Author Topic: [83p] Hero Core  (Read 35322 times)

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Offline DJ Omnimaga

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Re: [WIP] TI84+ Herocore clone
« Reply #75 on: June 24, 2013, 05:08:52 pm »
Oooh that looks nice! I'll also try the version you posted soon :)
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Offline Keoni29

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Re: [WIP] TI84+ Herocore clone
« Reply #76 on: June 25, 2013, 11:11:18 am »
Herocore has just passed the 8K barrier with the addition of the pause menu. I partially implemented a map system. I want worlds to be of variable size, so others can make their own (larger) worlds if they like. My test world is only 4x4 rooms, so the full map still fits on screen, but when it is 15x15 rooms like the original game it requires some form of scrolling trough the world map in order to view the whole thing. I think I'm going to keep things simple for now: tile-based scrolling for the world map screen instead of smooth scrolling.
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Offline Streetwalrus

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Re: [WIP] TI84+ Herocore clone
« Reply #77 on: June 25, 2013, 12:16:09 pm »
Just for info : if you include data in the executable (very likely since there are strings and sprites), note that the limit is not on the file size but the executable code size. This means that if Axe says more than 8k, you did not necessarily break the $C000 limit. ;) Apps, however are limited to 16k total size.

That sounds cool for the maps though smooth scrolling is not terribly hard. ;)

Offline DJ Omnimaga

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Re: [WIP] TI84+ Herocore clone
« Reply #78 on: June 25, 2013, 12:52:24 pm »
I guess it would be fine. I hope that passing the 8K barrier won't pose problems for you though? :O (I saw Axe projects die because of that before) Will it be possible for this game to use Flash APP format or something like Fullrene and Crabcake?
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Offline Streetwalrus

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Re: [WIP] TI84+ Herocore clone
« Reply #79 on: June 25, 2013, 01:21:28 pm »
I'd recommend Fullrene as it's cleaner than Crabcake and lets you use the whole user RAM => even more coding space than APP while filesize is exactly what it contains, no blank space, and faster execution due to no flash timings.

Offline Keoni29

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Re: [WIP] TI84+ Herocore clone
« Reply #80 on: June 25, 2013, 01:27:14 pm »
I compiled it for mirageOS and I will compile it for all shells supported by axe for the next release. Like this I can have larger programs. Maps, music and savedata are stored in appvars and is not included in the 8k. My testmap is 1.5k. The full map will be approximately 19k.
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Offline DJ Omnimaga

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Re: [WIP] TI84+ Herocore clone
« Reply #81 on: June 25, 2013, 03:59:47 pm »
Actually now that I remember, Crabcake didn't work with newer versions of Axe. It was actually the first program of its kind, but then Fullrene made it even better and supported newer Axe versions. I hope it works with 1.1.2 at least.
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Offline Keoni29

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Re: [WIP] TI84+ Herocore clone
« Reply #82 on: June 25, 2013, 04:27:31 pm »
Fullrene fixed it I think. I have not encountered a single ram clear yet. With crabcake I have had 5 ram clears. I fixed a bug that caused the game to start over when you fire a bullet when you're stuck inside a wall. Now you cannot fire bullets when you're stuck. I am going to re-do some of the bullet code so there can be more bullets on screen.
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Offline TIfanx1999

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Re: [WIP] TI84+ Herocore clone
« Reply #83 on: June 25, 2013, 04:39:44 pm »
This is looking great. I'll try the new demo you posted when I have some time. :)

Offline DJ Omnimaga

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Re: [WIP] TI84+ Herocore clone
« Reply #84 on: June 25, 2013, 05:49:05 pm »
Good to hear :D. But remember to continue backing up regularly (perhaps more often now in case).  As for being stuck inside walls did you manage to fix that too? :P

And yeah more bullets would be nice since it can be annoying to kill enemies if we can only shoot one or two bullets at once like in some old games, but I understand that this can cause lag, which is why some games refrain from adding such features.
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Offline Keoni29

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Re: [WIP] TI84+ Herocore clone
« Reply #85 on: June 26, 2013, 02:48:41 am »
You can get stuck inside walls when you go from one room to oneother and there's blocks in the way. You can still go back, but you cannot shoot inside the block anymore now, so that is a good thing. On rare occasion the glitch also happened when cutting trough a dirt block and fireing shortly after that, but it seems to have fixed itself. With the protection code in place it should not happen in the future anymore.

I'm going to add these features for the next build:
- Bullet code fix: allow more enemy projectiles on screen (current limit is 6.)
- World map
- Pause menu
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Offline DJ Omnimaga

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Re: [WIP] TI84+ Herocore clone
« Reply #86 on: June 26, 2013, 04:24:09 am »
That reminds me a Mana Force glitch due to an error in map design >.<, the only way to get out was to save then quit (you always restarted in the village when reloading the game). In some games of the Illusiat and ROL series when there are blocks in the way that doesn't happen because the map data is about 80x56 large rather than just one screen. In games with individual maps like Illusiat 13 or Reuben Quest, I often got stuck into walls in a similar way as your game, due to map design errors, but thankfully I would spot them fast then fix them before release.
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Offline Keoni29

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Re: [WIP] TI84+ Herocore clone
« Reply #87 on: June 26, 2013, 04:33:29 am »
In hero core you can warp to any savepoint you visited by holding down both fire buttons, so if you manage to get stuck due to a glitch you can get out. (feature not implemented.)
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Offline Keoni29

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Re: [WIP] TI84+ Herocore clone
« Reply #88 on: June 26, 2013, 11:32:47 am »
This is not the full map. I am shrinking down existing rooms to fit the screen.
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Offline Matrefeytontias

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Re: [WIP] TI84+ Herocore clone
« Reply #89 on: June 26, 2013, 11:33:47 am »
Looks nice :D can't wait to play the game !