Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Darl181 on September 06, 2011, 11:19:23 pm

Title: Essence
Post by: Darl181 on September 06, 2011, 11:19:23 pm
I've been saying for a while that I'd make a physics platformer shmup.  Well, I've finally gotten it off the ground, and figured it's about time to make a thread for it.

As of now the only thing that works properly is the movement engine (and that to an extent)

When any of the fire keys (keys forming a square around [apps]) are pressed the program crashes soon after, I think that's b/c of a list being written to wrong, making zero items to 65535 and causing random spots in mem being written to..


Anyway, a screenie showing the somewhat-complete movement engine and the character's running animation.
Also I attached the source, in case anyone wants to test it.  There's an etherpad showing the source: http://piratepad.net/gSHUMP

Attached things..prgmWAT is the compiled program, other three are source.  (select prgmSGSHUMP in compile menu)
Made with Axe 1.0.3.

EDIT: re-uploaded compiled prog, something was left out


Update here (http://ourl.ca/12891/266407)
Title: Re: gSHUMP
Post by: Darl181 on September 08, 2011, 12:45:13 am
Ok, It's sort of working now.  Still a bit buggy (I guess the bullets aren't being erased correctly so they reset somehow) but it doesn't crash anymore :D

This time, the 8xps are in a zip.  Same files tho.
Title: Re: gSHUMP
Post by: ztrumpet on September 08, 2011, 06:58:11 am
This looks pretty cool.  Nice job, Darl. ;D
Title: Re: gSHUMP
Post by: Yeong on September 08, 2011, 09:30:59 am
so I can play metal-slug-like game in calc soon? cool! :D
Title: Re: gSHUMP
Post by: Darl181 on September 08, 2011, 02:45:33 pm
Got it to work over last night, with help from runer and leafy in the etherpad ;D
(Turns out it was just the loops needing the offset, the copy() in gside was fine XD)

Also updated the pad.  Was able to completely re-do gshoot so it now works while an arrow key is being held (it didn't before, b/c getkey?# was used)
WAT03 is executable, source is zipped.

I'm starting to think up some plans for this...maybe a remake of the old Duel (http://ourl.ca/8025/167790) on the side..
The AI thread was for this project, I might be bumping that sometime soon.

First things first, tho, I've put in a limit to how many bullets could be out at a time (also limited the fire rate, it's now half of the rate in this screenie :P), but it whould be kind of hard to top ~75 bullets at once..
Soon to come is the platformer aspect, actual gravity and maps and such.

EDIT I've been thinking of an alternate title.. how does "Essence" sound?

EDIT:
so I can play metal-slug-like game in calc soon? cool! :D
Do you mean Metal slug like this?

That's not exactly what I'm going for, tho it's an idea...

Btw got it somewhat working with a map, gravity and such.  Working on a second weapon type.
Title: The Game
Post by: Darl181 on September 10, 2011, 03:29:36 pm
So there's now three five under 9000 different weapons, as well as more planned.  This is what I've thought of so far.

Complete:
Spoiler For Hurricane:
Pretty much your normal machine gun.  Shoots pretty fast, moderate damage per hit.
Spoiler For Bouncer:
Slow-moving projectiles that bounce around the map until they hit a target (for the time being, that's you).  Upon contact it explodes, flinging the unfortunate victim a distance.  Slow fire rate, not much damage (main feature is the explosion :P).  Has large damage, due to how slow-moving it is.  This should make *some* incentive to use it..
Spoiler For Plasma Gun:
Shoots somewhat fast-moving globs of plasma.  Better description pending...  Pretty fast fire rate, and considerable damage.
Spoiler For Pixel Fury:
Shoots a constant stream of pixels.  Fastest fire rate possible, fastest speed possible.  Minimal damage, since there's so many pelting toward the enemy at once.
Might be removed, due to its tendency to slow the game down.
Edit (4/5/12): s/Pixel Fury/Thermite ?
Spoiler For Blitz Cannon:
Somewhat like a cannon from WWI, except handheld and without the ball.  Run up to the other guy and give it a go (or point down, the backfire is huge).  Takes a while to reload, but deals great damage.
(Note, must be airborne to have backfire up/down, due to how the engine is put together.  I'm working on that.)
Spoiler For Grenade:
Pretty much what it says.  Might do fireworks instead (which upon explosion send projectiles in random directions), or a frag grenade. Too many bugs, and more trouble than it's worth :\
Spoiler For Flamethrower:
feasible.  Not much more to say, other than moderate range and undecided damage.
Spoiler For Minigun:
Idea from SCB...think pixel fury with plasma shots and a huge spray.  In the actual game will prolly be earned somehow, way to powerful for a starting weapon :P
(or maybe it's "lost" or something after the first level, and you're left with just the hurricane?  idk)
Spoiler For Jetpack:
Fly around.  Maybe the smoky stuff that shoots out will cause damage somehow, as some sort of flamethrower?
Probably earned, or found, or stolen from a defeated boss (read:earned) or something.
Thinking about:
Spoiler For Land Mine:
Or some other sort of mine.  If you've ever played Interactive Buddy, something like that.  Basically they're just lumps of metal until they touch the surface, be it floor, ceiling or wall; then once it hits a surface it affixes and becomes a touch-sensitive mine.  Fun stuff.  I'll proly have to do two types for this, but I might be able to get away with using a stationary Plasma Shot for a "mine"?  idk
Spoiler For Sniper:
Move scope around screen (with shaking according to jumping running etc), 2nd or something to shoot.  Vary fast-moving stream of projectiles, which hopefully seem to blur into one bullet thing.  Firerate something like the blitz cannon, probably slower.  Great damage.  Possibly earned by defeating boss armed with one.
Spoiler For Lazar:
It would have to be earned somehow* or have minimal damage.  Would prolly have some charging method.
*boss battle :D
Maybe?:
Spoiler For Sword:
Some things never get old...this is one of them.  I'm not sure if I'll put this in or not, but it might work well LoZ-style or something.  Firerate n/a, moderate damage.
Spoiler For Ricochet:
Much like the Bouncer, but fast-moving.  Very slow fire rate, say one projectile every 200 frames.
Spoiler For Nethapult:
Incendiary lobsters...?
Spoiler For Bubble Rage:
An incredibly deadly bubble blower.  Like, very deadly.
(yeah I need to work on this one a bit :P)
Title: Re: gSHUMP
Post by: annoyingcalc on September 10, 2011, 03:33:46 pm
Nethapult ftw
Title: Re: gSHUMP
Post by: Darl181 on September 11, 2011, 11:19:13 am
So I have 5 weapons in there now, all listed appropriately above.
Also, the game now displays text in the corner, telling you what weapon you just switched to after pressing [apps].
I've started a level editor for this, shouldn't be too hard b/c I'll prolly just end up modifying one from an early version of Tio or something ;D

