Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Deep Toaster on September 30, 2011, 07:01:31 pm

Title: Absolute Madness
Post by: Deep Toaster on September 30, 2011, 07:01:31 pm
I've finally, finally started working on a sequel to Absolute Insanity (my last full TI-BASIC game) that I had in mind for over a year: Absolute Madness, another pure-BASIC puzzle/action platform game. It's pretty much the AbsIns engine (completely rewritten) with moving enemies, dimension switching, and a death sequence. (Yeah, "dimension switching" is the same idea as in Darl181's Dimension Shift, but in my defense, I had the idea before ever seeing his project ;))

Here's a screenshot running on a TI-83 Plus: http://img.removedfromgame.com/imgs/m83.gif

And a TI-84 Plus: http://img.removedfromgame.com/imgs/m84.gif

Any suggestions and ideas? I've still got some speed to work with, so stuff like powerups are definitely possible :D

LATEST UPDATE: http://omniurl.tk/10691/202633/ (http://omniurl.tk/10691/202633/)

(http://img.removedfromgame.com/imgs/10-25-11.gif)
Title: Re: Absolute Madness
Post by: Stefan Bauwens on October 01, 2011, 05:33:25 am
This looks quite nice for being pure basic. Lots of levels would be awesome. The death scene is also cool :D
Title: Re: Absolute Madness
Post by: Yeong on October 01, 2011, 10:22:43 am
TI-BASIC all the way XD
Title: Re: Absolute Madness
Post by: Deep Toaster on October 01, 2011, 10:33:44 am
This looks quite nice for being pure basic. Lots of levels would be awesome. The death scene is also cool :D
Thanks, and at least 24 levelscreens are planned. I've only made two though. Final levels are going to be something insane.
Title: Re: Absolute Madness
Post by: ztrumpet on October 01, 2011, 11:15:00 pm
Hey, cool!  I like how it looks so far, keep it up. :D
Title: Re: Absolute Madness
Post by: Deep Toaster on October 03, 2011, 06:48:46 pm
Update (no screenshot yet): Added boulders that you can push around (to make a "safe place" amidst spikes, or to kill enemies with). You can also get crushed by them :D

EDIT: Gonna enter it into zContest!
Title: Re: Absolute Madness
Post by: Deep Toaster on October 04, 2011, 08:13:25 pm
Bump with a screenshot. Here's half a level involving killing an enemy with a boulder and then using it as a platform among the spikes.

I added bonuses! Notice that the point counter gets an extra fifth of a heart when I land in the bracket-like thing. That's the bonus. Five bonuses is an extra life.

And yes, this is real-speed (on a TI-84 Plus).

http://img.removedfromgame.com/imgs/10-04-11.gif
Title: Re: Absolute Madness
Post by: ztrumpet on October 04, 2011, 08:27:43 pm
It looks awesome! :D

I just noticed something concerning, though - are you sure it'll work on MP OSes?  Press Mode on an 84+(SE) in 2.43 and then run it or just run it on a MP OS and see if it screws anything up.  This will add an extra row of pixels on the bottom of each character displayed in the small font, and needless to say it's not very much fun to deal with.  Good luck! :D
Title: Re: Absolute Madness
Post by: Deep Toaster on October 04, 2011, 08:30:46 pm
Thanks for reminding me to check -- there is a minor problem, which I'll fix at the end. It only applies to TI-84 Plus models anyway, so the speed difference doesn't matter :D
Title: Re: Absolute Madness
Post by: Deep Toaster on October 05, 2011, 09:46:42 am
UPDATE

Win. I eliminated the bug and made the game faster in the process.

Now to work on a level editor.
Title: Re: Absolute Madness
Post by: squidgetx on October 05, 2011, 03:40:01 pm
What are the parameters for zContest; are you allowed to enter something even if you've released semi working versions already? edit; got it figured out, when's the deadline?

