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Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Phero on March 19, 2012, 12:11:04 pm

Title: Chambers [Completed]
Post by: Phero on March 19, 2012, 12:11:04 pm
So, my favorite genre is roguelikes. For years, I've been pretty disdainful of the lack of this type of game on the 83/84+ series. Finally, I decided to just make my own.

I'm about 60% done with it. I coded the engine over about 2 days, and now I'm just doing a ton of stats tweaking and adding monsters, items, etc.

(http://img834.imageshack.us/img834/2458/chambers2.gif)

I'm keeping the storyline under wraps for now, but the basic premise is that you can only go forward.

Some quick notes:
I'm doing the project with Axe.
I'm using Crabcake.
I used a slightly modded version of Builderboy's flame routine for the holybomb animation.
I've already changed how some of the items work since this screenshot. I have one more item that I currently intend to implement, with maybe others if they improve the gameplay without breaking the game. Getting the stats just right for a difficult but still beatable roguelike is incredibly tedious.
My main overhaul that I need to do is start adding a ton of text for events and (maybe) some special events, rooms, etc. too. Those are a big maybe at this point.
Yes, the walls are supposed to get weirder as you get deeper into the game.

I am in deep need of help for character design. If anyone wants to volunteer (for credit when the game is released, of course) to design a big bunch of 6x7 px sprites for monsters, that would be wonderful.
Title: Re: Chambers
Post by: hellninjas on March 19, 2012, 12:13:31 pm
Very cool, if you need sprites, I recommend asking "saintrunner"
I'm also a fan of rouge-likes too :D
But I just don't have the experience to work on these kinds of things!

Other than that, can't wait!! <(O_O<)

Also you might want to Introduce yourself! In the Sub( introduce yourself (obviously :P)

And another thing... Are you going to add stats? Like Str, Dex, etc,... ?
Title: Re: Chambers
Post by: Phero on March 19, 2012, 12:21:07 pm
At this point, I don't think that I'm going to add any of those types of stats. I am modelling that part of the game on Brogue, an absolutely astounding roguelike: https://sites.google.com/site/broguegame/ (https://sites.google.com/site/broguegame/)

In this game, strength is really your only stat that you have to worry about. I'm doing this for two reasons. One is that I want this to be a bit of a coffeebreak roguelike, such that it is streamlined and conducive to a series of fast, brutal playthroughs in short amounts of time. Secondly, I simply don't have the ambition to deal with implementing systems for all of the stats right now. Strength in Chambers is based exclusively on your level. The only three relevant stats to your character are HP, strength, and Experience points, which can only be gained from killing monsters.
Title: Re: Chambers
Post by: Xeda112358 on March 19, 2012, 01:02:01 pm
Wow, really cool O.O And tedium is typically why I end up never finishing projects, so I've not finished any big games in years x.x
Title: Re: Chambers
Post by: Phero on March 19, 2012, 02:27:57 pm
As a bit of added history to my development process, for anyone who's even slightly curious:

I don't remember a lick of ASM, so I decided, hey, let's start this off in TI-BASIC. I created the general map generation engine and the player-movement engine in about an hour on a Thursday. Generating an all-wall map was fast and easy. Already, it was taking about 2-seconds per turn to detect input, do wall detection, overwrite the character, redraw the character in a new place, etc., on the graph screen (I wanted to branch out from solely ASCII). I remembered quickly that this is why I never undertook an RPG in TI-BASIC. Just to draw a nice, pretty map with sprites, it would often take between 30 and 60 seconds on my old 83. Obviously, I was going to have to try to relearn ASM in order to do this in any manner that I could be satisfied with. Or was I?  ;)
Title: Re: Chambers
Post by: Xeda112358 on March 19, 2012, 04:04:58 pm
And that is where you took up Axe? O.O
Title: Re: Chambers
Post by: Phero on March 19, 2012, 04:51:39 pm
And that is where you took up Axe? O.O

And how!  ;D
Title: Re: Chambers
Post by: aeTIos on March 20, 2012, 12:09:37 pm
^that. But then again he is 28 already. (not to say this is very impressive)
Title: Re: Chambers
Post by: Phero on March 20, 2012, 11:22:03 pm
Added an item that randomly teleports you to an open spot, along with an animation for it that any fan of TI-83 manuals will love :)
This will have a good chance of helping out when stuck in a really tight spot in a tough room. Like the holybomb, could randomly help you. Unlike the holybomb, could randomly make your situation worse, depending on the room. Oh, emergent gameplay...

Also, set up the inventory screen so that you can wrap top to bottom and vice versa. I was getting sick of having to scroll all of the way to the bottom instead of just hitting "Up" once.

See attached image for both of these additions.