A question, though.  Is there a routine similar to the Line() function, but has clipping?  That's what I've been using for the Blitx Cannon.... Half the time the blast either doesn't show at all or only has one line b/c most/all of the lines go off the screen and aren't drawn :\
Title: Re: gSHUMP
Post by: Darl181 on September 15, 2011, 02:49:46 pm
*UPDATE TIME*
I don't feel like making a huge post wall describing stuff, plus it's school lunch so I don't have the time, so see screenies :P

There are some buggy things, such as how you can hold down multiple fire buttons at once and multiple forces are applied to the bullet (making things like stationary plasma or fast-moving bouncers possible, enjoy it while it lasts b/c I have an idea how to solve it)
(also if you pause in-game the mode menu is displayed fsr, lingering keypress or something idk)

WAT is still exec, source is zipped.
Also, the pad (http://piratepad.net/gSHUMP) has been updated with the latest source (tho it's full of the weird stuff sourcecoder injects, but it's in there)

controls: arrow keys move, keys around apps shoot, apps scrol through weapons, F1-F5 select weapon, mode pause, clear quit.

EDIT forgot to upload map outside of zip.  Level needs to be in archive.
Title: Re: gSHUMP
Post by: Spyro543 on September 15, 2011, 03:51:39 pm
O.o cool
Title: Re: gSHUMP
Post by: boot2490 on September 15, 2011, 06:55:05 pm
 :mad:
I was just about to make something like this, (contra remake) then you show up and make one that's better then I even imagined for mine!!!
 :banghead:
DAMNIT!!!


*Brooding*


Anyway, since you crushed my dreams, I might as well show you what I was planning. It is a really cool animation for a machine gun. (At least better than dots(No offence)(Attached)) You could store the levels externally, allowing users to make their own levels, etc.

Anyway, my machine gun is extremely slow as it is in basic, but you can get the idea of how to make it look cool like that.

 :(
Title: Re: gSHUMP
Post by: LincolnB on September 15, 2011, 08:48:50 pm
This looks pretty fantastic.
Title: Re: gSHUMP
Post by: Darl181 on September 15, 2011, 09:02:20 pm
Well, you could still make a run 'n gun type of thing, doesn't have to be Contra (I'm not doing Contra anyway, Deep Thought's already doing it (http://contra.clrhome.org) x.x), there's plenty out there ;)

I'm not sure if I'm going to try to port something with this, prolly just make it up as I go :P


And that would work pretty well for a machine gun (or lazar maybe? ;D) but I'd have to make some pre-calculation process to see where it would hit player, map or side of screen and would cause a noticeable lag (prolly something like what Pixel Fury causes)
Tho if done right, it could work...
Title: Re: gSHUMP
Post by: BalancedFury on September 15, 2011, 09:10:21 pm
so I can play metal-slug-like game in calc soon? cool! :D
I think Lazar will be better than machine gun.. IF you can charge da Lazar
Title: Re: gSHUMP
Post by: boot2490 on September 16, 2011, 07:01:09 am
Thanks for the feedback! I am not actually upset that you are making a run and gun, (everybody is), I am upset because I recently learned that everybody is. So, the machine gun program is attached. It shoots with random lines from one point, so if you make the y displacement equal on both sides, it would look more like a dragonball z laser and less like your cannon thing slowed down (spread vs thick line). If that is confusing, I will update this post later with a gif of the idea, and an 8xp.
Suggestion for plasma cannon: Make the circle it draws filled white.

P.S. How were you able to update this from school lunch?  ???
Title: Re: gSHUMP
Post by: Darl181 on September 16, 2011, 02:42:14 pm
I've been thinking about this...I would end up needing to have a sort of HUD to show hich weapon and such.  Also the lazar would need a sort of charge bar.  needed for health, ammo?, etc.

I'm thinking of making this sidescrolling, so I'll need to start working on that as well.

As for the explosion, I'm not sure if it'll be possible to fill it with a blank b/c of circle() hot having and or xor capabilities :\
Title: Re: gSHUMP
Post by: LincolnB on September 16, 2011, 05:03:32 pm
Thanks for the feedback! I am not actually upset that you are making a run and gun, (everybody is), I am upset because I recently learned that everybody is.

Really? Like who else? All I can think of is Darl181 and Deep Thought.
Title: Re: gSHUMP
Post by: Ashbad on September 16, 2011, 06:00:34 pm
Thanks for the feedback! I am not actually upset that you are making a run and gun, (everybody is), I am upset because I recently learned that everybody is.

Really? Like who else? All I can think of is Darl181 and Deep Thought.