That being said, this looks pretty cool. I've never really gotten into doing complex games in pure basic :(
Title: Re: Absolute Madness
Post by: DJ Omnimaga on October 05, 2011, 03:45:23 pm
Pretty nice Deep Thought and looks quite fast too. It reminds me of your original game as well as Elmgon. I hope that the controls are rather good, though, because the original was so fast it was hard to jump on platforms XD
Title: Re: Absolute Madness
Post by: FinaleTI on October 05, 2011, 05:17:15 pm
when's the deadline?
December 1st, if I'm not mistaken.

This looks great Deep! And glad to hear about the bug crushing.
Title: Re: Absolute Madness
Post by: Deep Toaster on October 05, 2011, 06:54:32 pm
Today I modified the level structure so a whole level can be stored in a list. (In other words, paving the way for external level packs!)
when's the deadline?
December 1st, if I'm not mistaken.
Yes it is.
Pretty nice Deep Thought and looks quite fast too. It reminds me of your original game as well as Elmgon. I hope that the controls are rather good, though, because the original was so fast it was hard to jump on platforms XD
I'm not sure if it's better or not. I'll probably upload a demo soon so people can try it out.
Title: Re: Absolute Madness
Post by: Deep Toaster on October 13, 2011, 10:38:22 pm
UPDATE: The makings of a title screen: http://img.removedfromgame.com/imgs/10-13-11.gif
Title: Re: Absolute Madness
Post by: ztrumpet on October 13, 2011, 11:06:49 pm
That looks awesome, Deep.  I really like it! :D
Title: Re: Absolute Madness
Post by: Jonius7 on October 14, 2011, 01:36:12 am
This is looking really cool! I haven't really tried that many TI BASIC games recently but I remember exodus which is kind of similar. So this should be just about as good when finished!
Title: Re: Absolute Madness
Post by: Deep Toaster on October 14, 2011, 01:25:19 pm
On the other hand, I'm still amazed by Exodus's speed. It seems better than I could ever do O.O
Title: Re: Absolute Madness
Post by: Deep Toaster on October 14, 2011, 05:47:47 pm
Okay, here's some awesome from the menu screen:

(http://img.removedfromgame.com/imgs/10-14-11.gif)
Title: Re: Absolute Madness
Post by: Builderboy on October 14, 2011, 06:00:24 pm
That looks awesome! What kind of loading is it doing when it says loading?  Is it part of the menu or game files?
Title: Re: Absolute Madness
Post by: Deep Toaster on October 14, 2011, 06:07:59 pm
Not yet, but notice how the first dot appears so quickly? I'm planning to load game files (when they exist) before that dot appears. The second and third dot are for randomizing the order that the lines in the title appear.
Title: Re: Absolute Madness
Post by: Deep Toaster on October 17, 2011, 07:28:49 pm
Finally incorporated everything into one program. Here's a screenshot of the level editor: http://img.removedfromgame.com/imgs/1-all.gif
Title: Re: Absolute Madness
Post by: parserp on October 17, 2011, 08:47:29 pm
Okay, here's some awesome from the menu screen:

(http://img.removedfromgame.com/imgs/10-14-11.gif)
/me likes... ;D
Title: Re: Absolute Madness
Post by: Deep Toaster on October 18, 2011, 07:39:12 pm
Thanks. I'm focusing more on graphics this time than on any earlier TI-BASIC project of mine. And 6000th post! :w00t:
Title: Re: Absolute Madness
Post by: Deep Toaster on October 22, 2011, 12:21:19 pm
Fixed a ton of bugs and finally made a complete level, with just about everything I mentioned as features: [SCREENSHOT REMOVED]
Title: Re: Absolute Madness
Post by: annoyingcalc on October 22, 2011, 12:22:09 pm
Sweet!
Title: Re: Absolute Madness
Post by: Sorunome on October 22, 2011, 12:24:57 pm
That's cool!
Title: Re: Absolute Madness
Post by: ztrumpet on October 22, 2011, 12:32:46 pm
That's awesome!  I can't wait to try this. :D
Title: Re: Absolute Madness
Post by: LincolnB on October 22, 2011, 06:58:01 pm
Wow, that's really fantastic. Looks way fun but really hard :)
Title: Re: Absolute Madness
Post by: Deep Toaster on October 23, 2011, 07:29:14 pm
Hey, is anyone clear on the zContest rules regarding demos? I think I'll post the demo sometime soon. And thanks for the feedback :) Any suggestions?
Title: Re: Absolute Madness
Post by: ztrumpet on October 23, 2011, 07:29:58 pm
I believe you can post a demo at any time.
Title: Re: Absolute Madness
Post by: Deep Toaster on October 25, 2011, 06:49:40 pm
New level! This'll probably go near the end of the game O.O [SCREENSHOT REMOVED]