I also remapped some keys for usability and intuitiveness. A lot of work tonight, very few visible results. My next step: back to designing monsters and tweaking a ton of stats.
Title: Re: Chambers
Post by: Xeda112358 on March 21, 2012, 06:12:16 am
Cool, nice job o.o And nice Sierpinski's Triangle effect :D
Title: Re: Chambers
Post by: Phero on March 21, 2012, 11:00:26 am
I spent the morning adding event text (e.g.,  "You got a medkit", "You got a teleporter"). I spent last night adding the condition of rooms potentially being dark when you walk into them, where you can't see anything at all. You still get event text (for hitting a wall or getting attacked, etc.) so that you can "feel" your way around. In addition to that, then, I added a flare item which will light a darkened room. Just another thing that makes item management (since you can only have 5) all the more important in the game. Trying to decide if I should make the flare do something else if a room is already lit.

I know that I'm not the most efficient coder in the world, and the engine for this game is actually rather lofty, but it's already sitting at 11659K in size when compiled. I suppose that means that it's time to focus on just adding monsters and an end condition.
Title: Re: Chambers
Post by: Xeda112358 on March 21, 2012, 11:04:38 am
Wow, cool O.O That is rather amazing, actually./me is jealous of coding skills
Title: Re: Chambers
Post by: Phero on March 21, 2012, 11:54:42 pm
A screenshot of my current state.

Mostly, there's far more event text. I was hoping for more chances to show off the flare and the teleporter and their utility, but it really depends so much on the random generation whether or not you're going to get stuck in a tight spot and need them. I had added a really cool effect (or, I thought so) for the flare so that you would kind of have a spotlight around you still in the darkness, and it kind of flickered with light (used a for loop to define circle radius, used character position, drew a series of spotted circles with "flickering" areas around the edge during the getkey routine), etc. I ended up cutting it because it added to the response latency by about 1-2 seconds whenever you'd press a key. It was pretty, but, ultimately I want it to be responsive more than anything. I would be more than willing to guess there's a much better way to get a similar effect that I wanted, but, whatever.
Title: Re: Chambers
Post by: aeTIos on March 22, 2012, 06:41:34 am
It could be chrome but you might want to fix the gray.
Title: Re: Chambers
Post by: Xeda112358 on March 22, 2012, 07:41:53 am
@aeTIos: Usually when I am doing gray, I set Wabbit at a lower shading to make sure the screenies don't get too massive.

@Phero: As ever, nice job :D
Title: Re: Chambers
Post by: Phero on March 22, 2012, 10:49:15 am
It could be chrome but you might want to fix the gray.

The issue is twofold. Firstly, Wabbit definitely renders it all kind of weird and distorted like that. I'll probably try taking Xeda's advice ;) and try playing with the settings some for screencaptures.

The other issue is that there is a slight flicker (not nearly as bad as Wabbit makes it) during movement. The reason for this is that there is such a large number of subroutines that run (drawing, movement, collision detection, attack versus item nabbing, monster movement calculations, monster attack vs hitting a wall, etc.) after each keypress that there is maybe a .25 second delay before it refreshes again. I've tried playing around and adding some carefully placed screen refreshes into the subroutines, but they incrementally augment the response latency. Similar to before, I have (currently) opted to have responsiveness of the software be the main priority.

I should also add that the screenshots are on an 83+ SE, which is what I'm also coding/compiling it on. I intend to allow the software to run on the + and + SE models, but on the 83+ it already is, of course, a bit slower in terms of response latency. The more screen refreshes I add, it gets far more noticeably slower on the 83+.

@Phero: As ever, nice job :D

Thanks! At this rate, I might end up having to dedicate the game to you for all of the moral support  ;D
In all seriousness, I appreciate all of the support, Xeda. It's nice to hear positive feedback when working on a project, especially since this is the first time in a long time that I've done so. Thanks!
Title: Re: Chambers
Post by: Xeda112358 on March 22, 2012, 02:16:54 pm
:) I am not an experienced Axe coder, but I do have a bit of experience with game methods. I am wondering if there is any way that it could be sped up just by changing the method to another (as opposed to having Runer come in to mangle the code up a bit ^_^ ). So, I am wondering, how are you doing collision detection? A few weeks ago, I had an epiphany on how to do a really fast and simple collision detection. It is by no means obscure and is an idea that has been around, but because I figured it out myself, I like to promote it XD

