Omnimaga
Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: simplethinker on December 09, 2008, 10:18:22 pm
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After having to look back through the other topic to find my previous screenies I figured that sticking them in one place might make things easier.
Level 1 Level 3 Level 87 (part)
(http://i219.photobucket.com/albums/cc143/drumbboi/chipScreenie1.gif) (http://i219.photobucket.com/albums/cc143/drumbboi/chipScreenie3.gif) (http://i219.photobucket.com/albums/cc143/drumbboi/level87.gif)
And now for the new ones. I got rid of that annoying grid pattern:
Level 1 Level 3 Level 87 (part)
(http://i219.photobucket.com/albums/cc143/drumbboi/CClv1.gif) (http://i219.photobucket.com/albums/cc143/drumbboi/CClv3.gif) (http://i219.photobucket.com/albums/cc143/drumbboi/CClv871.gif)
I'm still working on sprites for the fire, flippers, suction boots and fire boots so that's what the "fo", "Fi", "fi", "w" are in level 3.
[edit]I just realized that the un-made sprites are "Fi fi fo" (like fee-fi-fo-fum).
[another edit]And here's how this nice little game started:
(http://i219.photobucket.com/albums/cc143/drumbboi/screenie.gif)
And I forgot to add the bar separating the HUD and map again. If it's missing in the next screenies I give can someone hit me over the head with a stick or something?
Dec 13, 2008: Discussion/comments start here (http://ourl.ca/2914/56686)
Level 3 Level 6 Level 7
(http://i219.photobucket.com/albums/cc143/drumbboi/CClv32.gif) (http://i219.photobucket.com/albums/cc143/drumbboi/CClv6.gif) (http://i219.photobucket.com/albums/cc143/drumbboi/CClv7.gif)
Feb 23, 2009: Discussion/comments start here (http://ourl.ca/2914/59165)
(http://img19.imageshack.us/img19/6164/infoscreen.gif) (http://img19.imageshack.us/my.php?image=infoscreen.gif)
May 2, 2009: Discussion/comments start here (http://ourl.ca/2914/61304)
Level 1 Level 2 Level 2
(http://img136.imageshack.us/img136/8792/lv12220093.gif) (http://img14.imageshack.us/img14/1184/lv22220092.gif) (http://img149.imageshack.us/img149/5828/lv2dir222009.gif)
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awesome =D
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so many levels O.O this game will sure have a long lifetime on my calc
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Looks good. And this is in x-lib?
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Yep, my skills aren't that good ;)
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it scrolls pretty fast. are these really 8x8? maybe you could draw up some sprites for pokeymanz
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it scrolls pretty fast. are these really 8x8? maybe you could draw up some sprites for pokeymanz
Sadly, my drawing/creative skills suck worse than bad, so most of my good sprites are thanks to deeph.
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ahh well, but what you have looks good
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Here are levels 3 (with the new sprites), 6, and 7:
Level 3 Level 6 Level 7
(http://i219.photobucket.com/albums/cc143/drumbboi/CClv32.gif) (http://i219.photobucket.com/albums/cc143/drumbboi/CClv6.gif) (http://i219.photobucket.com/albums/cc143/drumbboi/CClv7.gif)
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wow looks so great. Keep up the good work. I especially like the complexity shown in these screenies like how some floors makes you automatically move in certain directions
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wow looks so great. Keep up the good work. I especially like the complexity shown in these screenies like how some floors makes you automatically move in certain directions
Thanks ;D
I'm trying to pick levels that show the different floors/tiles (that's why I threw level 87 in).
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dang. i wanted to hit you over the head with a stick.
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dang. i wanted to hit you over the head with a stick.
It was close :P. I made the screenies, written the post and was about to hit "post" when I noticed I forgot the line :D
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/me is confused ???
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In the first post I had forgotten to add a line between the map and HUD, so I said if I forgot it in the next set that someone gets to hit me over the head with a stick.
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ooh ok
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Nice screenies. I loved Chips Challenge back in the day. I don't remember what the highest level I ever got to, but it was close to the last level. Are you going to add in all the levels? (If this is in the other topic, smack me please).
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Nice screenies. I loved Chips Challenge back in the day. I don't remember what the highest level I ever got to, but it was close to the last level. Are you going to add in all the levels? (If this is in the other topic, smack me please).
smack :P
I'll do as many as I can (but enemies will severely limit this). My estimate is there'll be only around 50 of the original 148 I can add in.
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I remember chips challenge from when I was younger. that game always frustrated the hell out of me. I wound up coming back and beating it all the way through, but it took a while. I'd like to try it when it's done, for nostalgia and a challenge if there's additional stages.