And Builderboy and Leafiness and Squidget and ...
Title: Re: gSHUMP
Post by: LincolnB on September 16, 2011, 06:38:19 pm
squidget? leafiness? I definitely wouldn't consider their current projects (Gravity Guy and Graviter) "run and gun". Also, Demolition is more of a puzzle game.
Title: Re: gSHUMP
Post by: Ashbad on September 16, 2011, 06:46:00 pm
squidget? leafiness? I definitely wouldn't consider their current projects (Gravity Guy and Graviter) "run and gun". Also, Demolition is more of a puzzle game.

Meh, personally I feel like all physics-based games fall into the same category :P
Title: Re: gSHUMP
Post by: LincolnB on September 16, 2011, 09:36:14 pm
Do I detect a sense of contempt for physics platformers? ;)
Title: Re: gSHUMP
Post by: Yeong on September 16, 2011, 10:55:44 pm
Kirby? :D
Title: Re: gSHUMP
Post by: Darl181 on September 18, 2011, 05:50:33 pm
Still working on getting sidescrolling stuff to work, it's getting interesting :P
I'm trying to figure out how to do the hud..maybe have it in a separate partial buffer and copy it over every frame or something.
Title: Re: gSHUMP
Post by: boot2490 on September 20, 2011, 11:35:49 am
You should store levels in an editable way if you catch my drift.
Title: Re: gSHUMP
Post by: Darl181 on September 20, 2011, 02:40:31 pm
I've been thinking of that.  It'd have to be something like bit-for-bit so a stored level isn't freaking huge :P  The problem would be having to extract it to somewhere, so on average about 5000 extra bytes would be needed :\ (yes I can make an appvar and put stuff in it, but blarg)
I'm kind of rambling right now but the map size is limited by how the variables are inflated, tho I'm still getting things figured out 65536/32=2725 around 19 screenlengths/628 tiles width if I don't make it signed..

I think the most tricky part is going to be extracting the level, unless I made the levels only 8 tiles tall and had a big hud or something.

EDIT: ignore mistakes with the math, fsr omnicalc had me working in base 9 and not 10 :P
Title: Re: gSHUMP
Post by: boot2490 on September 20, 2011, 06:31:02 pm
That is actually a really good idea. 8 tiles is plenty for a shooting platformer. If you were going to make a top down like in the first screenshot, 8x8 would suck. I would actually prefer 8x8 as it would make it seem more linear. I know that has a negative connotation, but it is good in this case. Trust me, I beat Contra (with the konami code).
Title: Re: gSHUMP
Post by: Darl181 on September 20, 2011, 06:38:17 pm
I'm staying with 4*4 tiles, I was thinking of making the map 8 tiles tall.
Title: Re: gSHUMP
Post by: boot2490 on September 20, 2011, 06:40:29 pm
That is what I mean. That is a really good idea.
Title: Re: Essence
Post by: Darl181 on September 20, 2011, 11:49:12 pm
...and a name change.  I wasn't able to come up with anything better so yeah :P
definition (http://www.google.com/#hl=en&q=essence&tbs=dfn:1&tbo=u&sa=X&ei=sl55ToyaNKXUiALT9fzADw&ved=0CCoQkQ4&bav=on.2,or.r_gc.r_pw.&fp=c88b7fde0b0f3bc1&biw=1920&bih=1109)
Title: Re: Essence
Post by: LincolnB on September 21, 2011, 09:44:03 am
I like the new name :)
Title: Re: Essence
Post by: Darl181 on September 21, 2011, 11:53:56 am
So last night I was making some progress on this, and it occurred to me an 8-tile-tall map of 4*4 tiles is only half the screen :P
Unless I had a background/sky or something it would look kind of weird.
What I might be able to do would be a randomly-generated skyline for the background.  And I know how to do it, one of the first things I tried to do in axe was a Phoenix clone (before I even knew pheonix existed--I thought I had an original idea :P) tho it never got off the ground I remember the theory behind the cosmetic stuff...
And maybe a sun/moon setting/rising behind the buildings ;D

...so that or a 12-tile-tall map; three bytes for two columns.  The background should still be doable in that, tho some of the platforms might wander higher than the buildings and look weird
Title: Re: Essence
Post by: Darl181 on September 21, 2011, 06:41:23 pm
Here's what I have for the skyline so far.  the "moon" isn't redrawn if it goes off-screen, but even with that the levels can be ~4.5 screenlengths long, taking up 162 bytes when compressed :D
Note that in the game it won't be scrolling this fast, about half the speed.

Spoiler For unoptimized code:
:.SKYLINE
:[071F3F7F7FFFFFFF]→Pic1
:ClrDraw
:ClrDraw{^r}
:For(A,0,95)
:Pxl-Change(A,rand^30){^r}
:End
:Pt-On(40,10,Pic1){^r}
:Pt-On(40,18,Shade_t(Pic1)){^r}
:Pt-On(48,10,ShadeNorm(Pic1)){^r}
:Pt-On(48,18,ShadeF(Shade_[chi]{^2}(Pic1))){^r}
:DrawInv {^r}
:ref(0,40,96,34)
:0→X
:While X<96
:rand^15+10→A
:A/4→B→C
:If B
:While B
:ref(X,40-A,1,A)
:B--
:X++
:End
:End
:End
:0→B→C→θ
:Repeat getKey(15)
:If getKey(3)
:θ++
:If θ>>5
:Horizontal -{^r}
:ref(95,0,1,64){^r}
:Pxl-Change(95,rand^30){^r}
:0→θ
:End
:0→B
:!If C
:rand^15+10→A
:A/4→C
:Else
:C--
:End
:Horizontal -
:ref(95,40-A,1,A)
:ref(95,35,1,29)
:End
:If getKey(2)
:θ--
:If θ<<0
:Horizontal +{^r}
:ref(0,0,1,64){^r}
:Pxl-Change(0,rand^30){^r}
:5→θ
:End
:0→C
:!If B
:rand^15+10→A
:A/4→B
:Else
:B--
:End
:Horizontal +
:ref(0,40-A,1,A)
:ref(0,35,1,29)
:End
:DispGraph{^r}
:.DispGraph{^r}
:End
http://piratepad.net/Essence
Title: Re: Essence
Post by: leafy on September 21, 2011, 06:48:38 pm
Holy crap! That's amazing!
Title: Re: Essence
Post by: ztrumpet on September 21, 2011, 06:59:52 pm
That looks really amazing.  Excellent job, Darl! :D
Title: Re: Essence
Post by: boot2490 on September 22, 2011, 08:23:26 pm
How the hell did you make the skyline thing??? So Easily???
Title: Re: Essence
Post by: Darl181 on September 22, 2011, 08:27:42 pm
Would it be overkill if I did "windows" (random pixels turned off in the buildings)?