(Pretty much, you draw to another buffer that I call the collision buffer. You draw any area that is occupied by another piece, so all you have to do is pixel test that buffer, once. That is super fast in Axe.)
Title: Re: Chambers
Post by: aeTIos on March 22, 2012, 02:23:47 pm
apparently that is what I'm doing for my snake game.
Title: Re: Chambers
Post by: leafy on March 22, 2012, 02:39:21 pm
Pointer-based detection would probably result in much smaller code than having an entirely separate buffer just for collision points.
Title: Re: Chambers
Post by: aeTIos on March 22, 2012, 04:54:12 pm
Hm, could you give me an example, i dont really get what ya mean x.x

edit: deleted accidental double post ;D
Title: Re: Chambers
Post by: Phero on March 22, 2012, 05:25:48 pm
I suppose that I should post before the discussion gets too far away (not that I mind :D )
I'm not doing physics-based collision detection for this, as the game is essentially a tileset. Basically, once you press a key to move in a direction, the process goes as follows:

if nothing is there, move there
if it's a door, new room (this is ostensibly the fastest and least-noticeable laggy part)
if it's a wall, do that stuff
if it's an object, see if you can pick it up, then pick it up, etc.
if it's a monster, determine attack power, attack, determine if it is dead, do things involving experience points, level-up, clear the space, etc.

then the mosters move
determine how what direction to try to move towards you
similar processes all happen here as when you move (e.g., check if an object is in that space, do attack subroutines, etc.)

Basically, all of these things happen (and some more stuff that I probably spaced on just now) between each screen refresh when you press a key. Like I said, I've tried sprinkling screen refreshes into this process, but it makes the time between when you press a key and when it will become responsive to input again extremely lagged after they start adding up.

When I get to a project that involves active movement, this will obviously be a much larger problem. For now, at least, I'm okay with it. I might get more bothered by it when the game itself is completed, but that's still a ways away. I very much want to add an into screen/menu/something as well, but the amount of space this game is taking up continues to grow and might preclude anything fancy on that end.
Title: Re: Chambers
Post by: aeTIos on March 22, 2012, 05:27:19 pm
Omg, also dont forget axe cannot write apps with a size of >1 page.
Can't wait to play this :D :D :D
Title: Re: Chambers
Post by: DJ Omnimaga on March 22, 2012, 05:31:22 pm
It's nice to see you back into calc programming (in which years did you originally start and stop actually?). Also I like Rogue-like games and I wish there was one that got finished for z80 calcs. This one looks very nice so far. :)
Title: Re: Chambers
Post by: aeTIos on March 22, 2012, 05:33:34 pm
So can anyone elaborate on what a rogue like game is?
***feels dumb now***
Title: Re: Chambers
Post by: Phero on March 22, 2012, 09:00:53 pm
It's nice to see you back into calc programming (in which years did you originally start and stop actually?).

It feels good to be doing it again. I think that I probably started programming on calcs (I had been programming in VB and C++ mostly before that point) in maybe 1996 on a TI-85, then in 1999 I got a TI-83 and started playing around in ASM probably in 2000 or so. I pretty much stopped programming everything altogether around 2003 or so, then picked up programming for work and personal projects just a couple of years ago again. There's only one thing that I've found on the interwebs still that I programmed back in the day called "Falling Down Drunk":

http://ti83.free.fr/prgm/asm/autres/e_autres.html
http://www.calc.org/search.php?calc=ti83&ad=desc&s=89&p=20

Feel free to download it and laugh, laugh the night away. :D

I think that I was a freshman in highschool at the time that I programmed that. It's absolutely stupid, but it goes to show just what kind of things are funny to 14-year-olds (I think that I coded it back in 99 then released it in 2000 online when I got an internet connection back). It was also the very first ASM thing that I ever coded, so why it has outlived any of the other things that I ever released is completely beyond me. I remember that someone asked me to make it for the purpose of two people loading it on their calcs, then you would mash the button as fast as you could and basically "race" the other person. I'm actually borderline ashamed of that program looking back on it now.

So, that was a long response to a very short question :)
Title: Re: Chambers
Post by: DJ Omnimaga on March 22, 2012, 09:05:42 pm
Aaah I see, so you're from the 2nd generation of coders kinda (1st being prior ticalc.org, 2nd when ticalc started, 3rd after TI-Files closing and so on). And wow I remember going on that french site a lot. It had quite the run and had plenty of cool stuff. I personally started around 2001 then stopped in 2010, but I had a few periods of hiatus around 2005-07.

@AeTIos Rogue is some sort of adventure game like Zelda, but very old skool. The original version was ASCII art on the computer. I think there was also Nethack, but it might be the same thing.
Title: Re: Chambers
Post by: Phero on March 22, 2012, 09:07:45 pm
So can anyone elaborate on what a rogue like game is?
***feels dumb now***

Don't feel dumb! Roguelikes are a (somewhat) obscure subgenre of RPG. The keystone of these games is the randomness. Levels are randomly generated, monsters are randomly generated and placed, as are items. A lot of times, even the items do different things on each playthrough (e.g., a blue potion this time might be a heal potion, next time it might be a fire potion, etc.). Another main thing to roguelikes is permadeath. Basically, each play is completely unique and you can't backtrack. If you have a bad playthrough this time, it's okay, because you just start fresh again. Sometimes the randomness comes together in your favor, most of the time it doesn't ;)

Another key to roguelikes is that they are typically very strategic. You have to sometimes really stop and think about whether you should use an item, what your chances are of attacking a monster or trying to plan a route of escape, etc. They're a lot of fun, although some of the greatest ones have a really steep learning curve.