Updates include several bugfixes and significantly faster level drawing. Demo attached.
Title: Re: Absolute Madness
Post by: BalancedFury on October 25, 2011, 09:10:41 pm
It looks fun! +1 for u
Title: Re: Absolute Madness
Post by: TIfanx1999 on October 27, 2011, 12:54:37 am
This is gonna be awesome when it's done. ;D
Title: Re: Absolute Madness
Post by: Deep Toaster on October 27, 2011, 09:41:13 pm
Even harder, and by far the hardest level so far, with zero room for error going up that pipe on the left: [SCREENSHOT REMOVED]
Title: Re: Absolute Madness
Post by: Deep Toaster on November 03, 2011, 03:49:23 pm
Update: Just realized that the level editor and the actual game look virtually the same except for the HUD at the top, so I restructured the entire program, saving about 500 bytes and speeding up level design considerably :D And I made the first six levels (intro levels).
Title: Re: Absolute Madness
Post by: JustCause on November 03, 2011, 03:51:17 pm
Update: Just realized that the level editor and the actual game look virtually the same except for the HUD at the top, so I restructured the entire program, saving about 500 bytes and speeding up level design considerably :D And I made the first six levels (intro levels).
You put the editor in the main game loop, didn't you. Classy. :P
Title: Re: Absolute Madness
Post by: Deep Toaster on November 03, 2011, 07:58:12 pm
Update: Just realized that the level editor and the actual game look virtually the same except for the HUD at the top, so I restructured the entire program, saving about 500 bytes and speeding up level design considerably :D And I made the first six levels (intro levels).
You put the editor in the main game loop, didn't you. Classy. :P
:D

Of course, it helps that the actual game is surrounded by five different loops.
Title: Re: Absolute Madness
Post by: Deep Toaster on November 09, 2011, 12:02:41 am
Wow, I can't believe I still haven't done the saving and reloading stuff. (You'll need it.)

(http://img.removedfromgame.com/imgs/11-8-11.gif)
Title: Re: Absolute Madness
Post by: jsj795 on November 10, 2011, 02:33:02 am
woah, it looks really nice! I especially love the menu o.o do you use any pic files?
Title: Re: Absolute Madness
Post by: Deep Toaster on November 10, 2011, 09:50:10 am
It uses Pic1 and Pic2 over the course of the game, but it doesn't require anything other than prgmNESS to run.
Title: Re: Absolute Madness
Post by: ztrumpet on November 10, 2011, 03:40:51 pm
That's pretty epic.  Nice job!
Title: Re: Absolute Madness
Post by: ztrumpet on November 20, 2011, 11:48:49 am
*Bump*

So how's this going?  Is it going to make the contest?  * ZTrumpet hopes so.
Title: Re: Absolute Madness
Post by: Deep Toaster on November 20, 2011, 12:05:37 pm
Oh, of course. I've pretty much finished designing all 21 levels, and saving/reloading, custom levels, and the level editor all work. All that's left is to finish the other half of level 10 (not sure why I left it half-baked like that), add a win scene, implement high scores, and (maybe) put a storyline at the beginning.
Title: Re: Absolute Madness
Post by: Deep Toaster on November 28, 2011, 12:20:54 am
Update: Actually, maybe not D: All twenty-one levels are complete, but I'm only about 60% sure I'm going to be able to add high scores and all that other stuff. It's almost definitely going to be lacking a storyline, unless I stop procrastinating absolutely everything in my life.