Anyway, I'm starting up on the editor, with 8-tile-tall maps.  Much simpler than *12. :P


Edit: wow, the timing :P
Think of it in separate layers.  The buildings are one layer, the sky is another.  They're completely separate, except that for every 8 pixels the buildings moves the sky moves 1 pixel.  Everything else is either drawing it at the beginning or drawing it as it comes in :)
Title: Re: Essence
Post by: LincolnB on September 22, 2011, 09:15:17 pm
That skyline looks freaking l33t
Title: Re: Essence
Post by: Darl181 on September 22, 2011, 11:18:15 pm
Thanks, all :D

This is the skyline with lit windows that I mentioned before and on IRC.
Idk, it might detract from the experience of the actual game and/or be a distraction but for now, whee.
Also the way the three-level grays work doesn't coincide with the scrolling well, tho admittedly the actual game would scroll at like a third of the pace and only if the player is running full pelt to one side..

It took a while, but I was able to limit where it puts tthe windows: not on the outermost column of a tower or the top row (and ofc on the tower :P)
Title: Re: Essence
Post by: LincolnB on September 23, 2011, 10:32:59 am
hmm...personally, I like it better without windows.
Title: Re: Essence
Post by: JustCause on September 23, 2011, 10:34:35 am
Classy as hell. Nice work, Darl!
Title: Re: Essence
Post by: NanoWar on September 23, 2011, 10:38:34 am
hmm...personally, I like it better without windows.
A lot is better without Windows :D
Title: Re: Essence
Post by: Yeong on September 23, 2011, 11:58:21 am
but it's still awesome XD
Title: Re: Essence
Post by: leafy on September 23, 2011, 12:23:54 pm
I think the problem with the windows is they need to have less width than they have height, and there should be some discernable grid within buildings.
Title: Re: Essence
Post by: Darl181 on September 23, 2011, 02:31:45 pm
Ended up taking out the windows, it's kind of more trouble than it's worth and I'd rather spend hours/days debugging the tilemapper rather than the windows in the background :P

Speaking of which, I'm having fun with that.  The way I'm storing it is column by column, instead of the normal row by row.
For the collision detection equations, I'm exchanging X coordinates for Y coordinates (and vice-versa) as well as subbing height for width, a la
Code: [Select]
X/8→B/4*8→A
B+3/4*8→A
Y/8→E/4+GDB#→D
E+3/4+GDB#→E
A+D→I
A+E→J
B+D→N
B+E→O
so IJNO are the corners of the char sprite:
I  J
N  O

Also because the map is only 8 tiles tall and only takes the bottom half of the screen I'm putting in an offset (32^2, 1024) to see if that takes care of that.

..I'm not sure if I'm doing it right, but I'll prolly find out soon :P
If I get it right, I'll be able to do one column = one byte = 1/8 original size compression :D
Title: Re: Essence
Post by: Builderboy on September 23, 2011, 02:44:24 pm
Looking very sexy!  Can't wait for tilemaps to be implemented into that amazing backdrop ^^
Title: Re: Essence
Post by: LincolnB on September 23, 2011, 04:47:47 pm
oooh, just had an idea - with that night sky backdrop, all the tiles and also your character could be white! That would look so cool!
Title: Re: Essence
Post by: Darl181 on September 23, 2011, 07:38:29 pm
That's what I plan on doing, because the immediate backdrop is black.  I'll prolly just xor the sprites which will makes them white against the buildings anyway :P
Title: Re: Essence
Post by: boot2490 on September 24, 2011, 07:00:07 pm
That is just awesome. Can't wait!!
Title: Re: Essence
Post by: Deep Toaster on September 25, 2011, 01:01:14 am
Just saw the screenshots. The physics look great! (Still not sure if the word "physics" is plural or not.)
Title: Re: Essence
Post by: boot2490 on September 25, 2011, 04:15:36 pm
PLEASE post the updates on the first post. That is like the #1 rule in project posts, nobody likes digging through posts.
Title: Re: Essence
Post by: ztrumpet on September 25, 2011, 06:03:26 pm
PLEASE post the updates on the first post. That is like the #1 rule in project posts, nobody likes digging through posts.
Actually, I like it better when people post their progress as they go.  This gives a much better timeline of events and it also shows the progression of the project better.  Plus there's no way to tell if the first post has been edited since you last viewed it, which I find annoying because then I miss stuff.
However, it's all a matter of personal opinion.
Title: Re: Essence
Post by: LincolnB on September 25, 2011, 06:30:36 pm
I like to see updates in two forms, in the form of editing the first post, and also in the form of new posts. That way we can see both^
Title: Re: Essence
Post by: Eeems on September 25, 2011, 06:31:41 pm
I like to see updates in two forms, in the form of editing the first post, and also in the form of new posts. That way we can see both^
It's up to Darl if he wants to, lets not pressure him or anything.
Title: Re: Essence
Post by: DJ Omnimaga on September 25, 2011, 06:50:58 pm
Yeah agree, and I would try to be less rude if I was you.
Title: Re: Essence
Post by: Darl181 on September 25, 2011, 07:23:51 pm
0.o
Normally it's worked for me to just have a new post in the thread, and link to it from the first post..
(there hasn't been very much yet, but once there's something big it'll be evident ;D)
Title: Re: Essence
Post by: DJ Omnimaga on September 25, 2011, 08:12:40 pm
That works too. I personally like the formula of editing first post, then saying in a new post that there is an update in first post. I just dislike if the person edits his first post but never reply again to his topic to bump it, since nobody knows then x.x
Title: Re: Essence
Post by: aeTIos on September 26, 2011, 07:42:14 am
1@@k!ng gr347!!!!!!!!!!!
Title: Re: Essence
Post by: TIfanx1999 on September 26, 2011, 03:55:43 pm
Hey, just saw this. It's looking really nice so far! ^^
Title: Re: Essence
Post by: Darl181 on September 27, 2011, 02:41:53 pm
I'm currently trying to get it working :P
Only thing I'm doing different is storing it column-by-column instead of the normal row-by-row, but it's bugging like crazy..
Title: Re: Essence
Post by: Darl181 on September 28, 2011, 12:13:00 pm
Got some help from builder on the etherpad, and now it's working :D
So once I get onto it, smoothscrolling, then the background thing*, then eventually AI ;D


