJ Omnimaga on November 24, 2009, 12:08:53 am
Didn't the game was uploaded with both groups and ungrouped files in folders, fixing the Wabbitemu issue?
Title: Re: Beta Released
Post by: Eeems on November 24, 2009, 12:18:01 am
Yes it did, ztrumpet just didn't realize that probably. But all is fixed now. And let this be a reminder to all to read the readme!
Title: Re: Beta Released
Post by: DJ Omnimaga on November 24, 2009, 12:21:21 am
Yeah, a rule that should be followed with every game, actually x.x, even ASM ones. I mean, like for example, warnings telling you to not run a game in particular in MirageOs or more complex install issues. I actually ignored any e-mail I got when someone was asking me a question about one of my game that was alerady awnsered in the readme because I got about 10 of these a week back then (which is why I removed my e-mail address from my readmes and just redirected to Omnimaga)
Title: Re: Beta Released
Post by: Eeems on November 24, 2009, 12:51:58 am
Yeah, I can see that happening...I usually read readme's first as a rule. I also use them somewhat to judge weither I should bother with it or not.
Title: Re: Beta Released
Post by: DJ Omnimaga on November 24, 2009, 01:39:16 am
True. In my case, for Ticalc files with no screenshots or just the title screen/main menu as screenshot, when the description seems misleading saying it's graphical, I check the controls section of the readme. If all I see is use arrows or numbers to choose options through menus and nothing else involving the movement of a character on a map, I trash the file. (exception: TI-City :P)
Title: Re: Beta Released
Post by: jsj795 on November 24, 2009, 12:27:38 pm
I usually print the readme if it goes over a page, and read while playing ^^
Title: Re: Beta Released
Post by: ztrumpet on November 24, 2009, 01:47:35 pm
I think I've only done that three times: xLib, Celtic III, and Illusiat 13 :)
Title: TBP Updates 2010
Post by: Eeems on January 29, 2010, 04:46:22 pm
Yes I have started to work on it again! but this time in ASM (as soon as I get my calc back I might try to finish that one)
wish me luck!
Title: Re: TBP Updates 2010
Post by: ztrumpet on January 29, 2010, 05:11:59 pm
Good luck!  Asm?  Will you still program in basic?
Title: Re: TBP Updates 2010
Post by: Eeems on January 29, 2010, 05:39:31 pm
yeah when I get my calc back I'll still do basic, but I might slowly transition to asm.
Title: Re: TBP Updates 2010
Post by: Galandros on January 29, 2010, 05:56:04 pm
Good luck again!

What will be the differences from the TI-BASIC and the ASM version? (other than huge speed boost)
Title: Re: TBP Updates 2010
Post by: Eeems on January 29, 2010, 06:07:59 pm
well other then speed, I might change some features no idea's yet.
Title: Re: TBP Updates 2010
Post by: DJ Omnimaga on February 15, 2010, 01:43:18 am
I totally missed that topic x.x

I am kinda glad you started working on it again ^^ (hoping it's still the case now)
Title: Re: TBP Updates 2010
Post by: Eeems on February 15, 2010, 01:52:33 am
Lol, well I haven't really done anything yet. Been focused on ADE, but I do plan on working on it.
Title: Re: TBP Updates 2010
Post by: DJ Omnimaga on February 15, 2010, 01:57:33 am
Aaah ok ^^
Title: Re: Beta Released
Post by: code241 on May 09, 2010, 12:18:25 pm
It's better to read the readme just in case... ;p
Title: Re: Beta Released
Post by: DJ Omnimaga on May 09, 2010, 02:08:19 pm
Just as an advice, you might want to check the last post date before posting in a topic, because in this case, this topic was almost half a year old. :P
Title: Re: The Blue Platform
Post by: Eeems on December 20, 2010, 09:21:32 pm
*bump*
(http://www.omnimaga.org/index.php?action=dlattach;topic=866.0;attach=5152;image)
Title: Re: The Blue Platform
Post by: jnesselr on December 20, 2010, 09:27:33 pm
HOLY NECROPOST BATMAN!
That screenie looks good.
Title: Re: The Blue Platform
Post by: Eeems on December 20, 2010, 09:28:49 pm
It's my thread so I'm allowed to ;P
thanks :) now to work on the engine...after I figure out how to store maps
Title: Re: The Blue Platform
Post by: Deep Toaster on December 20, 2010, 09:47:18 pm
HOLY NECR--

