Omnimaga
Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: FinaleTI on September 17, 2010, 05:24:03 pm
-
Since the contest is over, I can post about Blur. ;D
Blur is basically like fast tunnel (but I think it's faster that fast tunnel on an SE), but it features four different ships, each with their own high-score. Also, there is a special difficulty mode: Lobster Mode.
(http://www.omnimaga.org/index.php?action=dlattach;topic=4479.0;attach=3334;image)
I plan on improving Blur now and I recently finished a cool effect for a new titlescreen. The example screenie uses my current avatar. What do you guys think of the effect?
(http://img.removedfromgame.com/imgs/1284758446-New Title Screenie.gif)
I'd appreciate any feedback you guys might have on Blur.
-
Wow I love that title screen thing. Nice job. Also interesting tunnel game, although incredibly hard XD. When using Lobster Mode you should change the ship sprite in the menu to a lobster.
-
Displaying the lobster sprite sounds good. I'll probably also add a high-score for lobster mode.
Btw, my best score in lobster mode is 1264. Anyone beat that yet?
-
Yeah highscore would be cool. I think I only had like 100 or 200 in lobster mode tho :P
-
looks pretty sweeeet
-
Love the title screen.
-
That's an awesome title screen! ;D
-
/\awesome, love, sweet
all are apt descriptions of that title screen. too bad that adding the lines ingame would slow things down...
-
That is a really cool title screen!
-
How's this progressing? :)
-
I'm reworking the GUI right now, as well as considering adding another ship or two.
-
Multiple ships? :o That'd be awesome!
-
What do you mean by that? The contest release of Blur already had four different ships.
-
Huh? Oh, I thought you'd meant playing multiple ships simultaneously, like Dual Falldown.
-
That's an idea...
I was considering adding multiple modes of play besides fast tunnel style.
-
Enemy ships!
-
Oh noes!
-
Eh? Why not? :D
Playing with enemy suicide bombers would be fun. In other words, have them move randomly to try to crash into the player.
-
Sounds interesting. I wonder how I should implement that into the tunnel gameplay....
I could just have a greyscale scrolling background with you dodging enemies in the foreground...
That sounds pretty cool actually. * FinaleTI goes off to work on that *
-
Sounds awesome! Don't you love DispGraphr...
-
And interrupts. ;D
-
Really? How are you using them?
-
I'm guessing the DispGraphr is in the interrupt. :)
Sounds like an awesome idea! * ZTrumpet wants! ;D
-
I'm guessing the DispGraphr is in the interrupt. :)
I thought they didn't work with interrupts...
-
DispGraphrr used to not, but now they both do! ;D
-
No, apparently that's why this happened (http://ourl.ca/7292/124197#70073).
-
Multiplayer or enemy ships would be awesome :D
-
No, apparently that's why this happened (http://ourl.ca/7292/124197#70073).
Nope. Dispgraphrr had nothing to do with that problem. I didn't have to change the interrupt at all and it works now.
Multiplayer or enemy ships would be awesome :D
Multiplayer sounds fairly easy to do actually. I was planning to add a feature to let you record and race your 'ghost' in classic mode, as well, so I could base the multiplayer off that. The enemy ships thing could actually take longer, it depends on the kind of AI I want to use.
-
About AI would there be collision detection between both ships?
Ghost seems like a good idea too.
-
Collision between the player and enemies needs to be done as well, but that's probably gonna be easier than the AI (unless I make a really bad AI).
-
Ah ok. Good luck :)
-
Oh, and some other ideas: Being able to fall back/come forward, and collisions between friendly ships.
-
Sounds good.
Here are the currently planned features:
* Classic Mode
- 4 Difficulties (Easy, Normal, Hard, Netham)
- Tunnel size depends on difficulty
- Save and race against a 'ghost'
- Highscore for each ship for each difficulty
* Mirage Tunnel
- 4 Difficulties (Easy, Normal, Hard, Save the Whales)
- Greyscale tunnel that sporadically disappears and reappears
- Highscore for each ship for each difficulty
* Enemy Assault
- 4 Difficulties (Easy, Normal, Hard, Assault of the Squirreliojazz)
- Dodge waves of enemies
- Highscore for each ship for each difficulty
* Mutiplayer
- 4 Difficulties (Easy, Normal, Hard, Rick Astley)
- Link play
- Highscore for each ship for each difficulty
-
Sounds great! Good luck! I'm looking forward to this being the next Tunnel...
-
Awesome! How does Multiplayer work?
Also, I think you messed this line up in the post above:
- 3 Difficulties (Easy, Normal, Hard)
It should say "- 4 Difficulties (Easy, Normal, Hard, Rick Astley)
-
Lol. Fixed. ;)
Multiplayer would use Axe's linking commands to send the two bytes used for the other player's position (1 byte for x-position, 1 byte for y-position). I'm thinking about how I show the other player's ship though. Perhaps I could display the other player's ship as grey in the background.
-
O.O That's be awesome! I was thinking two ships on one calc, but truly "multiplayer" would be epic! This is much more than Tunnel!
-
Those features sounds promising :)
-
So, how's this going?
-
I've been working on the GUI for this as well as fixing a few mapping glitches for Pokemon TI. I hope to finish up Classic Mode soon, as soon as the GUI is done, then maybe I can release another beta.
-
Looks nice so far :D
-
UI looks great :) Love the choices.