Author Topic: [BASIC] TI-Thrash (Color) (8x Calcs)  (Read 11708 times)

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Offline 123outerme

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[BASIC] TI-Thrash (Color) (8x Calcs)
« on: September 02, 2014, 05:14:22 pm »
TI-Thrash (Color) is a homescreen arcade-style fighting game. It includes multiple characters, who beat up on a CPU. (By the way, it is possible to block counterattacks)
P.S.: Thanks to Imgur for glitching out and deleting all my beta screenshots! I hate you Imgur.

Here's my screenshot (V1.1):

And in color (2.0B):

The "jump" at the end was the Super Thrash attack. Also, if you see me use strange moves, that's because I implemented combos, and the two are called Uppercut and Jab.
There's a secret character ;) See if you can find it!

Spoiler For Changelog V1.1:
*Now, the 0 has a different Super Thrash attack
*Fixed/improved a few things

Spoiler For Changelog V2.1 (Color version):
*Optimized size/speed
*Fixed issue with blocking a counterattack timing
« Last Edit: March 30, 2015, 01:14:41 pm by 123outerme »

Offline AzNg0d1030

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Re: [BASIC] TI-Thrash (8x Calcs)
« Reply #1 on: September 02, 2014, 05:48:36 pm »
Definitely seems like a good way to past some short time in class, but it seems very difficult to tell what's happening.
Keep up the work!
You just lost the game.



Offline 123outerme

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Re: [BASIC] TI-Thrash (8x Calcs)
« Reply #2 on: September 02, 2014, 06:31:48 pm »
Definitely seems like a good way to past some short time in class, but it seems very difficult to tell what's happening.
Keep up the work!
Thanks! I'll hopefully work that out in time, but for right now, I'm chipping away large pieces of the engine.

Offline DJ Omnimaga

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Re: [BASIC] TI-Thrash (8x Calcs)
« Reply #3 on: September 02, 2014, 11:30:14 pm »
This kinda reminds me my Mortal Kombat game for the 83+SE from early 2002 actually. I only had like 2 moves, though (kicking and throwing a laz0r). TO do 2 player link mode you'll probably need an ASM utility, because in BASIC it's only possible to send stuff to another calc when the other calc is in pause or outside a program.

Offline Princetonlion.tibd

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Re: [BASIC] TI-Thrash (8x Calcs)
« Reply #4 on: September 02, 2014, 11:41:57 pm »
This doesn't happen to be the troll game in your sig, right? :trollface:

Offline 123outerme

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Re: [BASIC] TI-Thrash (8x Calcs)
« Reply #5 on: September 03, 2014, 04:31:38 pm »
This doesn't happen to be the troll game in your sig, right? :trollface:
No, that one I may not even do :P

Edit:
This kinda reminds me my Mortal Kombat game for the 83+SE from early 2002 actually. I only had like 2 moves, though (kicking and throwing a laz0r). TO do 2 player link mode you'll probably need an ASM utility, because in BASIC it's only possible to send stuff to another calc when the other calc is in pause or outside a program.

Thanks for the info, DJ Omnimaga! I'll update the poll and stuff.
« Last Edit: September 03, 2014, 05:51:50 pm by 123outerme »

Offline DJ Omnimaga

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Re: [BASIC] TI-Thrash (8x Calcs)
« Reply #6 on: September 04, 2014, 01:23:08 am »
By the way this is the Mortal Kombat game I am talking about, in case it might give you more ideas. It's very ancient, though, so I wouldn't recommend using the code (since it's unoptimized it would probably run even slower than your game on the color model):



One really bad mistake I did, for example, was redrawing everything every frame, even the static parts. >.< But I guess the game look could be used as reference.
« Last Edit: September 04, 2014, 01:25:02 am by DJ Omnimaga »

Offline 123outerme

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Re: [BASIC] TI-Thrash (8x Calcs)
« Reply #7 on: September 04, 2014, 06:37:11 pm »
Update:


*Added super moves, called Super Thrash attacks (no, this name is not final :P) and the corresponding bar
*Changed graphics and dodges drastically.
*Made attacking send you to an internal subprogram with Gotos (don't worry, I made sure no memory would leak, and matches wouldn't last that long anyways). I had to do this so that I could keep a lot of features and still get actual performance.

And DJ Omnimaga: Do you still have the source code? My inner compusiveness is telling me to try to give your game a better framerate :P


Offline 123outerme

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Re: [BASIC] TI-Thrash (8x Calcs)
« Reply #8 on: September 05, 2014, 08:35:37 pm »
I added combo moves!
.
Currently, the only combos are uppercut (punch twice) and jab (punch, kick). More coming soon!
Also, I fixed a few bugs.