You're still working on this! :w00t:

I thought it was a dead project.
Title: Re: The Blue Platform
Post by: Eeems on December 20, 2010, 10:03:35 pm
it was a dead project :)
Title: Re: The Blue Platform
Post by: DJ Omnimaga on December 20, 2010, 10:59:37 pm
Wait you revived this? Awesome! Will this still be in Celtic/DCS?
Title: Re: The Blue Platform
Post by: Eeems on December 20, 2010, 11:02:53 pm
Assembly :) no-stub
Yes I did :P
Title: Re: The Blue Platform
Post by: DJ Omnimaga on December 20, 2010, 11:07:37 pm
I'm glad to hear it's alive again. Are you gonna recreate a sub-forum? I could maybe re-create one later, though.

Only one thing, though, although I like the new title screen, for some reasons, I kinda liked the old one a little better. I guess the new one migth fit more in the game if the in-game layout is similar, though (such as small fonts being used for NPC convos)
Title: Re: The Blue Platform
Post by: Eeems on December 20, 2010, 11:21:32 pm
I think I might create it in a bit, maybe when I get the actual game engine started.
Well, changing how my menu looks shouldn't be that hard, because I use a standard routine for menu's, so I could start switching over to that.
I have a wrapped text routine too, so npc talking will be easy, just add a 0 in ever time I fill up a text area etc.
(my wrapped text routine will wrap to a newline when it encounters a \n or \r and makes a 6 pixel space for \t)
Title: Re: The Blue Platform
Post by: DJ Omnimaga on December 20, 2010, 11:47:07 pm
Ok, yeah it might be best to wait then if the engine isn't started yet. Good luck!
Title: Re: The Blue Platform
Post by: Eeems on December 21, 2010, 12:36:19 am
I'm starting it now :) just working on tiles and such so I can get a tilemap to play around with
Title: Re: The Blue Platform
Post by: ztrumpet on December 21, 2010, 10:09:28 am
Yea! :w00t:  I'm glad this is back. ;D

I think I like the old title screen better too.  Are you planning to animate the new one?
Title: Re: The Blue Platform
Post by: Eeems on December 21, 2010, 02:59:02 pm
I'm not sure what I'm planning with the new one, but probably :) I'd be really hard to switch over to the old one in the current state, but I might change things a bit
Title: Re: The Blue Platform
Post by: Builderboy on December 21, 2010, 03:01:19 pm
Yayyyyyyyyy its the blue platform! :woot: Are you going to add in the animated rain effect like you had in the original?
Title: Re: The Blue Platform
Post by: Eeems on December 21, 2010, 03:04:38 pm
I'm not sure. I'd probably have to learn interrupts for that, because my menu routine is handled separately from building the rest of the screen, so it would be pretty hard to do.
Title: Re: The Blue Platform
Post by: Builderboy on December 21, 2010, 03:23:14 pm
Ah i see, yeah that makes it a bit harder with the specific menu routine
Title: Re: The Blue Platform
Post by: DJ Omnimaga on December 21, 2010, 06:41:53 pm
Yeah the switch to ASM migth make some old stuff harder to implement because in Celtic and Axe some things are done for you. in Axe it's even harder to do things you could do in Celtic since in Celtic you could use sprites of any size and that stuff. I guess it could be possible, though. Good luck with whatever you decide and don,t forget to backup often. :P
Title: Re: The Blue Platform
Post by: TIfanx1999 on December 21, 2010, 06:43:20 pm
Wow, nice to see that this is back in the works again. And in ASM this time! :o O my!  ;D
Title: Re: The Blue Platform
Post by: Eeems on December 21, 2010, 07:22:26 pm
@DJ, exactly :/