*I might have multiple backgrounds for different levels.  Not quite sure yet tho.
Title: Re: Essence
Post by: Darl181 on September 30, 2011, 10:43:21 am
I got scrolling working, and an editor that can edit up to *32 screenlengths*; 768 bytes.  The editor determines when to end the level based on when it finds a solid wall of 8 tiles.  When the game reaches this wall, it will stop scrolling horizontally, and the player will be able to get to the far-right side of the screen, thus finishing the level.

The editor's giving me some bugs tho.  It displays it in such a way that there's 8 screens on one page, and you can switch pages to go to the next/previous 8 screens.  The problem is it only displays the pages (counting of Θ) with even numbers, so it'll display pages 0 and 2 fine but not one and 3 and the data is there, the map scroller draws it on the screen ???
I'm updating the pad (http://piratepad.net/Essence) to include this code, look at the top of the page, prgmSESSEDIT.  If someone could help me out for that, it would be great ;D

(sorry if it sounds like I'm kind of rambling, I was up til 2 finishing stuff last night :P)
Title: Re: Essence
Post by: Darl181 on September 30, 2011, 02:30:53 pm
I got the bug figured out, and it's evident that i was coding it at 1AM :P
Initially, the loop only went through once, so I just used one of the loop vars for the x-coordinate.  Once I put in multiple rows, and that loop was being multiplied by 192 etc, I didn't get around to fixing the coordinate business so it was drawing all of it off-screen x.x

A minor thing with the editor, it won't stop displaying stuff when it reaches the solid wall--it'll start reading data from the program.  It shouldn't make a difference in the actual level, as long as there's a wall drawn.  Still fixable, tho..
(btw, if there is no wall it stops making the level at 768 bytes ;D)

Waiting on an axe bugfix, then I could put a screenie out showing the different parts scrolling and how they look together :)
Title: Re: Essence
Post by: Darl181 on October 01, 2011, 04:51:46 pm
Legit pentuple post go! :P

I'm posting this more as a form of backup, but if you want to look at it/play around have fun.  Just note that Skyline will freeze the calc if you go to scroll due to an Axe bug.
Title: Re: Essence
Post by: LincolnB on October 01, 2011, 06:23:45 pm
an Axe bug? What sort of Axe bug?
Title: Re: Essence
Post by: Darl181 on October 01, 2011, 08:12:32 pm
One that's temporarily fixed if you change
Horizontal -(GDB6)
to
Horizontal -(GDB6+767)

(thanks, runer ;D)

EDIT:
updated the pad (http://piratepad.net/Essence) to the contents of the zip above
Title: Re: Essence
Post by: Deep Toaster on October 01, 2011, 11:38:02 pm
Legit pentuple post go! :P
I think that would be "quintuple" ;D
I'm posting this more as a form of backup, but if you want to look at it/play around have fun.
The main program says "level not found" ???
Just note that Skyline will freeze the calc if you go to scroll due to an Axe bug.
Looks great though!

EDIT: Just realized I needed to use ESSEDIT first. Now it works great. I like the physics.
Title: Re: Essence
Post by: Darl181 on October 02, 2011, 12:48:06 am
So in this context "qui" means 5?  Odd..

Anyway glad you like it ;D
Title: Re: Essence
Post by: leafy on October 02, 2011, 12:53:07 am
Darl I really like how this is turning out! Just wondering, how did you generate the solid circle? :O
Title: Re: Essence
Post by: Deep Toaster on October 02, 2011, 01:14:25 am
So in this context "qui" means 5?  Odd..
"quint" is the Latin prefix for five (as in "quintessential" and "quintuplet"). "pent" is Greek, which isn't appropriate here because "four times" is "quadruple" (Latin) not "tetruple" (Greek).
Title: Re: Essence
Post by: Darl181 on October 02, 2011, 01:26:53 pm
Darl I really like how this is turning out! Just wondering, how did you generate the solid circle? :O
A sprite containing  a quarter of a circle that I rotated around :P

Anyway, I was able to mix the tilemap and the background skyline..will post screenie(s) when possible ;D

Have a screenie.