Offline 123outerme

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Re: [BASIC] TI-Thrash (8x Calcs)
« Reply #9 on: September 06, 2014, 12:14:29 pm »
Spoiler For Updates:
I added more fighters!
Spoiler For GIF:

Changelog 0.1:
*Fixed some timing
*Redid fist graphics (3 to D, E to C)
*Reworked Super Thrash attack mechanics (now it charges up on your combos)
*Balanced a few things

Edit:
Spoiler For GIF:
Changelog 02B:
*Changed lifebars
*Changed menus to pure homescreen (thanks to JWinslow for helping me!)
*Small fixes 'n' stuff

Edit 2:
(No GIF, since there's minor changes)
Changelog 03B:
*Changed CPU head to "Q" to make differences when you're an "O" clearer

Edit 3:
Spoiler For GIF:
Changelog 04B:
*Added ability to choose rounds (thanks to Hayleia for the idea!)
*Reorganized bars to be more compatible with monochrome calcs
*Added round number at top
*Changed win condition to fit new ability to choose rounds
*Various other things

Edit 4:
(no GIF, just fixes)
Changelog 05B:
*Fixed a few issues

Edit 5:
(still no GIF, more minor fixes)
Changelog 06B:
*Fixed character damage outputs
*Centered some text

Edit 6:
(more fixes)
Changelog 07B:
*Added some input validation when inputting the number of rounds

Edit 7:
(more small stuff)
Changelog 08B:
*Fixed validation input stuff
« Last Edit: September 06, 2014, 09:00:32 pm by 123outerme »

Offline 123outerme

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Re: [BASIC] TI-Thrash (8x Calcs)
« Reply #10 on: September 07, 2014, 11:51:39 am »
Update 09B:

*Added movement (scripted for now, otherwise the game would slow down)
* Fixed things

Edit:
Update 01C (C for Candidate, like a release candidate):

*Added cool things to running intro
*Added scrolly round number input
« Last Edit: September 07, 2014, 05:19:42 pm by 123outerme »

Offline DJ Omnimaga

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Re: [BASIC] TI-Thrash (8x Calcs)
« Reply #11 on: September 08, 2014, 01:20:41 am »
To get the source code of my game you can just easily open the file in SourceCoder on Cemetech. But keep in mind it's a 4 games in 1 package.

As for your game I like the new animations, but for some reasons the characters seem to flicker. I wonder if you could be able to get rid of it?

Offline 123outerme

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Re: [BASIC] TI-Thrash (8x Calcs)
« Reply #12 on: September 08, 2014, 05:01:46 pm »
To get the source code of my game you can just easily open the file in SourceCoder on Cemetech. But keep in mind it's a 4 games in 1 package.

As for your game I like the new animations, but for some reasons the characters seem to flicker. I wonder if you could be able to get rid of it?

There's a few places where I could fix that, and so I'll work on it :)

Edit: V1.0 released!
« Last Edit: September 08, 2014, 05:13:30 pm by 123outerme »

Offline DJ Omnimaga

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Re: [BASIC] TI-Thrash (8x Calcs)
« Reply #13 on: September 09, 2014, 12:35:31 am »
Do you plan to make a Celtic version eventually by the way? Maybe an option for Celtic mode so that if Doors CSE is enabled the game has colors including maybe background? Although a pure basic mode would be nice for people who don't have DCSE installed, it's kinda weird to see monochrome-only games on a color calc. :P (although I guess as pure BASIC game it's easier to make it cross compatible with other calcs)

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Re: [BASIC] TI-Thrash (8x Calcs)
« Reply #14 on: March 29, 2015, 01:07:19 pm »
I'm remaking TI-Thrash! (DJ O called it, lol)
TI-Thrash Color is a homescreen arcade-style fighting game. It includes multiple characters, who beat up on a CPU. This is a color remake of TI-Thrash. As it adds color to the game, it is only compatible with the TI-84+CSE (unless the CE has gotten Celtic 2 and xLibC/DoorsCSE with those two libraries ported). It requires Doors CSE 8.1 or later to run. Download is in the OP.

>Changes from Original Version:
*Added color homescreen text to the HUD and some menus
*Improved speed generously
*Reduced amount of Goto instructions
*Untangled spaghetti code
*Changed password to unlock secret fighter (hint: Press 9 on home menu)
*Switches to "fullscreen" (gets rid of status bar) while in a match, returns status bar in menus
*Added stall prevention measures (although this wouldn't be a huge issue since you're not fighting another player)
*Optimized display for the CSE's screen for color and the dimensions
*Increased window of opportunity to block a counterattack
*Optimizations in general

>Planned Features:
*Improve enemy AI
*Optimize even further
*Plan more features