thanks Art! I'm excited :) almost got a demo of the tilemapper done, but I ran into some inexplicable trouble with the menu routine that I need to fix first.
Title: Re: The Blue Platform
Post by: DJ Omnimaga on December 22, 2010, 12:59:38 am
Aw sorry to hear, I hope you don't have too much trouble fixing it. I heard it was hard to deal with text and make menus in ASM. X.x
Title: Re: The Blue Platform
Post by: Eeems on December 22, 2010, 02:37:17 pm
Well from all accounts it should work, just some random fluke makes it quit all of the sudden when I move past a certain item x.x debugging doesn't help because it just randomly quits, nothing seems to make it do that
Title: Re: The Blue Platform
Post by: DJ Omnimaga on December 22, 2010, 03:00:06 pm
Ouch, I hate that kind of bug. In BASIC it's usually due to a missing End or an inverted logic error x.x
Title: Re: The Blue Platform
Post by: Eeems on December 22, 2010, 03:05:05 pm
yeah, wish it was that simple in ASM, no idea what's happening...just posted a topic about it
Title: Re: The Blue Platform
Post by: Eeems on December 22, 2010, 05:54:11 pm
(http://puu.sh/AGv)
Just thought you guys would like to keep updated on the art :)
Still working on getting a masked sprite routine for him 8*16 would do it, but all I can find is 8*8 and it just crashes it :/
Title: Re: The Blue Platform
Post by: Eeems on December 22, 2010, 08:08:37 pm
(http://img.removedfromgame.com/imgs/wabbitemu10.gif)
just thought you guys might like another update, sorry about the doublepost
Title: Re: The Blue Platform
Post by: Ashbad on December 22, 2010, 08:10:02 pm
Looks very nice, Eeems!  Great progress so far man, looks really impressive! :)
Title: Re: The Blue Platform
Post by: Eeems on December 22, 2010, 08:27:05 pm
Thanks! :)
hows this look?
(http://img.removedfromgame.com/imgs/wabbitemu1.gif)

EDIT: starting to work on physics now!
(http://img.removedfromgame.com/imgs/wabbitemu2.gif)
Title: Re: The Blue Platform
Post by: MRide on December 22, 2010, 08:45:26 pm
Looks nice, Eeems!
Title: Re: The Blue Platform
Post by: Eeems on December 22, 2010, 08:48:17 pm
Thanks MRide! I can't wait to actually get some physics in and release a demo of it :)
Title: Re: The Blue Platform
Post by: MRide on December 22, 2010, 08:51:44 pm
Yeah, once you implement collision detection, it'll be fun to mess around with a little during my free time*.

*Some restrictions apply
Title: Re: The Blue Platform
Post by: Eeems on December 22, 2010, 09:03:20 pm
haha :P
Well first I'm working on getting him to move and the screen move correctly around him, metroid style
Title: Re: The Blue Platform
Post by: FinaleTI on December 22, 2010, 09:12:01 pm
That looks pretty nice!

I noticed the old hybrid version of the Blue Platform while I was lurking here before I joined. I really should give it a try sometime.
Title: Re: The Blue Platform
Post by: Eeems on December 22, 2010, 11:00:07 pm
Thanks!
Well, it's pretty slow, and the half-decent speed one is really buggy, but let me know what you think of it when you do!
Title: Re: The Blue Platform
Post by: DJ Omnimaga on December 23, 2010, 12:41:47 am
Nice Eeems. :D
Title: Re: The Blue Platform
Post by: Eeems on December 25, 2010, 02:26:03 am
Hmm, I think we lost a few posts last night...
Anywho, Merry Christmas all!
(http://img.removedfromgame.com/imgs/wabbitemu7.gif)
ladders and physics :) I'm thinking about adding in some fancy stuff to the jumping (starting faster, then slowing down) and a climbing animation...let me know what you think

EDIT, actually, here have fun with this :)
Title: Re: The Blue Platform
Post by: Ashbad on December 25, 2010, 10:25:14 am
eh, I think it looks wonderful! :D

and what's with the numbars in the top?  I can only tell what the top two are for (x and y coordinates)
Title: Re: The Blue Platform
Post by: Eeems on December 25, 2010, 03:59:11 pm
Well actually, the top two are the x and y of the tile you are on, the second row is the true x and y coordinates. The third row is some peftover debugging stuff.
Title: Re: The Blue Platform
Post by: jnesselr on December 25, 2010, 05:05:14 pm
This looks really nice. I think I might try it later.
Title: Re: The Blue Platform
Post by: Binder News on December 25, 2010, 05:06:41 pm
So will I.
Title: Re: The Blue Platform
Post by: Munchor on December 25, 2010, 05:10:38 pm
Woah Eeems! That looks wonderfantabulasticamazing! (wonderful + fabulous + fantastic + amazing!). Not Epic yet, but I'm sure it will be :D
Title: Re: The Blue Platform
Post by: Ashbad on December 25, 2010, 06:43:48 pm
Woah Eeems! That looks wonderfantabulasticamazing! (wonderful + fabulous + fantastic + amazing!). Not Epic yet, but I'm sure it will be :D