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It's been a while, but finally I have an update ;D
(http://img19.imageshack.us/img19/6164/infoscreen.gif) (http://img19.imageshack.us/my.php?image=infoscreen.gif)
I've thrown together a title screen. The stuff at the bottom (play, quit) will definitely be changed and I'll add a background as well.
Seeing as how I'm horrible with anything graphical, any suggestions/modifications/ridicule is welcome.
[edit]Compliments are welcome too ;)
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Looks pretty good. The only thing I would change is the Play and Quit, which you already said you were going to do.
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I really enjoy how you added the help instructions, and how the grayscale effect was.
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Thanks ;D Right now the help text is hardcoded, so you'll get the same hint on every level. I'm still trying to figure out how to store/display the text without adding too much to the size or wasting space on the screen. (I could use the same size box and use the same number of lines and columns per hints, but that wouldn't look very good, or I could store the size of each box as well as each individual line, but that would add a lot to the size).
The one problem I'm having with the grayscale is that at first it's not very fluid, so suggestions from anyone more familiar with GS are welcome.
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You should talk to nitacku he's real good with that grayscale stuff.
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Make a box and have it scrollable or displayed like Zelda etc..Use Celtic and just have each line be for the level:
:This is the text for level one!
:This is the text for level two!
etc..
Then use the readLine command from celtic and read the line corresponding to the level, Bam! Not helping too much from space, but quickness + ease. Now if Iambian would make the readLine command read archived programs then you could keep it all in the archive and would not take too much space.
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I forgot about the readline command. Readline in both Celtic2 and Celtic3 can read from archive.
Not all the hints are the same number of lines, but I could probably do something similar to null-terminating the lines (e.g. stop displaying the lines if the next line is "!"). Since the text is on the graphscreen, not all characters are the same width, and also the hint text isn't always the same number of characters wide so I'll need to store the x coordinates of the box, but that wouldn't add too much to the size.
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I did not know it could read from the archive, but you could have a formula if you wanted using a List the the exceptions to the levels..The text you will have to display at letter by letter, or have it use a phraser that will see how many letter to put on each line depending on the text.
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I've been thinking more about this. There are only two things I'll need to keep track of: the number of lines and the length of the longest line (in pixels). Each line is 7 pixels tall, so with the number of lines I can determine the distance to put between the two horizontal sides, which can then be used to figure out where it should be placed to center vertically. Similarly, the maximum number of pixels wide will tell me the distance between the vertical sides and where to center it.
For the format a level's text is saved in:
:NM
:Text...
:Text...
etc...
Where N is the number of rows (it will always be one digit) and M is the max length. If I read that first line, sub(string,1,1) will get the number of rows, and sub(string,2,length(string)-1) will give # of pixels.
[edit]It actually wasn't too hard. Level 1's hint is stored as
:356
:Chips get you past
:sockets. Use keys
:to open doors.
: (2 spaces)
And the extraction/displaying routine (using Celtic2 for now) is:
:0→θ
:"A3→Str0 ;text is in prgmA3
:5L-4 ;L=level #
:Asm(prgmCELTIC2
:expr(sub(Str9,1,1→H
:expr(sub(Str9,2,2→W
:44-int(W/2→A
:30-7H/2-fPart(H/2→B
:real(12,3,A,B,50+int(.5W-.5),B+3+7H,1
:For(E,1,4
:E+5L-4
:Asm(prgmCELTIC2
:Text(B-5+7E,A+3,Str9
:End
[another edit]Not hard-coding the hint text has caused slower rendering, but added a lot more flexibility. Eventually I'll be using Celtic III instead of Celtic2 and I'll fix the crappy code. For now though, I just wanted a working routine.
(http://img410.imageshack.us/img410/5505/newhints.gif) (http://img410.imageshack.us/my.php?image=newhints.gif)
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By the way what's with the small horizontal line appearing below the LV number on the title screen? Is it a glitch or something or is it intended to be like that?
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By the way what's with the small horizontal line appearing below the LV number on the title screen? Is it a glitch or something or is it intended to be like that?
It's intended to be like that. When it's on you can use [Up]/[Down] to select the level, and when it's off that means it's loading. Everything below that horizontal line will eventually be changed, so for now that little line is sufficient.
I need to release a demo soon...
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Yay demo :)
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yes! release a demo soon!
btw, we users be able to create levels as well?
It would be cool to have members at Omnimaga create some levels for your game. Then we could all try to puzzle everyone!
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That is basically how chips levels were made, but I would imagine that you would make it a pack (omnimaga lvl pack).
