Author Topic: [Axe] [Contest] Boyman  (Read 1130 times)

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Offline Happybobjr

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[Axe] [Contest] Boyman
« on: October 01, 2013, 11:27:50 pm »
Howdy yall.  I will be submitting the original game 'Boyman' this contest.  (It was gonna be called Ballman, but I had a title.  And once set, I told I, "Never gonna give you up!  Never gonna let you down! ..."

I'm not really sure where I am going with this, but here is what I gots so far ^.^

School: East Central High School
 
Axe: 1.0.0
TI-84 +SE  ||| OS: 2.53 MP (patched) ||| Version: "M"
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Offline aeTIos

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Re: [Axe] [Contest] Boyman
« Reply #1 on: October 02, 2013, 04:35:09 am »
Elaborate. What kind of awesome ideas are you going to implement in this game?
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Offline Sorunome

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Re: [Axe] [Contest] Boyman
« Reply #2 on: October 02, 2013, 07:54:19 am »
Wha, that is looking pretty awesome O.O

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Offline Happybobjr

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Re: [Axe] [Contest] Boyman
« Reply #3 on: October 02, 2013, 12:21:12 pm »
Elaborate. What kind of awesome ideas are you going to implement in this game?

I'm not 100% sure yet.  I have econ class for 90 min 2 times a week. That's when I have time to work on it :P.
I think I'll be adding some kind of holes, bags that can fill the holes, or crush you/enemies.
The bags may also be like the blocks on Portal_Prelude where the hold down a button.  (With the obvious complication o gravity)
School: East Central High School
 
Axe: 1.0.0
TI-84 +SE  ||| OS: 2.53 MP (patched) ||| Version: "M"
TI-Nspire    |||  Lent out, and never returned
____________________________________________________________

Offline AssemblyBandit

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Re: [Axe] [Contest] Boyman
« Reply #4 on: October 02, 2013, 05:21:30 pm »
You might have been planning this but, for one level you should get rid of the borders so that the player has to stay on the blocks or death! (or loop) Its a good engine, it sucks you don't have that much time to work on it :(

Offline Happybobjr

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Re: [Axe] [Contest] Boyman
« Reply #5 on: October 02, 2013, 05:41:05 pm »
I had thought of it, and it means death >:D

Thanks, it was a bit tricky to get the rotation matrix to work right, but then I realized I could transpose it and do row swaps.  Its rather simple over all, so I think I'll definitely need to rework it to get other objects in there.  Shouldn't be too hard, just need to think of a good way to do it :P.
School: East Central High School
 
Axe: 1.0.0
TI-84 +SE  ||| OS: 2.53 MP (patched) ||| Version: "M"
TI-Nspire    |||  Lent out, and never returned
____________________________________________________________

Offline Happybobjr

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Re: BallMaze [Axe]
« Reply #6 on: November 19, 2014, 01:32:58 am »
I'm back to this project.
I'm currently taking a c programming class, and I realized I could make some serious optimizations to this program.  Now it is (in the long run) much smaller in size. Additionally, any lag from rotation is pretty much undetectable.


Thinking about adding some low AI monsters
School: East Central High School
 
Axe: 1.0.0
TI-84 +SE  ||| OS: 2.53 MP (patched) ||| Version: "M"
TI-Nspire    |||  Lent out, and never returned
____________________________________________________________

Offline aeTIos

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Re: [Axe] [Contest] Boyman
« Reply #7 on: November 19, 2014, 01:34:03 am »
Holy necropost, Batman! But cool to hear you're back on this program :D

Also...


fix op pl0x ;)
« Last Edit: November 19, 2014, 01:41:35 am by aeTIos »
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Offline Sorunome

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Re: [Axe] [Contest] Boyman
« Reply #8 on: November 19, 2014, 01:34:40 am »
That necro :P

Good luck on finishing it ^.^

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Also, check out my website
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Offline bb010g

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Re: [Axe] [Contest] Boyman
« Reply #9 on: November 19, 2014, 07:34:39 pm »
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