Omnimaga
Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: aeTIos on May 19, 2011, 02:55:47 am
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My contest entry is Continuity. Initially, I wanted to create Mario's Cement Factory, but since I finished that in like 2 days, its a bit too tiny.
Without further ado, you can play Continuity here (http://continuitygame.com/playcontinuity.html)
What do you think?
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That seems really hard to make, good luck! The puzzle+platformer engine is very good, I hope you can make something alike =D
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I really like the name, it's a good attenion getter. I'll have to check the link out when I get home. =)
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The tiles are 6x9 (The slide- able parts), so that will fit easily.
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Dang, i was thinking about porting this for the competiton but bits of it would be extremely hard to code, so I gave up. Good luck - you'll need it ^^
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I'll use 4x4 tiles, gives more detail.
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can we have Mario's Cement Factory? :D
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Wow, I just killed 1 hour on the flash game. Looking forward to the addition of portability.
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can we have Mario's Cement Factory? :D
Its nearly finished, I'll upload it as soon as I finish it. Anyway, I now have working:
-The moving maps
-Changing map at the edge of the screen
I'll upload a screenie soon!
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Dang, i was thinking about porting this for the competiton but bits of it would be extremely hard to code, so I gave up. Good luck - you'll need it ^^
What bits would be so difficult to code? Honestly I can't think of any big things other than crossing half way between screens, and stopping the user from attempting to slide either of the screens that you are half way between.
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^^ That
It proves not to be too hard, but its a lot of debugging :P like all games.
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Looks like fun. Good luck porting it! ;D
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Thanks! I'm backing up right now!
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Looks like a nice game! Good Luck aeTIos.
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Here is a screenie!
I demonstrate all of the current features here.
Have fun viewing!
(Also, I suck at typing oncalc on-emu :P)
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Nice aeTios. Why are the 'mini-screens'(the ones you can move) so small? I think you could make it maybe a little bigger IMHO.
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Looks very nice aeTIos!
Good job, and quick coding!
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Nice aeTios. Why are the 'mini-screens'(the ones you can move) so small? I think you could make it maybe a little bigger IMHO.
They are so small because there are also maps that are made 4x4 miniscreens , and that won't fit with 2x2 'pixels'. I could try, of course.
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I now have to tell the truth, I never thought you could make it so similar to the original. I really never thought it could be so good and looking so much like the originalone. I can only congratulate you, nice job!!!!!!! +1 For yous!
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From the screenie, it seems like you jump and fall waaay fast, but everything else looks epic. (And really, it's your choice on the gravity.) Looking forward to this!
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Woah. I'm gonna have to make TGWNN even epicer now.
Must...add...explosions....
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From the screenie, it seems like you jump and fall waaay fast, but everything else looks epic. (And really, it's your choice on the gravity.) Looking forward to this!
I slowed down jumping and falling by a factor 2 (Checking for jumping and falling every 2 frames).
Added vertical screen changing, so if you reach the bottom of the screen, you'll either go to the screen down it or die, same for reaching the top, but there you wont die.
Will upload a screenie of it asap!
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Nice aeTios. Why are the 'mini-screens'(the ones you can move) so small? I think you could make it maybe a little bigger IMHO.
They are so small because there are also maps that are made 4x4 miniscreens , and that won't fit with 2x2 'pixels'. I could try, of course.
Oh, ok. I understand :)
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Screenie!!!
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This is very impressive! I look forward to this quite a bit. Will you be doing all the original levels, all your own levels, or a mix?
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I think mixed. As you see, this is level 3/4 (Idk exactly)
Btw, the controls are:
Arrows: move/jump
2nd: Jump to tile screen
Are those keys okay? If you have suggestions, post!
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I think mixed. As you see, this is level 3/4 (Idk exactly)
Btw, the controls are:
Arrows: move/jump
2nd: Jump to tile screen
Are those keys okay? If you have suggestions, post!
the keys sound perfect, and relate almost exactly to the original keys -- good choices!
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wow! that looks really nice! btw, do you plan on implementing physics?
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The player seems to be invisible when zoomed out.
Is this intentional?
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This is yet another very cool contest entry. This is going to be a tough competition this year! :thumbsup:
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This looks wonderful. Great job! I can't wait for this one as well. :)
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The player seems to be invisible when zoomed out.
Is this intentional?
Yep. if you want to see the place to start, you should press 2nd 1 time before arranging the tiles.
Made an important-but-not-visible update: I no longer have hard-coded maps!(nah, they are still in the program, but can change very fast now)
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So is it tilemaps?
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Yup. It always was.
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oh no! I only realised this topic was here! I was thinking of how to do this for my contest entry for the past week!