Mine (http://omniurl.tk/11535/211326/) will be my TI-BASIC zContest game, Simul 2 (http://omniurl.tk/11517/209904/) (fully complete) will be for the Axe section, and if I can finish in time, Absolute Madness will be my third entry.
Title: Re: Absolute Madness
Post by: ztrumpet on November 28, 2011, 03:14:13 pm
Update: Actually, maybe not D: All twenty-one levels are complete, but I'm only about 60% sure I'm going to be able to add high scores and all that other stuff. It's almost definitely going to be lacking a storyline, unless I stop procrastinating absolutely everything in my life.
[Epic No] N-N-N-N-N-N-N-N-N-NoooooooooooooooooooOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!! [/Epic No]

 * ZTrumpet is dissapoint

Man, Deep, I was really looking forward to playing and competing against this in a couple of days.  I understand, however, that you're making the right decision from your point of view, and I respect it.
Best of luck to you on your other entries, and I hope you can get stuff straightened out IRL.
Title: Re: Absolute Madness
Post by: Deep Toaster on November 28, 2011, 06:11:35 pm
Well, I'm bored and not at school, so why not. I threw together a short intro scene and a winning screen, so all that's left is the high scores system.

(http://img.removedfromgame.com/imgs/11-28-11.gif)
Title: Re: Absolute Madness
Post by: ztrumpet on November 28, 2011, 06:13:01 pm
Deep, that's awesome.  I love the door opening and the use of Test(-1,Y,X," ") to make the screen go blank.  It looks great!
Title: Re: Absolute Madness
Post by: TIfanx1999 on November 29, 2011, 03:26:16 am
That looks really great! You've made quite a polished looking product there. =)
Title: Re: Absolute Madness
Post by: Yeong on November 29, 2011, 08:22:28 am
Looks really nice. I really want to test it! ;D/me hasn't beat the first one yet
Title: Re: Absolute Madness
Post by: Deep Toaster on November 29, 2011, 07:42:53 pm
Thanks! And here are some stills from the high score system. And I am done!
Title: Re: Absolute Madness
Post by: epic7 on November 29, 2011, 07:45:20 pm
Where's the E?
Title: Re: Absolute Madness
Post by: parserp on November 29, 2011, 07:46:07 pm
Where's the E?
the screenies are still, but the E flickers in and out of focus.
Title: Re: Absolute Madness
Post by: Deep Toaster on November 29, 2011, 07:51:03 pm
And here's the final, definitive screenshot for Absolute Madness:

(http://clrhome.org/absolutemadness/default.gif)
Title: Re: Absolute Madness
Post by: parserp on November 29, 2011, 07:52:46 pm
Yay! first +1! looks awesome, as usual!!!
Title: Re: Absolute Madness
Post by: Yeong on November 29, 2011, 08:06:29 pm
how did you made dcs7 icon for ti-basic program? :o
Title: Re: Absolute Madness
Post by: Deep Toaster on November 29, 2011, 08:12:44 pm
http://dcs.cemetech.net/index.php?title=BASIC_Header#Icons
Title: Re: Absolute Madness
Post by: Yeong on November 29, 2011, 08:52:44 pm
ah. thanks :D
Title: Re: Absolute Madness
Post by: Deep Toaster on November 29, 2011, 11:57:27 pm
The final version has been submitted to tiforge. I'm done :w00t:

Spoiler For README.TXT:
Thank you for downloading Absolute Madness. Slide back, eat your desk, and enjoy
the game!



========    ASCII    ========

________________________________________________________________________________

            --   --  ---     -----   --   -  -----|   ----|   ----|
             |\ /|    / \     |   \  | \  |   |__    |____   |____
             | V |   /---\    |   /  |  \ |   |           |       |
            --   -- --   --  -----   -   --  -----|  |----   |----
________________________________________________________________________________
 


========    INSTALLATION    ========

Use TI Connect or TiLP to download NESS.8xp to your calculator. That's it!

To play, you can run prgmNESS from the home screen or start it from any popular
shell, such as MirageOS or DoorsCS.