Also I'm having some bizarre bug with the editor, after a certain point it just outright refuses to write to the level, preferring to empty it or stick in random stuff instead ???
For the last 38 bytes of the level (if you use all of the space) it's clearly writing to the GDB I'm using as an editing buffer but for some reason after it gets 730 bytes in it won't copy to the appvar..
Title: Re: Essence
Post by: LincolnB on October 02, 2011, 10:03:52 pm
That looks like someone could make some awesome stuff with that editor. Great job, it looks fantastic. If you're having problems with saving/loading, I have a (IMHO) very polished set of functions I wrote for PaintPad that do the job great. Just let me know if you want 'em. :) Pretty much, with these functions, you press a button to save, it comes with a pop-up that says "To Save [or load], press enter." then when you press enter, I wrote a custom input function where you can input up to eight characters and it creates or loads from an appvar with that name.
Title: Re: Essence
Post by: Darl181 on October 03, 2011, 08:21:34 pm
It's more or less fine, it just truncates part of the level.

Anyway, finally got stuff working :D :D
I've spent the better part of the day debugging, "testing", etc and it seems to be working fine.  Just don't jump over the wall at the end or go off the side of the screen and it should be fine ;D
(it should be fine even if you do but who knows :P)

Anyway, screenie/dl coming as soon as i can get this blasted msd8x drive to stop corrupting everything...
Title: Re: Essence
Post by: boot2490 on October 03, 2011, 08:53:27 pm
Can I design some levels for you? I would loove to.
Title: Re: Essence
Post by: Darl181 on October 03, 2011, 08:55:07 pm
Feel free, the editor is in the zip above ;)

I got tired of msd8x screwing stuff up, so I'm working with TiLP atm.  Soon...
Title: Re: Essence
Post by: boot2490 on October 03, 2011, 09:10:16 pm
Will it work on my 83+?
Title: Re: Essence
Post by: Darl181 on October 03, 2011, 09:13:05 pm
It doesn't use Full due to a getKey bug or something and I'm not using CrabCake's 15mhz mode so yes :)
(yes I'm using crabcake, that's how big it's getting :P)
Title: Re: Essence
Post by: boot2490 on October 03, 2011, 09:17:08 pm
is there a playable demo yet? even one where you can just move around or something? I want to make sure that my jumps won't be too far.
Title: Re: Essence
Post by: Darl181 on October 03, 2011, 09:36:08 pm
There is now.

Controls are the same as before: F-keys select weapon, Apps switch through weapons (predecessor to F-keys), arrow keys move, mode pause clear quit.
The level attached is the one "featured" in the screenie >:D

It runs kind of slow, but I didn't put it in full speed mode because of this (http://ourl.ca/9165/248589) :\
It's not optimized at all :P, if someone wants to help me optimize it that would be great ;D
(I'll update the pad asap)

Anyway, stuff.  ESSENCE.8xp is the game, ESSEDIT is the editor, EssLvl00 level (sorry, only 1 level at a time atm), and the zip is everything including source (and crabcake is in there as well, credit to Hot_Dog for that).

EDIT: there's some points where the char does these really big jumps.  Those are propelled by the Blitz Cannon, but the blast doesn't show b/c the lines go off-screen and Line() doesn't like that :P
Title: Re: Essence
Post by: LincolnB on October 03, 2011, 11:02:59 pm
It doesn't use Full due to a getKey bug or something and I'm not using CrabCake's 15mhz mode so yes :)
(yes I'm using crabcake, that's how big it's getting :P)

Can you please make it into an app? /me makes puppy dog eyes

That was one thing that kind of bugged me about Dimension Shift - I kept the program (20,000 bytes) in archive all the time, in case of RAM clears and to make room for other stuff and whatnot, and I didn't really like Garbage Collecting every other time I closed the program.
Title: Re: Essence
Post by: Darl181 on October 03, 2011, 11:53:03 pm
I could make it an app, tho I'd have to mod it to use external appvars b/c it uses SMC extensively.

That or I could take out the three-something Buff(768)→GDB#
Title: Re: Essence
Post by: TIfanx1999 on October 04, 2011, 03:36:00 am
+1 Cause it's looking cool and cause you made me laugh by putting "the game" in there. :)
Title: Re: Essence
Post by: boot2490 on October 04, 2011, 11:19:56 am
Quite sadly, that looks dreadfully slow. Maybe you should scrap the backdrop, as the original screenies looked really fast.
Title: Re: Essence
Post by: Eeems on October 04, 2011, 01:44:16 pm
Quite sadly, that looks dreadfully slow. Maybe you should scrap the backdrop, as the original screenies looked really fast.
The speed looks quite good to me.
Title: Re: Essence
Post by: Darl181 on October 04, 2011, 02:25:12 pm
It's true that it's running slower than before, but it's still playable.  Actually it should be easier to play because you have more time to react to stuff.  I'm working on updating the etherpads so I can get to optimizing...

EDIT: yay quick modify works in SSL now :D and the pad (http://piratepad.net/Essence) is updated.
EDIT2: now it doesn't...?
Title: Re: Essence
Post by: LincolnB on October 04, 2011, 05:00:41 pm
I think the speed looks fine!

I could make it an app, tho I'd have to mod it to use external appvars b/c it uses SMC extensively.

That or I could take out the three-something Buff(768)→GDB#

Yeah, it's not so bad, though (take it from someone who's had to convert a few GDB-heavy programs into apps with about a billion appvars :P). But the end result is worth it!
Title: Re: Essence
Post by: boot2490 on October 04, 2011, 08:06:26 pm
Not to be offensive, but based on the speed it looks like it takes place on the moon.
Title: Re: Essence
Post by: Darl181 on October 04, 2011, 09:09:30 pm
..which is why I'm trying to optimize it.

That would be an interesting idea tho, have the earth in the background of lunar mountains or something instead of the moon in the background of a city skyline :P
Title: Re: Essence
Post by: squidgetx on October 04, 2011, 11:04:47 pm
oh snap parallax scrolling :O

I might be able to help optimize (heh remember i turned 10fps fullspeed tio into 20fps 6mhz :D) and you can still use full mode just change to normal before checking for keypresses and back to full for everything else

 looks really cool so far though good luck!
Title: Re: Essence
Post by: LincolnB on October 04, 2011, 11:06:54 pm
Not to be offensive, but based on the speed it looks like it takes place on the moon.

