Author Topic: Chambers [Completed]  (Read 17591 times)

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Offline Phero

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Re: Chambers
« Reply #45 on: January 12, 2013, 04:23:51 pm »


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.

Offline Matrefeytontias

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Re: Chambers
« Reply #46 on: January 12, 2013, 05:28:13 pm »
Whoa, the title screen is beautiful O.O keep going !

Offline Sorunome

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Re: Chambers
« Reply #47 on: January 12, 2013, 05:31:56 pm »
That screen looks awesome! How long did it take to make it O.O

THE GAME
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Offline Phero

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Re: Chambers
« Reply #48 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.

Offline Phero

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Re: Chambers
« Reply #49 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)...

Offline Ranman

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Re: Chambers
« Reply #50 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!
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Offline Phero

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Re: Chambers
« Reply #51 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!

Offline Phero

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Re: Chambers
« Reply #52 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.

Offline DJ Omnimaga

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Re: Chambers
« Reply #53 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).
« Last Edit: March 06, 2013, 01:29:06 am by DJ_O »
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Offline hellninjas

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Re: Chambers
« Reply #54 on: March 06, 2013, 08:21:56 am »
I'm glad to see that this project is still going!
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Offline Phero

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Re: Chambers
« Reply #55 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 :)
« Last Edit: March 06, 2013, 11:31:40 am by Phero »

Offline TIfanx1999

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Re: Chambers
« Reply #56 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?

Offline Phero

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Re: Chambers
« Reply #57 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.
« Last Edit: March 06, 2013, 07:37:19 pm by Phero »

Offline pimathbrainiac

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Re: Chambers
« Reply #58 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...
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Offline leafy

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Re: Chambers
« Reply #59 on: March 06, 2013, 10:55:46 pm »
In-progress: Graviter (...)