Author Topic: [Axe/Asm] BOULDASH  (Read 7399 times)

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Offline DJ Omnimaga

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Re: [Axe/Asm] BOULDASH
« Reply #30 on: September 27, 2014, 10:27:57 am »
Awesome to hear :D
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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Offline Zemmargorp

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Re: [Axe/Asm] BOULDASH
« Reply #31 on: September 27, 2014, 12:42:51 pm »
If you've played (and finished) all the levels I currently made, then here's another one !


It's FREEFALL. You already saw it on the first post.

I was asking myself if I should share it or not, because this single level is impossible.
And why not. There are no lives, and you have to collect as many diamonds as you can.

My personal high score is to get all the diamonds but 2, without dying, of course.
Can you beat it ? Well, you can always try. It just requires a lot of training.

If you're tired of always playing the same levels, then good news : I've done 75% of the level editor.
I'm french, that's the reason why my English can be a bit approximate.

Offline DJ Omnimaga

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Re: [Axe/Asm] BOULDASH
« Reply #32 on: September 27, 2014, 09:29:50 pm »
Hmm interesting level. It's actually like some other games like Starcraft where you can pretty much build new games out of another just by making a custom level. :P
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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Offline Zemmargorp

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Re: [Axe/Asm] BOULDASH
« Reply #33 on: September 28, 2014, 11:57:35 am »
Hmm interesting level. It's actually like some other games like Starcraft where you can pretty much build new games out of another just by making a custom level. :P
Yes, that's true. It's very interesting, and I'm sure there are many other kinds of level to discover.



I'm still working on the level editor, but it's hard to keep doing it with school. Don't expect it in less than a week.
When it'll work, I'll probably release a first version with some minor bugs, and then another one a bit later without any issue.

And as the editor will be for Windows, I can add interesting features that I wouldn't be able to put in a calc version, because they require complex memory manipulations, such as the ability to duplicate/remove levels, to change their order, to easily insert/remove columns and lines of objects inside any level and anywhere. I can't wait for it to be finished !
I'm french, that's the reason why my English can be a bit approximate.

Offline chickendude

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Re: [Axe/Asm] BOULDASH
« Reply #34 on: September 29, 2014, 07:11:50 am »
The Freefall level is really cool, nice work!

Offline Zemmargorp

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Re: [Axe/Asm] BOULDASH
« Reply #35 on: October 01, 2014, 12:30:10 pm »
The Freefall level is really cool, nice work!
Thanks ! And here are the good news : you'll now be able to create yours !

I'm still working on the level editor, but it's hard to keep doing it with school. Don't expect it in less than a week.
Surprise ! For my 100th post, I've finally been able to make a first version of the level editor.

It's quite buggy, some features are missing (like resizing levels), but one's can create level packs. I'll improve it as soon as I can. I've tried it ; it works, so that's great. It's Windows-only, and requires the following DLLs in the same folder to work correctly : VB6FR.DLL, and MSVBVM60.DLL. You can find them easily on the web.

I've included ALL the levels I made previously for two reasons :
- the editor was able to save more bytes on compression, which is great !
- as I wrote them by hand, I locked them against modification to avoid crashes on edit. I've now checked their safety, and unlocked them for edition.

If you try the level editor, please notify me of important bugs and problems you encounter with it. Also, don't forget to share your own levels in this topic, I'll be happy to try them !
I'm french, that's the reason why my English can be a bit approximate.

Offline DJ Omnimaga

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Re: [Axe/Asm] BOULDASH
« Reply #36 on: October 01, 2014, 01:22:00 pm »
EDIT: Nvm I was on the wrong topic page >.<

Anyway I'm gonna download this now so I can try it later. :)
« Last Edit: October 01, 2014, 01:23:36 pm by DJ Omnimaga »
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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Offline Zemmargorp

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Re: [Axe/Asm] BOULDASH
« Reply #37 on: October 02, 2014, 01:37:57 pm »
EDIT: Nvm I was on the wrong topic page >.<

Anyway I'm gonna download this now so I can try it later. :)

Thanks !
If you make interesting levels, please share them !
I'll be glad to try levels I haven't created !
I'm french, that's the reason why my English can be a bit approximate.

Offline Zemmargorp

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Re: [Axe/Asm] BOULDASH
« Reply #38 on: October 07, 2014, 01:00:35 pm »
-Bouldash (by Zemmargorp) http://www.omnimaga.org/ti-z80-calculator-projects/

Back in 1997, the TI community was rocked by Jimmy MÃ¥rdell's many calculator games, including a Boulder Dash clone. 17 years later, Zemmargorp comes up with another clone, featured animated graphics and faster speed. A level editor is also available.

Thanks for recommending my game  :D
By the way, shouldn't the link be http://www.omnimaga.org/ti-z80-calculator-projects/(axeasm)-bouldash/ ?
I'm french, that's the reason why my English can be a bit approximate.

Offline DJ Omnimaga

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Re: [Axe/Asm] BOULDASH
« Reply #39 on: October 07, 2014, 01:56:02 pm »
No problem :) and I am fixing the link now
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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Offline Zemmargorp

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Re: [Axe/Asm] BOULDASH
« Reply #40 on: October 13, 2014, 01:30:52 pm »
Now working back on the level editor. (I'll work on the game later, if I have the time.)

You can find the first version here, which I'm improving on some points. Here's my current todo list :
  • improve GUI (want a more user-friendly one)
  • hunt bugs (hopefully, they are very rare)
  • add the ability to resize levels
  • make a ZIP game+editor+levels+readme
  • any other idea ?

20 downloads of the game so far ! Great !
I'm french, that's the reason why my English can be a bit approximate.

Offline DJ Omnimaga

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Re: [Axe/Asm] BOULDASH
« Reply #41 on: October 22, 2014, 12:04:23 pm »
I'll try the editor when I have some time. :)
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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Offline Zemmargorp

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Re: [Axe/Asm] BOULDASH
« Reply #42 on: October 23, 2014, 10:12:56 am »
I'll try the editor when I have some time. :)
Thank you :)

Then you should use the version of the editor I'm currently working on (link below). I've improved a bit the first version. I made some little bug-fixes and minor changes, and added the ability to resize levels ! Before, they had to be of size 20x16.

As I didn't write any documentation on how it works now, I'm gonna write it here because it's not very clear in the program :
- The editor requires VB6FR.DLL and MSVBVM60.DLL to run.
- Before starting making levels, you absolutely need to do "File -> New", or the program will be locked.
- When you edit a level, there's a toolbar with every item of the game (air, ground, diamonds, boulders, walls, player, monsters, ...) plus two other tools, at the bottom of the toolbar. The second one doesn't do anything for now, and the first one (which looks like an array) serves to resize a level. Select it, and then move the mouse over the level : when a green line appears, click to insert a new column, and when a red rectangle appears, click to remove the column highlighted. Hold on CTRL to use it for the rows.
- Don't forget levels must be at least 12x8, and shouldn't contains more than 768 boxes (768 because of L1, L3, and L6's size), otherwise, the editor will refuse to resize the level. Also, you won't be able to put more than 30 enemies.
- To see how it works, you can also try to edit levels I've already made (they're in the zip). Have fun !
I'm french, that's the reason why my English can be a bit approximate.