Um, the speed is totally fine. I don't know what you're talking about, boot.
Title: Re: Essence
Post by: boot2490 on October 05, 2011, 12:04:07 pm
It takes like five seconds for one jump. It looks like moon gravity.
Title: Re: Essence
Post by: Darl181 on October 05, 2011, 12:11:10 pm
That's what's confusing me, though..I'd put the bullet part in Normal speed mode (and Full just after) and it would still be causing problems ???

And squidgetx, if you'd like to help it would be great ;D

And boot: my response to that:
..which is why I'm trying to optimize it.
It's true that it's running slower than before, but it's still playable.  Actually it should be easier to play because you have more time to react to stuff.
Title: Re: Essence
Post by: Eeems on October 05, 2011, 12:49:22 pm
It takes like five seconds for one jump. It looks like moon gravity.
I just counted, a jump only lasts ~3 seconds.
Title: Re: Essence
Post by: DJ Omnimaga on October 05, 2011, 03:01:21 pm
It seems fine to me, although I guess more speed would be fine too, although I would like if it wasn't too fast either because then it makes it hard to control.


Btw this looks really nice Darl181, but that last screenshot made me lose the game X.x

EDIT: Suggestion about speed and playability: Because display is blurry on a real calc (especially the old Nspires), why not just render every 2 frame but keep the background and stuff? This will speed things up a bit. Yes the framerate will be lower and it will look less accurate, but in the process it won't be as hard to see the character move around since it won't get blurry as much from high framerates.
Title: Re: Essence
Post by: Darl181 on October 05, 2011, 06:20:06 pm
That might help some, tho it might look weird if it's scrolling really fast.  In the real game that shouldn't happen much, tho.
I'll try that as a preliminary thing, but I think at this point I'd better not make the AI to complicated to try to save speed, maybe have the enemies be a poorly programmed robot army or something :P
<insert run 'n' gun cliche here>

I've been thinking about that..how about different enemy types?
There could be:
The general Infantry, pretty much a bunch of idiots who don't realize what you're doing until you shoot them
Officers, smarter than Infantry, who attack at first sight (and have slightly better AI)
Flying things..yeah.  Not too sure about this one.. Helicopters
Maybe dropships >:D
Bosses?

EDIT: ok, I'm getting a bit ahead of myself here XD but I've updated the weapons list (http://omniurl.tk/10294/187952) to reflect some recent ideas.
Title: Re: Essence
Post by: Darl181 on October 08, 2011, 01:25:45 am
Still modding it to make/read from appvars..fun stuff happening. :P

Also starting to lay out the AI.  Nothing screenshot-worthy atm but it's building ;D
Title: Re: Essence
Post by: boot2490 on October 08, 2011, 10:10:47 pm
Suggestion: Flamethrower? >:D
Title: Re: Essence
Post by: Darl181 on October 09, 2011, 01:08:25 am
Possible.  What I'm running into is I have more weapon ideas than the player can have "Quick Access" to.  Perhaps have mission briefing than the player chooses the weapons best suited to the mission, idk.
I think I have another byte in there that isn't serving any purpose, So I could use that to determine the flame length..
(tho it wouldn't be a flame per se, just a slow-moving stream of projectiles that expire after a bit)

EDIT: btw don't expect enemies to burst into flame, I know how I'd do it but the engine is slow enough as it is, not to mention it would need another buffer :P
Title: Re: Essence
Post by: leafy on October 09, 2011, 01:17:11 am
Why not give the enemies a one-byte attribute that gets subtracted from the health, such that normally its zero and if the enemy is on fire, the value is like 4 or something.
Title: Re: Essence
Post by: annoyingcalc on October 09, 2011, 12:39:08 pm
Sweet!
Title: Re: Essence
Post by: Darl181 on October 09, 2011, 02:05:14 pm
Well I could put in another byte for the enemies' health, and/or some other attribute, but the slowdown would be the fire animation, having the on-fire stuff on a separate buffer where the fire algorithm can do its stuff.

Also, another idea: Grenades/Frag Grenades.  Maybe "Fireworks" based off of those?
Title: Re: Essence
Post by: Darl181 on October 13, 2011, 12:22:58 am
Just made a MAJOR optimization, it runs something like 2x faster than before 0.o
In retrospect it was kind of a dumb mistake XD but oh well.

Fixing some graphic stuffs/designing a level/appvar stuffs/etc and then hopefully an update ;D
Title: Re: Essence
Post by: TIfanx1999 on October 13, 2011, 12:53:59 am
@Boot: I'm going to have to disagree also, the speed looks fine to me in the old screenie.

@Darl:It's great that you fond more optimizations. That gives you more wiggle room when adding in enemies and effects and stuff later. :D
Title: Re: Essence
Post by: Darl181 on October 13, 2011, 10:24:29 am
Indeed, it's going to need all the speed it can get for the AI :P

For the graphics stuff, there's a few placeholder explosions/etc that I threw in there.  It kind of works so yeah.
...after debugging the Frag Grenade for something like 5 hours last night I still wasn't able to get it to work properly, so for now it's just a Grenade.

Haven't gotten very far in converting from GDBs to appvars :\

EDIT: coding the flamethrower.  I got a pretty epic crash earlier, it had the contrast fluctuating, random junk on the screen, the whole hog XD
Title: Re: Essence
Post by: boot2490 on October 13, 2011, 02:55:01 pm
I am glad I suggested it. (http://boot2490.weebly.com/files/theme/cutesmile.gif)
Title: Re: Essence
Post by: squidgetx on October 13, 2011, 06:41:09 pm
What problems are you having specifically with the appvars?
Title: Re: Essence
Post by: Darl181 on October 13, 2011, 06:44:40 pm
tbh it was just one of the easier ones :P
pretty much all the other ideas would requite some special code (well maybe not the nethapult but when someone makes a 4*4 lobster sprite that actually looks like a lobster let me know :P) (as for the ricochet I'm running into bugs with the slow-moving version that still need to be ironed out so idk).