Eh, it's getting pretty epic pretty fast.
Title: Re: The Blue Platform
Post by: Eeems on December 25, 2010, 07:27:43 pm
Thanks guys :) hopefully I can implement some cool stuff today :P I'm going to attempt to add in health and make the spikes damage you, and work on jumping
Title: Re: The Blue Platform
Post by: Munchor on December 25, 2010, 07:35:20 pm
Thanks guys :) hopefully I can implement some cool stuff today :P I'm going to attempt to add in health and make the spikes damage you, and work on jumping

Nice to hear.

In the next image, I was wondering. If you are trying to add spike damage, where will you lose damage, in the top image or the one below?

I was wondering... I once tried adding spikes in a Game Maker game and had to make the first one, since the second one is quite hard.

Anyways, best of lucks!
Title: Re: The Blue Platform
Post by: Eeems on December 25, 2010, 07:39:45 pm
you would start getting damaged as soon as you touched the spike which with smooth scrolling is a little hard to do
Title: Re: The Blue Platform
Post by: Ashbad on December 25, 2010, 07:42:46 pm
you would start getting damaged as soon as you touched the spike which with smooth scrolling is a little hard to do

Very hard to do the second image, that would require a level data AND extensive pixel checking routine.  Not worth speed and size.
Title: Re: The Blue Platform
Post by: Munchor on December 25, 2010, 07:43:05 pm
you would start getting damaged as soon as you touched the spike which with smooth scrolling is a little hard to do

Very hard to do the second image, that would require a level data AND extensive pixel checking routine.  Not worth speed and size.

Yup, that's what I thought.
Title: Re: The Blue Platform
Post by: Eeems on December 25, 2010, 07:47:08 pm
Yeah, and my spikes actually look like this:(http://puu.sh/BDi) so it's a little easier to do detection like that :P mine wouldn't require a pixel checking routine because of how I store coordinates, but it would still be way too much work, so it's just going to be the first method.
Title: Re: The Blue Platform
Post by: Eeems on December 26, 2010, 02:29:30 am
(http://img.removedfromgame.com/imgs/wabbitemu8.gif)
Jumping done, tomorrow I'll work on the spikes and health :)
now when you hit your head, you go immediately into your "plateau time" so 10 loops, and then you fall instead of waiting until you are done the upward motion. Also, with nothing above you, you may notice a slight "hang" time, in which the character doesn't move :)
Title: Re: The Blue Platform
Post by: DJ Omnimaga on December 26, 2010, 02:38:47 am
Hmm, I think we lost a few posts last night...
Really? Are you sure about that? I haven't seen any other report about lost forum data in IRC logs and forum posts yet. ???

Anyway your game is coming along nicely. The speed is nice so far. Is it running at 6 MHz?
Title: Re: The Blue Platform
Post by: Eeems on December 26, 2010, 03:52:15 am
Yeah I'm missing a few in this topic.

Thanks :) yeah it's 6MHz, and it's drawing to the screen every 4 frames, so I can speed it up more if I have to :)
Title: Re: The Blue Platform
Post by: NeoCrisis on December 26, 2010, 05:07:07 am
is it coded in ASM? (well, I think yes, but just to know ;D)
Title: Re: The Blue Platform
Post by: shmibs on December 26, 2010, 05:13:07 am
yes, it is coded in asm

oh, and eeems: i found a bug. climb partway down a ladder, hold jump, and then walk to the left or right XD

