Author Topic: [Contest] Embers:Phoenix  (Read 23664 times)

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Offline chickendude

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Re: [Contest] Embers:Phoenix
« Reply #60 on: July 13, 2012, 07:03:09 am »
Yeah that part's broken. Shhh don't tell anyone! Haha, no, but I'll fix that (yes the text is cut off)
I thought it was very well designed and looked very professional. Right from the beginning everything sorta drew me in, the world was really pretty and made me want to explore even more. The only two things are: 1) the text wrapping, and 2) at times, like walking around corners or buildings and whatnot it looks a little clunky. Other than that, i was really really impressed by it and would love to see more! It felt very polished and now i just want to play more! This is something that would definitely stay on my calculator :D Thank you for writing it!
Thank you! 1) The text wrapping, mhm yeah, I don't have a word wrapping algorithm per se, but whenever the text parser encounters a certain byte in the text data it will reset the cursor to the next row/pause and reset the whole box. So all the text wrapping is manual which is why much of the text isn't wrapped properly after the first few areas of the game (time constraints). When I make another release I'll try to get all of those fixed :)
2)Looks a little clunky? Could you elaborate on that? (What does it look like)
With the mask around the player it looks like you are standing on top of the building or makes the world feel flatter instead of "3d" (see attachments)

And i just found "that" door, thanks :D

As for text-wrapping, what you do is add the size in pixels of each letter to the current pencol (or whatever the axe equivalent is, essentially the X position on screen of your text) until you reach a space or some other special character you want to break up words (maybe an EOS token, generally a 0). If you don't know or don't feel like calculating the size of each letter, you can just use the average size for each letter (maybe 4 or 5 pixels) and it should work well enough. For example, this is all just one line in my code:


It makes it much easier because then you don't have to separate each text by screen, you can count how many lines you've drawn and when it goes to draw the third row of text you can automatically pause it and draw the next set of text after pressing 2nd/whatever key. It's really not that complicated, but if you'd like i could write an asm textwrapping routine for you :)

Offline squidgetx

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Re: [Contest] Embers:Phoenix
« Reply #61 on: July 13, 2012, 08:44:56 am »
Ah ok. I think the collision boundaries are just stored in an array, so it shouldn't be too hard to fix :D

The problem with the text wrapping is that I'm already abusing the pencol/penrow so I can't modify it to help in a wordwrapping routine without having to make a couple annoying workarounds. I'll see what I can do though

Offline chickendude

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Re: [Contest] Embers:Phoenix
« Reply #62 on: July 13, 2012, 10:01:36 pm »
So how do you display the texts? Something has to keep track of where the next character gets displayed. Anyway, it's not a huge issue, the game itself is incredible those are the only real issues i can find with it, and they don't keep it from being amazing :) Congrats and good luck in the contest!

Offline Deep Toaster

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Re: [Contest] Embers:Phoenix
« Reply #63 on: July 15, 2012, 01:47:53 am »
Whoa, a lot of work on this I've missed. It's looking great! I haven't downloaded new anything on my calculator in months (it's a shame), but I'll probably have to put this on top of my list ;D




Offline ben_g

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Re: [Contest] Embers:Phoenix
« Reply #64 on: July 19, 2012, 04:11:25 pm »
I think I found a bug:


It happened at entering the door when you sneak around the crimson lab. A secound door appeared next to the normal one, and when I got at the location shown in the screenshot, it said "II2IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII".
« Last Edit: July 19, 2012, 04:11:39 pm by ben_g »
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Offline squidgetx

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Re: [Contest] Embers:Phoenix
« Reply #65 on: July 19, 2012, 07:37:50 pm »
Oh my, that shouldn't happen :P

Can you reproduce it, or is it a one-time bug? If you can repro it, does it happen on other doors?

I'm suspecting that since the sliding-door animation requires a slightly hackish (read: circuitous and inelegant) call to the warp routine, you might have entered the door at a direction/position combo that doesn't mesh with the logic I used and is rare enough that I didn't uncover it while coding. (Usually the warp tile coords can be taken from your x,y, but the sliding door needs to be taken via your projected x,y using your current x,y and direction. This would also explain why a second door appeared)

Offline ben_g

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Re: [Contest] Embers:Phoenix
« Reply #66 on: July 19, 2012, 07:43:08 pm »
I have never tried to reproduce it, but it didn't happen on other doors.
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline squidgetx

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Re: [Contest] Embers:Phoenix
« Reply #67 on: July 19, 2012, 07:46:23 pm »
Since each door is just represented by a 5 byte piece of data telling target map, x, y, target x, and target y there I don't think a single door can mess up without other doors also able to mess up (which makes the problem easier, yet in a way more difficult to fix)

If anyone else encounters the same problem, please let me know. In the meantime I guess I'll get out my own calc and take a look at the code again.

Offline shmibs

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Re: [Contest] Embers:Phoenix
« Reply #68 on: July 19, 2012, 11:02:15 pm »
while you're at it, you should try fixing the collision checks so that you can't walk through things when going diagonally.
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Offline DJ Omnimaga

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Re: [Contest] Embers:Phoenix
« Reply #69 on: July 22, 2012, 04:34:52 pm »
Just tried it and I loved it. As for going into doors I didn't find it that hard actually. The only annoyance was going on computers only to have yourself smashed away from the wall besides it because it swings the sword when you're not aligned properly. Also the boss collision detection seemed weird. It was hard to hit him and I never actually took any hit from him. Also the sword was kinda hard to find XD. Nice job.

By the way, is there anything after getting the security logs yet? After getting them, I had no clue where to go ???
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Offline squidgetx

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Re: [Contest] Embers:Phoenix
« Reply #70 on: July 25, 2012, 10:35:00 pm »
RELEASE!

Thanks for everyone who supported me in the contest! XD

I tried to fix most of the bugs, lemme know what you guys think!


Edit: also added to ticalc
« Last Edit: July 25, 2012, 11:09:35 pm by squidgetx »

Offline DJ Omnimaga

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Re: [Contest] Embers:Phoenix
« Reply #71 on: July 25, 2012, 10:36:41 pm »
Is it the entire game or a demo? O.o I might have to try it soon if it adds more stuff past the first boss (I don't even know if there was anything afterward, because if there was, then I was stuck lol).

You should put it in Omni downloads section if it's the final version.
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Offline squidgetx

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Re: [Contest] Embers:Phoenix
« Reply #72 on: July 25, 2012, 11:00:32 pm »
DJ, see me other post for what to do after you get the security logs
I think my other post either never got sent or was deleted??

Anyway, after the security logs talk to Jenkins (one of the guys in Eli labs) to get a key that lets you out of the city

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Re: [Contest] Embers:Phoenix
« Reply #73 on: July 25, 2012, 11:04:41 pm »
Probably was never sent or something. Or you accidentally part of it. And thanks :D
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Offline shmibs

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Re: [Contest] Embers:Phoenix
« Reply #74 on: July 26, 2012, 01:04:28 am »
WOOOOO
* shmibs runs off to test