I think that some of the most popular ones of alltime are DoomRL, Nethack, and Angband. I'm partial to Nethack myself, but there are really a lot of incredibly innovative and awesome ones out there.

Also I like Rogue-like games and I wish there was one that got finished for z80 calcs. This one looks very nice so far. :)

Thanks! Roguelikes are definitely my favorite genre, and I've been playing a ton of Cataclysm and Brogue lately, both of which are really interesting and progressive games in their own way. I've hoped for years that someone would do a 7DRL competition for the z80 calcs. Unfortunately, that kind of seems unlikely, as anyone who creates one would have to meet multiple criteria (enjoy roguelikes, know how to code, know how to code calcs, have the time to do it, etc.).
Title: Re: Chambers
Post by: Stefan Bauwens on March 24, 2012, 07:04:04 am
Looks pretty cool! Well done Phero. :)
Title: Re: Chambers
Post by: Xeda112358 on March 24, 2012, 10:02:12 am
Wow, that seems really cool O.O That is the type of game I would like because it wouldn't be the same each time I played through o.o
Title: Re: Chambers
Post by: aeTIos on March 26, 2012, 04:53:54 am
@AeTIos ...
*boom*
He wrote my name with a capital x.x
Also phero, I'm really looking forward to play this ;D
Title: Re: Chambers
Post by: Phero on March 26, 2012, 02:26:05 pm
Also phero, I'm really looking forward to play this ;D

Glad to hear it :)

I've hit a super-duper busy time with my work at the moment, so my development has stalled somewhat. I'm trying to work it into any free moment that I've got, but that's not much at the moment  :-\

I've added a couple more monsters, but I'm finding that the difficulty amps up way too fast right now to be able to realistically get past room 25 or so without it being 90% dumb luck on getting a bunch of strength boosting items. I need to tone it down some and keep adding more enemies, tweaking stats the whole time. Tedious, tedious, tedious!
Title: Re: Chambers
Post by: DJ Omnimaga on March 26, 2012, 02:49:16 pm
By the way will there be fog of war like in Joltima and the TI-89 Calcrogue?
Title: Re: Chambers
Post by: Xeda112358 on March 26, 2012, 03:07:56 pm
Ooh, FoW would add a neat element o.o I've only ever seen that in Advanced Wars, but I don't play many games, so I wouldn't have seen it elsewhere.
Title: Re: Chambers
Post by: DJ Omnimaga on March 26, 2012, 03:17:47 pm
Yeah it's common in strategy games like Starcraft, but it's also in some adventure or RPG games. For example, Joltima, Blinded by the Darkness, Reo's RPG for the TI-Nspire, CalcRogue. FoW behaves differently in those games, though (except CalcRogue). In RTSes or in CalcRogue, once you visited an area the map remains visible permanently. Just not the units there.

http://www.ticalc.org/archives/files/fileinfo/226/22637.html
http://www.ticalc.org/archives/files/fileinfo/171/17161.html
Title: Re: Chambers
Post by: Xeda112358 on March 26, 2012, 03:19:16 pm
Ah, cool. I wonder how it would be applied to Chambers...
Title: Re: Chambers
Post by: Phero on March 29, 2012, 11:04:22 pm
By the way will there be fog of war like in Joltima and the TI-89 Calcrogue?

Sorry for the delayed reply, I've been so insanely busy working that I've had a horribly small amount of free time  :crazy:

For Chambers, I won't be implementing a fog of war. The only way that it would make sense would be for the "containers" to block one's view, which strikes me as equivalent to a treasure chest doing the same thing in a standard RL, which would be a bit odd. Other than that, since each room is entirely open (except for monsters and containers), I don't feel that a fog of war would lend itself well to this game. I originally considered doing a more full-blown roguelike with scrolling tile maps, etc., but I settled on doing one much closer to what you see here for a few reasons. The main reason is that, to be honest, I felt that it would be easier to pull off. This kind of allows me to set my sights on something realistic that I have high confidence that I'll finish. The second reason is that, considering the display, I wanted something where you could see everything that's going on at once. It is my hopes that this will place more emphasis on players thinking about their movements and item management. I know that I'm not the only one who falls into a trap of exploring too much rather than carefully planning my movements, leading to lots of YASD moments. I also felt that, considering this is my first RL engine, I wanted to keep it simple so that I wouldn't have to worry about implementing tons of stats until I get my footing a bit more. If I had larger maps for each floor, I would likely have to implement some kind of impetus for progression, such as the standard hunger system, "warmth" system in Frozen Depth, or sanity system in Infra Arcana.