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aww, you are not alone for that, leafiness0 was also about to do it. Also, I now have appvars for the levels, and im coding scanning for levels right now. Also, the levels are in archive, since they are 216 bytes/sliding tile (the 'sub-maps'). I calculated that all maps take 40K together, so that is necessary lol.
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aeTIos, have you managed 4*4 maps, I guess that's a bit harder :)
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I tested with 2*3, that worked. I can use any map size, since I store the levels this way in the appvars:
Data(X) ;First byte of the tilemaps
Data(XposStart,YposStart)
Data(Level width,Level height)
Data(Level offset) ; So if its 2*2, it'll be 4 bytes, and so on :)
Hex code for all slidetiles (216 bytes each)
I might use RLE, since that'll cut the level size drastically. Should take a look at Nemo's tutorial on that :P
IMPORTANT:
Oh, to avoid confusion between sub-maps and tiles (sprites), I'll use those definitions:
-Tile: Sprite
-Sub-map: Slider
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Update Update Update!
The scanning is waay too fast (Since there were only 3 programs on the emu xD)
On a real calc it'll take ~2-5 seconds, depending of how many files you have.
Screenie:
(http://img.removedfromgame.com/imgs/1-Continuity0.0.0.3alpha.gif)
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It just seems to be a loop of you on the homescreen.
Is this intentional?
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No, that was a crap screenie. it is okay now.
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Ahh, much better. I can't wait to play this on calc!
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Next: Zooming. I have now ~20 different tiles.
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It looks great aeTIos. A pity I can't try it. But the screenshot says a lot! :)
Good Luck.
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Will there be a level editor? This is looking greater and greater, nice job aeTIos.
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I dont know if there will be a level editor. Most likely.
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I dont know if there will be a level editor. Most likely.
That's really neat (if there is one) :D
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This is really awesome. Nice job! ;D
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I dont know if there will be a level editor. Most likely.
Nice job with this project so far! I would strongly recommend having a level editor. Not having one really hindered my progress last year in the contest. (I'd be willing to make one for you in Java if you wanted me to. :P)
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aww, you are not alone for that, leafiness0 was also about to do it.
WHOOOO TOLDDD YOUUUU
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Dang, i was thinking about porting this for the competiton but bits of it would be extremely hard to code, so I gave up. Good luck - you'll need it ^^
This told me.
Update: Beta version!
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Great progress you've made there it's looking almost like the original. you even have the "2nd up left right" tile. Well done!
PS: have you accounted for when the person is in between two tiles? you don't want the person to be split!
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That's not possible. You can not get in between them.
I'm going to make a slow-flashing dot to indicate where you are.
Oh, and this will run pretty fast, even in 6mHz mode. In fact, I have a pause 37 in it. I removed all Fulls and it was pretty playable.
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What about not having a hole inbetween the map parts, it makes it look like the player will fall.
This is also looking great, nice job, I hope it can have loots of levels :D
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I am thinking about a grayscale border around the maps. Also, I added a flashing point to indicate where you are. New screenie when I have new levels!
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Nice screenshot aeTIos. :)
Greyscale borders? That sounds good.
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O.O I cut 150 bytes doing optimizations!
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nice.
I can't wait to play this!
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Some of my classmates have played already :D
But they are not members. They like it (some, not all, but those who don't like it were prejudiced)
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How do you know they were prejudiced? Do they hate you?
Yeah. I've found massive amounts of byte savings by gong through and optimizing. Did you know that DispGraphClrDraw is gigantic? It's almost 400 bytes larger than DispGraph.
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I dont use that. Anyway, I have cut my code down quite a lot (let's say 400 bytes total) but since I added new code, you dont notice it. It is 7210 bytes now, without the maps.
Keys go away if you take them now!
Also, Frey, congrats on your 1000th post.
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I dont use that. Anyway, I have cut my code down quite a lot (let's say 400 bytes total) but since I added new code, you dont notice it. It is 7210 bytes now, without the maps.
Keys go away if you take them now!
Also, Frey, congrats on your 1000th post.
7210bytes? Well, that's close to the limit, will it use CrabCake or be an App?
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Its with all data included, forgot to say that.
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How much space do the levels take?
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Its with all data included, forgot to say that.
Ah, so what about without levels?
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Um, the levels are appvars. The data takes ~ 500 bytes (>20 sprites + text data)
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How are your levels so small?!?
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Levels for mine look like they'll be under 100 bytes each. :D
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Each of my levels is 108 bytes. It's so small because it uses a tilemap. Freyaday, I think you draw all your maps manually (like manual placement) which takes up much more space.
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I can probably compress mine, atm only 8 types. I really need to learn some sort of real compression method :P
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You can use that pucrunch axiom that guy released.