it looks delicious so far!
Title: Re: The Blue Platform
Post by: Builderboy on December 26, 2010, 05:17:32 am
This is looking epic so far :D One thing i would suggest is making the character animation a bit more pronounced, as it barely looks like he is animating most of the time.  Unless these arn't the finished sprites?
Title: Re: The Blue Platform
Post by: Eeems on December 26, 2010, 11:50:03 am
Shmibs, what happens?
Builderboy, I'm not wanting the animations to be too much, it's part of the feel for it to be hardly anything but I can change then
Title: Re: The Blue Platform
Post by: TIfanx1999 on December 26, 2010, 01:29:39 pm
This is coming along quite nicely and quickly. Good work Eeems! =)
Title: Re: The Blue Platform
Post by: Ashbad on December 26, 2010, 02:45:56 pm
Lol for some reason it reminds me of pyyrix.

I'm really looking forward to the beta of this game...
Title: Re: The Blue Platform
Post by: Eeems on December 26, 2010, 03:46:27 pm
Thanks Art :)

Ashbad, lol well mine is older, just this rendition isn't ;P
Title: Re: The Blue Platform
Post by: DJ Omnimaga on December 27, 2010, 12:48:38 am
Yeah I'm missing a few in this topic.

Thanks :) yeah it's 6MHz, and it's drawing to the screen every 4 frames, so I can speed it up more if I have to :)
Weird. I guess not a lot were lost, because I found no other reports/complaints about this yet.

On-topic, keep up the good work on this. This looks pretty nice.
Title: Re: The Blue Platform
Post by: Eeems on December 27, 2010, 12:50:16 am
yeah I guess it wasn't a lot.

I hope to for a while before I go back to working on Oasis again
Title: Re: The Blue Platform
Post by: DJ Omnimaga on December 27, 2010, 01:22:27 am
Yeah me too. I was kinda sad when the original died. I was happy to see this revived and happy to see you into calc game programming again.
Title: Re: The Blue Platform
Post by: Eeems on December 27, 2010, 01:45:12 am
Yeah, I've always loved making this game.
I am too, its been a little while hasn't it?
Title: Re: The Blue Platform
Post by: DJ Omnimaga on December 27, 2010, 02:51:17 pm
Well I remember you entered it for the Omni contest, but the original version ran too slow, then you switched from xLIB to Celtic III but ran into a bug, then your mom took your calc away for an entire year, then you worked on calc stuff on the PC on and off, but not as much as you worked on TBP before being grounded.
Title: Re: The Blue Platform
Post by: Eeems on December 27, 2010, 03:08:49 pm
Yeah it was pretty slow, then I re-wrote the engine and it was much much faster, but then there was a bug, and I haven't been able to fix it, although I have the current source for it.
Yeah, without a calc working on calc stuff is pretty hard, even with an emulator, so I did kinda drop off.
Title: Re: The Blue Platform
Post by: Steelm on February 15, 2011, 10:52:23 pm
well the first 3 chapters were easy, but IV is really hard, and I don't mind the simple plot, the epic battles make up for it
that is understanable since it's freaking AWESOME
Title: Re: The Blue Platform
Post by: DJ Omnimaga on February 15, 2011, 11:43:02 pm
ON a side note, are you still planning to continue this Eeems?
Title: Re: The Blue Platform
Post by: Eeems on February 15, 2011, 11:55:22 pm
Yes I do.
Title: Re: The Blue Platform
Post by: DJ Omnimaga on February 15, 2011, 11:56:33 pm
Good to hear. I was wondering since this kinda stalled for a while.
Title: Re: The Blue Platform
Post by: Eeems on February 16, 2011, 03:06:10 pm
Yeah, I'm just focused on other projects at the moment. I usually cycle through them, working on one for a while, then another, then eventually I get back to the first. Which reminds me, I should work on Oasis again.
Title: Re: The Blue Platform
Post by: Binder News on February 16, 2011, 06:07:45 pm
That would be very nice. I have even more experience now with C++, so I can help more as well.
Title: Re: The Blue Platform
Post by: DJ Omnimaga on February 18, 2011, 09:45:40 pm
Ah ok, kinda like Calc84maniac. :D
Title: Re: The Blue Platform
Post by: Eeems on February 18, 2011, 11:01:56 pm
That would be very nice. I have even more experience now with C++, so I can help more as well.
:)
Ah ok, kinda like Calc84maniac. :D
Yeah :P