========    MENU    ========

Before you even reach the menu, you may see a message telling you that your high
score data has been cleared. This is normal for a first run; it will appear
again if you ever try to tamper with the high score data (stored in list MDATA).
I'm warning you!

At the main menu, use the arrow keys to navigate, 2nd or ENTER to select, and
CLEAR to go back a level or quit.

play:

Start playing the game.

new:

Starts a new game from level 1.

edit:

Opens the level editor, allowing you to design your own levels. See the
section below about the level editor for details.

sav:

Opens a submenu to load a saved game. See the section below on saving
games for more information.

high:

Opens the high score table; press ENTER to return to the main menu.

quit:

What do you think, genius?



========    GAMEPLAY    ========

Absolute Madness is a puzzle/action platformer. Your goal is to avoid the
spikes, floating enemies, and falling boulders and reach the right side of the
screen in each level. There are many things that make Absolute Madness unique as
a platformer, so read on!

Left and right:

Use the left and right arrow keys to move left and right. (Simple, right?)

Rarely, you'll notice that a repeating arrow key (left or right) "misses a
beat" and leaves you a single block short of where you should be. This is a
problem only on the faster calculators (TI-83 Plus Silver Edition, TI-84
Plus, and TI-84 Plus Silver Edition) and is caused by the program running
a bit faster than the calculator can handle repeating keypresses. (How
ironic. A TI-BASIC program going too fast.) The simplest way to avoid this
pitfall is to press and release the arrow keys repeatedly, instead of
holding it down.

Jumping:

Use the up arrow key to jump. To jump to the left or right, press the left
or right arrow keys right after you release the up arrow. It takes some
practice to get used to this, but it's the only way to handle directional
jumping in TI-BASIC. Remember you cannot hold two buttons down at a time, or
the calculator will ignore both of them.

Practice jumping in the first few levels, because by the time you get to the
more difficult ones, you'll be required to jump precisely. (By the last
level, you should be fairly adept at perfectly timing your jumps.)

The sequence of a jump is as follows: one frame after you press the up
arrow, the character moves up one block; the second frame, it moves up
another block; in the third, it "hangs" in midair; then it starts falling.
You cannot jump again until after the third frame, when it starts falling.
You'll notice that if you just happen to land on a block on the second
frame, pressing up immediately still does nothing; just keep pressing it
until you do jump. You're always able to move left and right (unless
something blocks the way, of course).

You can land on anything (literally, anything) with a flat top.

Dimension swapping:

Beginning in level five (this was supposed to be a surprise), some levels
begin requiring you to swap between two maps ("dimensions"). Press ALPHA to
swap. Not all levels have two dimensions, and when there's only one, ALPHA
does nothing. Swapping into a filled block will cause you to lose a life.

Bonus packs:

Some levels provide the opportunity to acquire a bonus pack, in the shape of
two small brackets with an open center. Each bonus pack provides one point;
five points makes a life. Not all bonus packs are accessible. Levels 4, 8,
12, and 16 are special "bonus levels" that let you recover some extra
points (in preparation for some truly insane puzzles).

When you lose a life, all bonus packs in that level are disabled, even if
they still appear.



========    SAVING    ========

Trust me; you will need this.

During the game, press VARS to open the game save dialog. Select the slot in
which you wish to save by pressing 2nd or ENTER, or press CLEAR to cancel. The
game saves your current level, points, and timer (what?). Your position in a
level is not saved. All data is stored in list MDATA.



========    EDITOR    ========

Absolute Madness has full external level support, including a fully-featured
built-in level editor. Access it from the second game menu.

In the editor, press Y= and WINDOW to switch the active block style, then use
2nd to insert at the current cursor point. Use GRAPH to test a level; you will
return to the level editor as soon as you either die or complete your custom
level.

Levels are stored as lists, and can be stored to any valid TI-83 Plus list name.
Do not use L1, L2, L3, or L4 because they are used by the game itself. Named
lists (lists whose names begin with the small L found in 2nd [list] > OPS B:L
followed by one to five letters) are recommended.