Once done with Chambers, I'm not sure what my next project will be. However, at some point down the road I intend to try my hand at a more traditional roguelike, depending on how slim I can make an engine. I'll be the first to admit that I'm extremely old-fashioned and inefficient in a lot of my coding practices, so I feel like I have a lot to learn before I get to that point. When I see some of the amazing games that people put out and how small the files are, I get super envious  :)
Title: Re: Chambers
Post by: Phero on January 04, 2013, 12:42:03 pm
(http://ryanb.cc/chambers.gif)

An update. Back in October, I picked the project up after months and months of inactivity. I started adding some event text, some extra little features (only one of which shows up in the screenshot above, I think), and then didn't touch it again until yesterday. Yesterday, I added a few routines and have started building towards an end-state. A few extra sprites added, some small optimizations made... etc. Hoping to get some closure on the project soon...
Title: Re: Chambers
Post by: DJ Omnimaga on January 04, 2013, 01:01:45 pm
Darn I like those graphics O.O. The game layout is well done, same for menus. Glad it's still progressing :)
Title: Re: Chambers
Post by: Phero on January 04, 2013, 01:03:39 pm
Thanks!  ;D
Title: Re: Chambers
Post by: TIfanx1999 on January 04, 2013, 08:14:28 pm
Wow, I somehow missed this entirely. X.X This is looking quite nice. :) Although I've never played a straight up rouge like, I have played games that have elements of rougelikes.
Title: Re: Chambers
Post by: Sorunome on January 05, 2013, 12:06:47 am
Wow, this looks pretty awesome! To bad i don't play calc games anymore :P
Title: Re: Chambers
Post by: Phero on January 05, 2013, 07:41:23 pm
This is looking quite nice. :)

Wow, this looks pretty awesome!

Thanks!
Title: Re: Chambers
Post by: TIfanx1999 on January 06, 2013, 08:27:45 am
Oh, by the way... if you are still in need of sprites I'd be happy to try to sprite some for you. Let me know what type of monsters or tiles you want and I'll give em a go. :)
Title: Re: Chambers
Post by: Phero on January 06, 2013, 02:44:25 pm
Oh, by the way... if you are still in need of sprites I'd be happy to try to sprite some for you. Let me know what type of monsters or tiles you want and I'll give em a go. :)

Thanks! I'm not sure if I will need it or not yet. I keep getting distracted and adding more tiny things and tweaking, and I really want to redo the sprite drawing routine, so that might have to come first. I'm planning to keep most of the sprites that I have in the game at the moment, although there are a few that I think are quite ugly that haven't popped up in any of the screenshots yet. As soon as I'm in need of new / fixed sprites, you'll be the first one to know!
Title: Re: Chambers
Post by: Deep Toaster on January 06, 2013, 09:02:54 pm
Well, I just learned what a roguelike was. They sound like a lot of fun to program...

The screenshots look great—I really like the layout you're using.
Title: Re: Chambers
Post by: Phero on January 12, 2013, 04:23:51 pm
(http://24.media.tumblr.com/8a0846418a72478b29d8388557415310/tumblr_mgizreMjgd1ru3kfzo1_250.gif)

Some title art. Too many things that I want to add. I'm going to have to nail it down to just one or two extra features before releasing it, I think.
Title: Re: Chambers
Post by: Matrefeytontias on January 12, 2013, 05:28:13 pm
Whoa, the title screen is beautiful O.O keep going !
Title: Re: Chambers
Post by: Sorunome on January 12, 2013, 05:31:56 pm
That screen looks awesome! How long did it take to make it O.O
Title: Re: Chambers
Post by: Phero on January 12, 2013, 06:59:38 pm
Whoa, the title screen is beautiful O.O keep going !

Thanks!

That screen looks awesome! How long did it take to make it O.O

It wasn't too bad  ;) I have no artistic inclinations whatsoever, so I am glad to hear some positive feedback on it! I did multiple variations on this basic theme, most of which were pretty awful looking. Thanks to enough fiddling, I'm pretty happy with how this turned out.
Title: Re: Chambers
Post by: Phero on January 15, 2013, 02:03:11 pm
Update: did a lot of code-shifting, somewhat optimized the map drawing routine to be much more pointer-determined. Compiled file is roughly 7% slimmer now. Still haven't written the actual ending(s)...
Title: Re: Chambers
Post by: Ranman on January 15, 2013, 02:49:45 pm
T'is always fun to come up with new & improved methods. Love the titlescreen!