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Mine are actually a picture of the levelscape (the stuff you can stand/jump/run into) followed by the coordinates of the door and the coordinates of the switch for the door. Then there's another appvar for the mines, and another one for the shimmering rectangles.
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My levels are 216 bytes each. I am going to add compression very soon.
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I'm gonna get the levels running out of archive eventually. I think that's gonna be the same time I get multiple levels working.
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@Freyaday if each map is one picture, not including the buttons and doors, that's already 768 bytes, which is massive. Using a tilemap you can cut it down a lot.
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And then I'd have 768 bytes of sprites, and 96 bytes of tilemap
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But sprites can be reused, saving you 768 bytes per map ^^
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It depends. If he's going for either a black or a white scheme, with no different tiles, saving it as picture data would actually be best, considering that one tile = one pixel.
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Ashbad's got it right. the levels you see in the screenies are the kind I'm gonna make.
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Wow. That. Is. Impressive.
Back on topic, grayscale is nearly perfect since I use an interrupt now. speed is überhigh even though the interrupt freq is 1 (which means ~300 (?) times a second). The only places I use Full is the tile shifting screen and the map draw routine, but that is not too necessary.
I cut ~40 bytes using A*B instead of A and B, its a huge improvement (not kidding, but you can really save a ton of bytes with this). Afaik, the program is now fully optimized (probably Runer can optimize it further, but I'm pretty sure it is less than 100 bytes)
Further news/updates:
-Added a run indicator at the loading screen (instead of the VAT entries displaying)
-Program size: 7422 bytes
Hope to post a screenie soon!
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I cut ~40 bytes using A*B instead of A and B, its a huge improvement (not kidding, but you can really save a ton of bytes with this).
Those should be the same size. Its 3 bytes to call the multiplication routine and 3 bytes to perform a logical and, plus the and is way faster than the multiply. Are you sure you're calculating that correctly?
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Afaik, yes. I tried it and it did cut bytes (4 times, made 12 bytes)
But I'll check it again, thx for pointing this out
[offtopic]
BTW, did you see that axe 0.5.3 is totally broken? Runer found it out, check the bug reports section
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It's been fixed already: http://ourl.ca/40600 (newest build)
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Yeah, I noticed that.
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I'm sorry for my activity decrease, I'll post updates soon.
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Looks nice aeTIos. Very true to the original. I'm glad to see more flash games being ported to calcs. :)
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This game is awesome, only thing I could think of to improve it gameplay-wise would be a scrolling animation when you go into the other box/area/whatever and when you're zoomed out, maybe have a way so it looks like the pieces are sliding instead of just snapping to place.
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Thx, I'll try to implent that. as for the snapping sliders, with animation its getting very slow.
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It doesn't have to be an animation per se, possibly it could just display the tile half-way through sliding or something.
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*sigh*
I broke something, and now its friggin' slow.
I think I gotta rewrite the whole thing... :(
But since I got 3 weeks left, I can do it.
EDIT: :D its working again!
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*sigh*
I broke something, and now its friggin' slow.
I think I gotta rewrite the whole thing... :(
But since I got 3 weeks left, I can do it.
EDIT: :D its working again!
working again, sounds cool. make backups all the time! also make sure to start polishing it with the graphics and title screen and highscores and all that "polishing-related" stuff because there's not so much time left :)
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Oh yeah, title screen!
comments?
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Oh yeah, title screen!
comments?
Looking cool! Nice job, how does one change option though?
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The unused opts are gray, the used one is white.
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It looks great. :) Good job.
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Creating lv 5 atm. Can I ask for help for creating custom (so calc-only) levels?
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Creating lv 5 atm. Can I ask for help for creating custom (so calc-only) levels?
I'm not sure if that's against the rules, maybe it is.
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I hope it isnt. Could some mod make clear?
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You can always release a level editor.. ;)
I'm pretty sure you can have help designing levels, but it might hurt the originality score.
Looking awesome btw. :)
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Made level editor! Wohoo!
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Cool! So how have you been making your levels up 'til now?
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Until now, drew them out and then converted them to hex. That was a pity. Its way faster and easier now.
EDIT: HOORAY! LEVEL8 WORKS!
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This looks like its going well. Your getting levels out faster now(presumably). Can't wait to see the release version :)
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I've been making my levels via the level editor from the beginning. Bug testing and interface refining and level making all in one, whoo!
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I have 9 levels right now. The level editor is having problems... the levels either freeze or crash the calc :( At least I have 9 levels now.
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Whoaah, this looks pretty awesome. I want the beta/final version!!11 D:
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Thanks.
I'll try to create some more levels... I'll do it with calcgs.