Author Topic: [2011 Axe Entry] Uncharted TI  (Read 10585 times)

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Ashbad

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Re: [2011 Axe Entry] Uncharted TI
« Reply #45 on: May 22, 2011, 06:15:46 pm »
I don't think I'm gonna have a big update today, unfortunately :( however, look forward to a good one tomorrow ;)

Offline Builderboy

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Re: [2011 Axe Entry] Uncharted TI
« Reply #46 on: May 23, 2011, 01:27:59 am »
Oh I see what you mean now, the ball being your character

Offline Freyaday

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Re: [2011 Axe Entry] Uncharted TI
« Reply #47 on: May 23, 2011, 10:42:14 am »
Yeah. I'm looking forward to playing everyone's games, although I'm pretty sure mine's gonna be slacking in the graphics department
« Last Edit: May 23, 2011, 10:42:40 am by Freyaday »
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Ashbad

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Re: [2011 Axe Entry] Uncharted TI
« Reply #48 on: May 23, 2011, 10:46:07 am »
well I'm sure yours will also turn out well :)  good luck on it! :D

Well, my estimate for the size of this program overall is 40K.  It will have a 16K flash ap controller and a 20K engine program with crabcake :)

Offline BrownyTCat

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Re: [2011 Axe Entry] Uncharted TI
« Reply #49 on: May 23, 2011, 10:47:31 am »
* BrownyTCat is facing certain doom this year.

Offline aeTIos

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Re: [2011 Axe Entry] Uncharted TI
« Reply #50 on: May 23, 2011, 10:51:04 am »
Does data count to a flash app's size?
I'm not a nerd but I pretend:

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Re: [2011 Axe Entry] Uncharted TI
« Reply #51 on: May 23, 2011, 11:10:30 am »
Holy crap, Ashbad, does your mem grow on trees or something?
Nymless Currently runs just under 3K, and each level will run about 800 bytes. Of course, I have no Idea how big the level editor's gonna get, though. :)
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Offline BrownyTCat

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Re: [2011 Axe Entry] Uncharted TI
« Reply #52 on: May 23, 2011, 11:14:22 am »
That amount of memory consumption is out of the question for me. :/

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Re: [2011 Axe Entry] Uncharted TI
« Reply #53 on: June 07, 2011, 10:54:04 pm »
This looks nice Ashbad! I like all the explosions and fire effects O.O

Nice physics too :)

Although I also hope you can finish ROL3 don't forget to finish this too :D
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Ashbad

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Re: [2011 Axe Entry] Uncharted TI
« Reply #54 on: June 15, 2011, 10:13:11 pm »
Still in progress, but inching along as I'm taking on all my projects at once in full force :P

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Re: [2011 Axe Entry] Uncharted TI
« Reply #55 on: June 16, 2011, 12:05:20 am »
You should probably focus on this one a bit more since there's only 1 month left to the contest. I'm glad this is still alive by the way :)
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Ashbad

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Re: [2011 Axe Entry] Uncharted TI
« Reply #56 on: June 19, 2011, 07:53:22 pm »
I was working on this during my break in lifeguarding today, and I finished level loading and editing.  I think I did pretty beast on my level compression techniques:

- there are many types of tiles in this game, and using byte indices would make the tilemap take up 180 bytes.  I made it compress to one bit per tile, using the state of the surrounding tiles to determine the current tile type.  Tha cuts it down to 22 bytes and an extra nibble, which I use to determine the "level" the current room is part of, which can determine changes in tile prediction as well.  I then run it through a limited 2DRLE co oression algorithm that uses 6 bits to determine length, 1 bit for direction and 1 bit for state.  It check beforehand to see if L2DRLE compression is nessicary or not, and stores compression state right after the beginning level determining nibble.  One detailed room I made was only 12 bytes in tile data total, as opposed to 180.

- Enemies, objects, etc. Take up about 80 bytes per room.  However, i made it so each unused slot starts data with a reset bit, which means to skip that bit and continue struct processing with a +1/8 offset and move to the next slot position.  A room with two boxes only uses 10 bytes and 3 licks (half nibbles) of data as opposed to 80 wasted bytes.

- Since the sizes of rooms vary so much, instead of holding all rooms in arrays of 260 byte structs, each level-room array and data-level array is begun with with a static vector table for quick reference to rooms.  The data-level array is an array of level-room arrays, and has an embedded and extended vector table after the heading VT that combines all elements of held arrays, and indices.

- A non-compressed level-room array is 5200 bytes.  Compressed ones are now at the very most 2160 bytes, but I'm sure the actual output will be closer to under 1000 bytes.  1000 bytes for an action packed hour level is pretty damn good ;)

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Re: [2011 Axe Entry] Uncharted TI
« Reply #57 on: June 19, 2011, 07:55:59 pm »
Are you not afraid of getting your calc stolen there?? O.O

Anyway that's a lot of tiles types. This update is nice. Thanks for the info about the game :D
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Re: [2011 Axe Entry] Uncharted TI
« Reply #58 on: June 21, 2011, 01:12:36 am »
When are we gonna get another screen shot :P
I enjoy screenshots :)

Ashbad

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Re: [2011 Axe Entry] Uncharted TI
« Reply #59 on: June 21, 2011, 11:08:12 am »
Hopefully by tomorrow ;)

I now have enemies working halfway (they can walk, see you, and come at you) but still need to doze off and shoot/slash at you.  I also made it on the side so that you can make "mods" to UCTI using my TCPS scripting language, which I implemented on-calc today.