Keep up the great work!
Title: Re: Chambers
Post by: Phero on January 15, 2013, 03:31:08 pm
T'is always fun to come up with new & improved methods. Love the titlescreen!

Keep up the great work!

Thanks!
Title: Re: Chambers
Post by: Phero on March 05, 2013, 11:21:57 pm
Well, no huge news on the project (a.k.a., no new screen shots  ;)).

Since my last update, I have made a lot of really tiny little tweaks to different things in order to achieve some better balance, making the game move towards a better balance between "luck of the draw" and planning/strategy/skill.

Also, I finally wrote an ending in last night.  :thumbsup: Small personal victory for me  :)

I have actually built a little release candidate that I just started playtesting (basically, cheat functions stripped out), but there is still at least one thing that I want to add in relation to the ending before a real release.

The only issue that I've encountered so far is that the compiled game runs fine on the 83+ SE and 84+ SE, but completely freezes up an 83+ upon execution. It didn't do this before, and I'm not sure at what point it started doing this, so I'm not sure how likely it will be that I'll scour and tweak to find a fix for this. It might end up just having to be a "Silver Edition Only" game, which is probably for the better considering the speed, etc.

So, anyways, it's still in progress and (slowly but surely) nearing completion.
Title: Re: Chambers
Post by: DJ Omnimaga on March 06, 2013, 01:28:46 am
Is the ending longer than Mana Force? :P

Joking aside, glad to see progress :). As for the 83+ crashes, do you use crystal timers? Because the TI-83+ has none (only the 15 MHz models do).
Title: Re: Chambers
Post by: hellninjas on March 06, 2013, 08:21:56 am
I'm glad to see that this project is still going!/me hates how he keeps disappearing.
I love rogue-likes :33
Title: Re: Chambers
Post by: Phero on March 06, 2013, 11:10:14 am
Is the ending longer than Mana Force? :P

Joking aside, glad to see progress :). As for the 83+ crashes, do you use crystal timers? Because the TI-83+ has none (only the 15 MHz models do).

It's a very short ending, but I'm happy with how it completes the storyline :)

As far as the timers, I don't think that I'm using them. The only timing stuff that I use is along the lines of

Code: [Select]
Pause 5000
but I don't think that it caused any issues in earlier version of the game, and I can use those types of statements after being compiled on my trusty ol' 83+. I honestly don't know when the issue started, and I don't think that I introduced any new commands that I wasn't using before, so I'm really a bit stumped at the moment. At this point, I'm not too concerned just because of the fact that the greyscale looked (and probably would still look) absolutely terrible on non-15MHz models. I opted for efficiency (in terms of size) with the drawing engine at the expense of smoother updating of the screen after keypresses, and it's a tradeoff that I am allright with. The game is back up to about 19kb, so space-saving is crucial for me at this point :)
Title: Re: Chambers
Post by: TIfanx1999 on March 06, 2013, 05:05:14 pm
Hmm... that's really odd that it isn't working on a normal 83+. Not using "full" either I take it?
Title: Re: Chambers
Post by: Phero on March 06, 2013, 07:33:55 pm
Hmm... that's really odd that it isn't working on a normal 83+. Not using "full" either I take it?

The version that I've been working on does use Full, although I had been just stripping that out to test it on an 83+ and it had been working fine. Now it freezes on an 83+ regardless of whether Full is being used.  ???

I would not be in the least bit surprised that it's something simple like that, however.
Title: Re: Chambers
Post by: pimathbrainiac on March 06, 2013, 10:09:03 pm
Stupid question alert: What's a roguelike???

Game looks interesting! I just don't know what a roguelike is...
Title: Re: Chambers
Post by: leafy on March 06, 2013, 10:55:46 pm
inb4 http://en.wikipedia.org/wiki/Roguelike (http://en.wikipedia.org/wiki/Roguelike)
Title: Re: Chambers
Post by: DJ Omnimaga on March 07, 2013, 01:50:40 am
If you know what Nethack is, then it's kinda similar.
Title: Re: Chambers
Post by: leafy on March 07, 2013, 02:13:54 am
(http://24.media.tumblr.com/8a0846418a72478b29d8388557415310/tumblr_mgizreMjgd1ru3kfzo1_250.gif)

Some title art. Too many things that I want to add. I'm going to have to nail it down to just one or two extra features before releasing it, I think.

