Omnimaga
Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Jonius7 on May 19, 2011, 01:32:09 am
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Firstly a question, is it ok to kind of take elements or port a game (eg: flash game) from another platform for the contest? I have an idea for my contest entry that is based on a flash game i found.
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Yeah that's perfectly fine, and you probably won't lose originality points for it either if this is the first time anything similar has been ported to the 83/84 series calculators before. But if it is some kind of variant of a very common game for calculators, I would add in some new features just to make sure you have something unique.
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That's good the game i'm eyeing on is interesting and original with a twist on a classic puzzle, i may add other stuff to it to make it unique
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Oh no. My game is already taken. I don't know if i can compete with another Continuity.
EDIT: Oh god this is already hard
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Well then. My first decision is whether to even create a second Continuity for my entry.
My second then if the first is no, is to come up with some alternatives [which i have but...]
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creating another continuity is probably bad unless its just a name and you add lots of different things, but otherwise, you should go with an alternative. :(
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hm. I feel a bit sorry now :|
Good luck for coming up with alternatives!
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Yeah, I'm thinking of something, possibly Doodle god at the moment.
And aeTIos, good luck with Continuity, it's a great game, and it looks like you've made great progress!
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Go for it! You can do it! =)
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Yeah, I'm thinking of something, possibly Doodle god at the moment.
And aeTIos, good luck with Continuity, it's a great game, and it looks like you've made great progress!
Thanks! And good luck on your game!
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wow, great comments! I'll start hard coding tomorrow. Though i will need to brush up on tutorials too
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/me doesn't know what that is
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basically, you combine stuff to get more.
Although you can't really make it unless you've beaten the game. ;)
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/me is even more confused now
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Doooooo it! ;D
Good luck!
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That would be AWESOME. Graphics for that would be so much fun!!
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Bubble tanks! If someone ported that would be epic.
Doesn't quite meet req's though.
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I'll do bubble tanks 2. Funner. :)
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Bubbletanks, i was also thinking of that but it would be harder.
*jhgenius gives a light punch to freyaday for looking at his profile pic.
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Huh? I thought yours was bubble tanks 3?
Speaking of which, where do I find 3?
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Doooooo it! ;D
Good luck!
More like Doooooodle it! Lol!
basically, you combine stuff to get more.
Although you can't really make it unless you've beaten the game. ;)
Yeah i've beaten flash version doodle god (115 elements) and doodle god 2 (196 elements) dunno about the iphone version, for this contest im focusing on the 115 element version first.
Huh? I thought yours was bubble tanks 3?
Speaking of which, where do I find 3?
Isn't it on armorgames.com and everywhere?
Well my profile is advertising the BT series
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Also this topic is focusing on Doodle God, we've already wasted a page on bubble tanks
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Ok, getting to work on making the icons for each element. Hmm, that's a problem as the screen resolution (64 x96) is going to make all the original icons blurry if made small. when at 100% size of the original 48x48 I FORGOT TO SAY(remarkably) they look great but i can't do that because there would be no room!
i was thinking 12x12 or 16x16 but it is still going to look squished. i was thinking of instead of having text in the box icon, have it at the bottom of the screen like a screentip.
here's how the element air looks in black and white using tokenIDE:
Anyone know how to get grayscale in tokenIDE?
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Is. That. 16x16!? AWESOME!
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No, that's the original element image just in black and white, I believe...
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as i have mentioned above the original size is 48x48 unfortunately (but nice size tho)
ok found some greyscale sprite editors here:
http://www.ticalc.org/pub/win/graphics/
which ones should i use?
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If you need 16x16 for max size, go with AxePaint.
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cool i'll try this out first and see how it goes
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I am still kind of don't know where to start. eg: how to draw 24x 24 sprites!
anyway going into exams.
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I think the Bitmap() command is perfect for that, except it doesn't work if you have part of the image off screen, but as long as these stay fully on screen, this would be the easiest way for sure.
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Won't work with apps. The best way imo is dividing it into 9 8*8 sprites and drawing them as a tilemap.
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Bitmaps don't work with apps? o.O There is nothing in the documentation to suggest that, are you sure they don't work?
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I used and it showed up random garbage. It will work if you copy( the pic data to L1 or so, but then, you can't have really big images (since L1 is not the whole screen)
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Huh thats weird, I guess it needs to be pointing to RAM then, probably should be noted in the documentation :P Either way if you are only using 24x24 sprites it should be fine right?
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Yeah. Btw, If you use L(X), you cant use that for storage of course.
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If i use it I can't use it? o.O I am confuzzled
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Lol. If you use L(X) for the pic, you cant use it for other data (like extra vars)
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Ooooh gotcha XD its only 72 bytes for a 24x24 sprite tho, so it shouldn't be too bad. You could even create an appvar if you really needed to, the user should always have 72 bytes of RAM free :P
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You can #realloc(pointer to some 54 spare bytes you have lying around), and then L1 is 768 bytes :)
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I recommend against the bitmap command, because it's much slower than regular 8x8 sprites. (Bitmap was written by TI, after all :P)
By the way what is Doodle God? ???