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I am planning on a level editor. It shouldn't be too hard since I already made one for ASCII graphics and I think it'll just need tweaking, but the problem is that right I store the levels in a funky format, which would be hard to automate and it's needed because most levels are around 32x32 and would otherwise be too large to load. I'll probably start working on it when I decide to either tweak my Str->Mat program to something along the lines of decimals, or switch to Celtic III's string tilemapper, in which case I would need to overhaul the whole collision detection (for the fourth time).
That is basically how chips levels were made, but I would imagine that you would make it a pack (omnimaga lvl pack).
That's a good idea! (less work for me :P)
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If you look at how Chips community did it, there are hundreds of game packs! String detection is slower and bulkier, unless celtic has a different function I am unaware of..
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when exactly do you expect to release the demo
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Nobody knows I don't even know if simplethinker knows but it should be soon.
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i hope so this sounds like a really fun game
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A demo could be possible soon, but a full version will prbly take a while, because there are a lot of levels to be included. I wonder if some will be external, though, since regular 83+ users or 84+ users might not have enough archive space to hold all 150+ levels at once
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yeah i know i played it before and beat the game except i had to get a password for the pesky level 68 or something
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when exactly do you expect to release the demo
Probably over the next week or two. I'm planning on switching over completely to Celtic III and its string tilemapper. I'll release the demo once I get to a good stopping point before the conversion, so everyone will be satisfied as I'm figuring out how to get Celtic III to work :)
yeah i know i played it before and beat the game except i had to get a password for the pesky level 68 or something
That where those "pitty skips" come in ;D After a whole bunch of deaths you're given the option of skipping the level.
Nobody knows I don't even know if simplethinker knows
You know me too well :D
The full version will still take a while. I think I figured out only ~1/3 of the levels are doable on a calculator (due to the huge number of monsters making the calc explode) but there will be some (maybe many?) custom levels. I'm also not too happy with the speed, so I could potentially add a few years to the development time fixing that :-\
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you should add a level pack feature for the custom levels that you can download and use on the game
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New screenies showing the new engine in action. Note that there isn't a sizable delay anymore whenever the player hits a door/key/chip. It also took me a few dozen tries to get these since I kept over-shooting (good indicator of the speed increase, bad for my temper >:()
Level 1:
(http://img136.imageshack.us/img136/8792/lv12220093.gif)
(please excuse the horrible quality of that shot, the file was too large so I had to take the recording down to 9 friggin frames per second instead of 33)
Level 2:
(http://img14.imageshack.us/img14/1184/lv22220092.gif)
Level 2 again:
(http://img149.imageshack.us/img149/5828/lv2dir222009.gif)
I tried changing the sprite based on direction but now it just looks weird, so I probably need to get different sprites.
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Looks nice, I had changed my for direction also (old beta) but it was lost..Looks like the new engine is faster! Good job!
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The speed is wonderful. Hardly notice that is a BASIC game. :) (except when you look at the corner...)
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Thanks guys :) The cool part is that once Iambian gets the kinks worked out with det(23 and det(24 it'll be even faster (hopefully).
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Nice screenies. Did the original Chips Challenge have different sprites for each direction? I guess it did...it's been so long since I've played it.
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Nice screenies. Did the original Chips Challenge have different sprites for each direction? I guess it did...it's been so long since I've played it.
Yep. And you can get the original here (http://takegame.com/arcade/htm/chipschallenge.htm).
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Wow, this is looking great simplethinker! Keep it up! =)
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i finally got chips challenge on my computer so i might be able to help with mapping levels if you want, because i posted earlier that i already knew all of the codes
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i finally got chips challenge on my computer so i might be able to help with mapping levels if you want, because i posted earlier that i already knew all of the codes
Thanks for the offer, but I found all the maps online. If, however, you're offering to help port the levels to the needed format for the calculator, you're my new best friend ;D Right now I'm still (re)organizing all the tiles, but once I start all the level conversion remind me and I'll take you up on this offer.
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OK, just PM me whenever you get there, and if the codes change, tell me too, because i really dont feel like finding them again. The first time it was just to figure out how it worked, but I've accomplished that and am too lazy to do it again. :)
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OK, just PM me whenever you get there, and if the codes change, tell me too, because i really dont feel like finding them again. The first time it was just to figure out how it worked, but I've accomplished that and am too lazy to do it again. :)
Cool :) I'm a very lazy person, so I have all the tiles/sprites arranged in a spreadsheet, and I also have a couple programs on my calculator that will rearrange all of the sprite pics and modify all level data automatically for me :P