Sorry for being pedantic, but I think his shadow would stretch the other way to match the door?
/me runs
Title: Re: Chambers
Post by: Phero on March 07, 2013, 12:55:41 pm
The shadow is in the right direction (since the light through the door extends off to the left slightly more, it suggests that the light is placed behind the figure and slightly to the right from our viewing perspective). However, the shadow *is* a bit more extreme than the shape of the light hitting the ground would suggest it should be... I think?  :-\

I'm just a failure as an artist, that's all  ;D

Title: Re: Chambers
Post by: Phero on March 07, 2013, 11:37:12 pm
Just added a small tree for bonus endings contingent upon meeting extra criteria (basically, two small extra challenges). After I finish coding the bonus endings (which might be a total of about 4 hours of work, depending on how smoothly it goes), it should be ready for release! Now to find the time to implement the bonus stuff... :/
Title: Re: Chambers
Post by: TIfanx1999 on March 08, 2013, 12:06:56 am
Sounds great! :D
Title: Re: Chambers
Post by: DJ Omnimaga on March 08, 2013, 01:15:41 am
Glad to read that it's almost ready for a release. Can't wait to try it :)
Title: Re: Chambers
Post by: Phero on March 11, 2013, 05:29:26 pm
*Finally* finished, and it hit the ticalc.org archives today:

http://www.ticalc.org/archives/files/fileinfo/452/45229.html

I'm rather eager to see if anyone will beat it without cheating in some form or another. I myself have gotten to the final boss but have yet to actually kill him without cheating (but it can be done). I'm just miserable at planning ahead and tend to spaz out when I get surrounded by baddies  :w00t:

Hopefully, at least *someone* out there will enjoy it :P
Title: Re: Chambers
Post by: Matrefeytontias on March 11, 2013, 05:44:18 pm
That really is a great game :D but why do you absolutely need an SE calc ? D:

And btw, what the hell did I do to be in the special thanks section of the readme ? XD I was like :o
Title: Re: Chambers
Post by: Phero on March 11, 2013, 05:49:59 pm
That really is a great game :D but why do you absolutely need an SE calc ? D:


Thanks! Honestly, I don't know :/ I cannot get the game to *not* crash on a non-SE calc, and I've poured over the code in an effort to figure out why that is the case. So, for now, it's SE only  x.x  This is probably for the best for now anyways. There are so many things that get processed in between each turn that the greyscale was horrible back when it *did* run on a non-SE calc.

And btw, what the hell did I do to be in the special thanks section of the readme ? XD I was like :o

:-* I don't remember the issue that I was having, but it was some months ago. I popped on IRC and asked, you answered immediately, and it made me very happy :)
Title: Re: Chambers
Post by: Matrefeytontias on March 11, 2013, 06:02:09 pm
Well, okay, glad that I helped then ;)
Title: Re: Chambers
Post by: DJ Omnimaga on March 11, 2013, 10:19:23 pm
This really looks fun to play. Definitively gonna be some  front page stuff about this here soon :)
Title: Re: Chambers
Post by: Sorunome on March 11, 2013, 11:25:22 pm
Let's wait until this gets featured :P/me runs
Title: Re: Chambers
Post by: Phero on March 12, 2013, 10:24:12 am
Let's wait until this gets featured :P/me runs

I think that I will give Chambers an official Super DX ++ Alpha Gold Edition Feature on ticalc.org, thus earning an instant "Program of the Decade" award. It is my official, unbiased opinion that my game is the apex of human technological achievement.  8)

If anyone wants to nominate me for a Nobel Peace Prize, I wouldn't be opposed to that either  :P

Update:
I uploaded a new version to the ticalc.org archives, so check back there for the update once it's posted. Shortened the teleportation animation and added a small (but useful) little feature to one of the items.
Title: Re: Chambers [Completed]
Post by: Phero on March 14, 2013, 10:06:36 am
New version is up on ticalc.org :)
Title: Re: Chambers [Completed]
Post by: chickendude on March 14, 2013, 11:10:20 am
Btw, any news on an 83+ version? The 84+/SE always felt rather clunky to hold. Anyway i haven't tried it out yet but it looks really cool, i'll load it up tomorrow on the ol' 84+BE (Brick Edition) ;)

Thanks for sharing all your hard work with everyone!
Title: Re: Chambers [Completed]
Post by: Phero on March 14, 2013, 11:47:04 am
Btw, any news on an 83+ version? The 84+/SE always felt rather clunky to hold. Anyway i haven't tried it out yet but it looks really cool, i'll load it up tomorrow on the ol' 84+BE (Brick Edition) ;)

Thanks for sharing all your hard work with everyone!