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I recommend against the bitmap command, because it's much slower than regular 8x8 sprites. (Bitmap was written by TI, after all :P)
By the way what is Doodle God? ???
methinks that bitmap should be fine, though, because the game doesn't put much emphasis on speed, as it's a puzzle game...
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DJ_O you will want to play this: try it here: http://armorgames.com/play/11411/doodle-god-2
u start with four elements fire water earth air and combine them to make something
wait. so you can put the data in L1. then how do u make the calc read it into a pic?
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Hmm interesting, I think this would be a nice game for calc. Is there a time limit to find elements?
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Sorry guys, the two month time limit just wasn't enough for me. I still have very limited knowledge of how to use axe and my mind is dead on thinking up creative ways to solve problems on how to do particular things in games. Considering that I also was programming on the computer, and my wabbitemu suddenly failing to work properly, I failed to complete something substantial by the deadline, and my posting activity has decreased too.
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Sorry guys, the two month time limit just wasn't enough for me. I still have very limited knowledge of how to use axe and my mind is dead on thinking up creative ways to solve problems on how to do particular things in games. Considering that I also was programming on the computer, and my wabbitemu suddenly failing to work properly, I failed to complete something substantial by the deadline, and my posting activity has decreased too.
Hey, no worries. The whole point of this is to create new games. I can't wait to see this one when it's finished.
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I'd love to see it, too! And even if you don't end up finishing, you've brought a great idea to the community that maybe someone else could complete if you are unable to!
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Sorry guys, the two month time limit just wasn't enough for me. I still have very limited knowledge of how to use axe and my mind is dead on thinking up creative ways to solve problems on how to do particular things in games. Considering that I also was programming on the computer, and my wabbitemu suddenly failing to work properly, I failed to complete something substantial by the deadline, and my posting activity has decreased too.
Hey, no worries. The whole point of this is to create new games. I can't wait to see this one when it's finished.
And Nymless too, I love the concept.
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ok then. i need somewhere to start learning axe properly. and this time this'll be without the pressure of contest deadlines. anywhere i can just start on general game mechanics for axe? i know limited basic stuff, just need to get further to get going.
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The number one best way to really get going is to make something. When I first started out making Spacky Emprise, I knew pretty much nothing but the Axe syntax. I had absolutely no idea how to make a platformer game. But I made one. I wasn't that good, but I was able to improve it and use the techniques/code from Spacky Emrpise to make Spacky 2, which was still not great but loads better than Spacky Emprise. And now everything I learned from making those two games has gone into making better games, and I seriously would have quit progress on my current project a long time ago, out of frustration and not knowing how to do stuff, if I had not really tried to make a game.
So there you go. DO NOT be afraid of your first 'real' game sucking! It certainly didn't stop me lol :)
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I agree with buttsfredkin. I started my Pokemon Game with no experience in Axe (but with knowing Basic) and I got a non-optimized Pokemon Game but still a Pokemon Game. Then, I noticed some stupid things in my code and optimized and all and now I'm pretty proud of me :D
In French we say "C'est en forgeant qu'on devient forgeron"
In English, in the context it would give "It is while programming that we learn how to program" or something. So... watcha waitin' for ?!? Start coding !!!! ;)
anywhere i can just start on general game mechanics for axe? i know limited basic stuff, just need to get further to get going.
Well, before coding, you should read the Commands.html, and get to know what a pointer is.
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aah yes i think i know what a pointer is, tho ill have to read on the specifics of creating ones and not leaving null pointers. (I've tried to learn C++, u see.)
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I hope you still continue this even if it's not for the contest. I'm glad you returned by the way. :)
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thanks. I just can't get this wabbitemu working...
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Ok now I've got wabbitemu, tokenide and all the rest working, I need some suggestions for sprites. As the original Doodle god sprites are 48x48 and they're realistically too big to be able to display 5 of them vertically on a screen at most. So I'm thinking of just putting a 8x8 combination of white and black pixels for each element for the moment and later move onto making the sprites with greyscale. But at 8x8 they'll look nothing like the actual element in question eg: the air element in 8x8 does not look like air at all, just looks like a bunch of pixels. I'll see where that goes. Add in about 15 elements and post my progress.
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I'm thinking probably bigger sprites would be okay as long as you have a really fast and smooth (please please please make it smooth) way to scroll through different screens and scroll through all your elements and whatnot.
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Ok I'll see what I can do. I'm still really busy and haven't made much progress at all.
Im seeing how 16*16 works out. And yes I will eventually have all the smooth animations you love.
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thank you so much I just absolutely love smoooth animations :)
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Tho it's been so long since i programmed a proper game i'm not sure how to do it at fast speed. I would draw the sprite but have the x values as an incrementing variable for a horizontal smooth movement?