Saving levels:

Press TRACE while in the level editor, and when the program quits press the
STO> button. "Ans->" should be pasted in your homescreen. Type one to five
more letters to name your list, then press ENTER.

Opening levels:

Press ZOOM while in the level editor, and when prompted press 2nd [list],
find your list, and select it. It should be pasted into the prompt screen;
press ENTER to load.

If you create a level you think worthy of sharing, send it to me! My contact
information is below. Level packs shared with me will be posted in a public
repository for others to enjoy.



========    FILES    ========

Absolute Madness uses many variables. Most are cleaned up upon normal return
(quitting from the main menu). Only the following are really useful at all:

NESS:

Program NESS contains the entire game. If you want to keep playing, please
don't delete it (for obvious reasons).

MDATA:

All saved games and high scores, including high-score names, are saved in
this list. Please do not have this archived.



========    EGGS    ========

Find four of the five instances of the number 42 hidden throughout the game, and
you get a gold star :)



========    CONTACT    ========

Made by Deep Thought ([email protected])
            a member of

    Omnimaga Coders of Tomorrow
        http://www.omnimaga.org/
        The most hyperactive forum around. Join us in #omnimaga on EFnet!

    Revolution Software
        http://www.revsoft.org/
        Seven years and counting, and still home to so many amazing projects.

    ClrHome Productions
        http://clrhome.org/
        Come here for suggestions and bug reports. Or just for the heck of it.



========    RIGHTS    ========

Copyright (C) 2011 DEEP THOUGHT

You are free to download, use, and transfer this software at will. If the source
has been made publicly viewable (in the case of TI-BASIC programs, if the
program is not edit-locked), you may assume that you are allowed to edit it as
well, as long as you and the original developer (DEEP THOUGHT) are clearly
identified.
[/list][/list]
Title: Re: Absolute Madness
Post by: ztrumpet on November 30, 2011, 07:41:21 pm
I can't wait to play this Deep.  It's going on my calc tonight, now that it can't distract me from finishing my release of Midnight.
Title: Re: Absolute Madness
Post by: Deep Toaster on November 30, 2011, 07:44:30 pm
And guess what I'm playing tonight? Midnight :D

By the way, the official download is up at http://tiforge.info/zcontest3/files/file/absolutemadness_4.zip now!
Title: Re: Absolute Madness
Post by: Yeong on November 30, 2011, 07:44:51 pm
Sweet! I'll try both! (I have to, anyway :P)
Title: Re: Absolute Madness
Post by: ztrumpet on December 01, 2011, 03:05:36 pm
It took me forever to beat the "This is Madness"/300 level.  Very clever, though, I must say.

I really like this game.

Why can't you pick up the heart pieces after dying once?
Title: Re: Absolute Madness
Post by: Deep Toaster on December 01, 2011, 06:18:11 pm
Oh, that level's one of the easiest, by far :D

As for the heart pieces, I'm honestly not sure. I had a reason at some point, but I forget.
Title: Re: Absolute Madness
Post by: Yeong on December 01, 2011, 06:19:23 pm
It took me forever to beat the "This is Madness"/300 level.
I'm stuck in there D:
oh. sometimes, I just die after I save D: (Happens a lot when there is a ball under the character)
Title: Re: Absolute Madness
Post by: Deep Toaster on December 01, 2011, 06:20:05 pm
TBO_Yeong, remember the power of ALPHA.
Title: Re: Absolute Madness
Post by: Yeong on December 01, 2011, 06:20:52 pm
no. it happened at lvl 4 (Slide). as soon as I start the level, I died. :P
Title: Re: Absolute Madness
Post by: ztrumpet on December 01, 2011, 06:20:57 pm
TBO_Yeong, remember the power of ALPHA.
That was never the problem for me.  I was just never able to get up to the top of the T from within the level.
Title: Re: Absolute Madness
Post by: Deep Toaster on December 01, 2011, 06:21:40 pm
That was never the problem for me.  I was just never able to get up to the top of the T from within the level.
You don't have to climb onto the letters to get past the level

(http://img.removedfromgame.com/imgs/8.gif)