At this time, still no progress on getting it to run on non-SE calcs. I've backed up a copy of the game at every single stage of the development process, so I have a version for basically every little thing that I added, cut, changed, etc. It's going to be a matter of going in and running each version then pinpointing what it is that I added and trying to narrow down the likely suspects that are making it crash non-SE calcs. I've got to find the time to do that, though, but at this point I'm extremely curious about what it is that is causing the issue since I didn't use any statements (that I know of) that should be causing this. It might be a weird artifact of using an older version of Axe with Crabcake and such a huge file or something like that, but that is complete speculation on my end and if that's the case, I have no idea what to do about it :/

But, I hope that you enjoy the game! I definitely feel like I ended up making the game that I personally wanted to see on a calc, so I feel like it was a success in that regard, even if everyone ends up thinking that it's an awful game :D
Title: Re: Chambers [Completed]
Post by: Hayleia on March 14, 2013, 11:57:02 am
It might be a weird artifact of using an older version of Axe with Crabcake and such a huge file or something like that, but that is complete speculation on my end and if that's the case, I have no idea what to do about it :/
Well you can try the latest version of Axe :P
I compiled Pokemon Topaze using CrabCake with Axe 0.53, with Axe 1.05 and with Axe 1.21a without any problems running on a 83+BE ;)
Title: Re: Chambers [Completed]
Post by: Phero on March 14, 2013, 04:04:01 pm
It might be a weird artifact of using an older version of Axe with Crabcake and such a huge file or something like that, but that is complete speculation on my end and if that's the case, I have no idea what to do about it :/
Well you can try the latest version of Axe :P
I compiled Pokemon Topaze using CrabCake with Axe 0.53, with Axe 1.05 and with Axe 1.21a without any problems running on a 83+BE ;)

Actually, if I try compiling with any version of Axe higher than what I used, Axe itself crashes the calc as soon as compilation starts. Not sure why, so I just stopped trying way back in the dev process.
Title: Re: Chambers [Completed]
Post by: chickendude on March 14, 2013, 10:48:46 pm
Just tried it out and it's super addicting, i suck at it though. I ended up tossing away an hour when i'd only planned to play a few minutes :P And anytime i run into a room with toxic gas that pretty much means i'm going to die. Also, in the readme i had no idea what you meant by "Locked doors save lives". Later i found out by accident how to lock doors and now the game's much easier, still really hard though! I think there's still quite a bit i haven't figured out, but i'm getting there.

EDIT: Yikes, just made it to level 35 and got wasted in one hit!
Title: Re: Chambers [Completed]
Post by: Phero on March 15, 2013, 11:19:20 am
Just tried it out and it's super addicting, i suck at it though. I ended up tossing away an hour when i'd only planned to play a few minutes :P And anytime i run into a room with toxic gas that pretty much means i'm going to die. Also, in the readme i had no idea what you meant by "Locked doors save lives". Later i found out by accident how to lock doors and now the game's much easier, still really hard though! I think there's still quite a bit i haven't figured out, but i'm getting there.

EDIT: Yikes, just made it to level 35 and got wasted in one hit!

Awesome! If you're making it to Level 35, you're doing *very* well :)

It's definitely a hard game, and my *average* level that I get to is probably only around 15 or 20 because I get careless or arrogant when I play :) 

Now that you've figured out how to lock doors, you'll find that the rooms are easier to complete *and* that you just might level up a little more quickly  ;)

I'll give you a hint about the toxic gas rooms: there are two different items that can be put to good use in these rooms, but it's a secret!  :-X

Which type of monster got you? The squid-looking guys are the ones that I avoid at all costs in most situations. They vary in strength, but unless I'm really forced to deal with them, I try not to unless I've got some bezerker stims and maybe a strength up.
Title: Re: Chambers [Completed]
Post by: chickendude on March 15, 2013, 01:07:06 pm
I can't remember anymore, it was the first time i'd seen it though. I think i actually already found one of those "secrets" you were talking about by accident ;) Since then i always try to keep one in my pack "just in case"!

This game is great! I should be sleeping now but i've got to see if i can get past room 35 first  ;) I generally only make it to room 10 or so, though sometimes you get a nice set of items and some early level ups.

EDIT: Yeah, the squid/octopus guy totally schooled me in room 27. Now let's see if i can go to bed...
Title: Re: Chambers [Completed]
Post by: Phero on March 17, 2013, 11:30:23 am
I can't remember anymore, it was the first time i'd seen it though. I think i actually already found one of those "secrets" you were talking about by accident ;) Since then i always try to keep one in my pack "just in case"!

This game is great! I should be sleeping now but i've got to see if i can get past room 35 first  ;) I generally only make it to room 10 or so, though sometimes you get a nice set of items and some early level ups.

EDIT: Yeah, the squid/octopus guy totally schooled me in room 27. Now let's see if i can go to bed...

I'm really glad that you're enjoying the game! It definitely turned out to be the game that I wanted to make. I had a big list of ideas that got cut / never made it into the game, and at some point I might learn how to use the PageSwap axiom to add even more features. But for now, I hope that it proves to be super enjoyable!