Anyways, flamethrower is somewhat working, just need to find out a way so the player isn't torched himself due to how it fires..it's just an offset thing but it's getting fun playing around in gshoot, where it's hardly readible and all the lines run together in a big run-on line of code.
[/meta]
Title: Re: Essence
Post by: Darl181 on October 16, 2011, 12:33:32 am
Ok, update time.

Added grenade and flamethrower.  Also changed some things, such as which weapons the top buttons are assigned to.  They're all still in the program, you just need to go through using APPS for a couple.
There's a few graphic changes, but it's a reasonable price to pay for this gigantic speed boost ;D

Also it's a lot faster.

Btw the editor is a bit more friendly, the cursor moves slower so it's easier to get to the block you're trying to get at.

Once again, ESSENCE.8xp is executable, EssLv00.8xv is the level which has to be in RAM (i need to fix that at some point, tho converting from GDBs to appvars comes first), and zip has everything including source.
I don't feel like updating the pad right now so yeah.

EDIT: wabbit failed at the grayscale for some reason, it's the same settings I've always used so idk :\
Title: Re: Essence
Post by: squidgetx on October 16, 2011, 09:25:23 am
Daayyuummm son...that looks nice.

Are there even any other platform shooter games like this in existence? The bullet animations are great. I hope you're not having too much trouble with the AI. Also nice job on the speed.

Are all the blocks going to be that solid white, or are you going to have other types of tiles? One small complaint I have is that having the name of the weapon appear in black in teh corner looks a little odd. Maybe have it be centered and in white?
Title: Re: Essence
Post by: Darl181 on October 16, 2011, 11:28:55 am
I'm not sure if there were any others, I was looking for a spot where something was missing and filled it ^_^

For the blocks, they're all going to be solid as far as the game's concerned.  The levels are compressed on-bit-one-tile so there can only be one type of tile.
What I was thinking tho, would be to have a separate sprite for the tile, of have it based on how high it is or something...might be able to create a sort of theme that way.

As for the weapon name, I've been thinking of putting it in the bottom corner, which one depending on where the player is--much like how a browser shows what it's loading or something.
Title: Re: Essence
Post by: boot2490 on October 16, 2011, 03:39:58 pm
Uh
May
Zing
Title: Re: Essence
Post by: DJ Omnimaga on October 17, 2011, 02:01:44 am
Looks nice as usual Darl, and I see you managed to make it faster it seems, from the screenshot. I'm gonna have to try this soon I think.

EDIT: Tested it and pretty great on-calc. Just a glitch with the bouncer weapon: When shooting down while jumping, eventually there are dozens of bullets and the game starts to lag. They loop from the bottom of the screen to the top. Not sure if you want that to happen.
Title: Re: Essence
Post by: TIfanx1999 on October 17, 2011, 06:03:34 am
Wow, this is looking really awesome Darl. Nice work on the speed increase too! =)
Title: Re: Essence
Post by: LincolnB on October 17, 2011, 10:55:23 am
Looks pretty fantastic. Can't wait!
Title: Re: Essence
Post by: Darl181 on October 17, 2011, 02:37:06 pm
Just a glitch with the bouncer weapon: When shooting down while jumping, eventually there are dozens of bullets and the game starts to lag. They loop from the bottom of the screen to the top. Not sure if you want that to happen.
0.o
I'll look into that, I've had a few glitches with the Bouncer and even "fixed" some of them but this hasn't happened..

Do you mean more bullets spawn for no reason or it keeps shooting?  (btw the bouncing things should explode after a while, is that happening?)
Title: Re: Essence
Post by: DJ Omnimaga on October 17, 2011, 03:23:48 pm
Normally when shooting outside the screen they disappear completely and are no longer part of your array I think, but when shooting down with the bouncer weapon, bullets goes through the floor then loop through the screen forever, until you walk left or right far enough so they're off the screen.

Also in the screenshot below in addition to the bouncer glitch I wonder if you really intended to have the blitz cannon's mega jump trick and the wall jump?
Title: Re: Essence
Post by: Darl181 on October 17, 2011, 06:39:13 pm
I found the bug with the bouncer thing, for some reason instead of the vertical velocity switching when it hit the ground/a tile above/below it would reverse the horizontal velocity instead of the vertical velocity :P  Fixed.
Also there was some lunatic check I put in that doesn't do the job properly, allowing the wraparound to happen.  That's fixed now as well.  If I'm correct it would happen when shooting up as well, tho I think a pre-release bugfix I did (before any projectile going above the screen would freeze the calc epic crash etc but that's gone) might have taken care of that...
Not able to get a fixed version out just yet as msd8x is having its mood swings again, but once I can tilp it over I'll put it up :)

As for the blitz gun jumping thing I kind of had that in mind.  It's "backfire" :P
Spoiler For Blitz Cannon:
Somewhat like a cannon from WWI, except handheld and without the ball.  Run up to the other guy and give it a go (or point down, the backfire is huge).  Takes a while to reload, but deals great damage.
(Note, must be airborne to have backfire up/down, due to how the engine is put together.  I'm working on that.)
The walljump...it seems like that only started recently because it wasn't doing it before ???
I think I have an idea of how to fix it because it did the same thing in Tio.  Odd that it's happening in this program too but oh well.
(I considered walljumping at one point, like in some of the programs from shortly before the axe contest, but ultimately decided against it.  It's a shmup after all, not a puzzle platformer or whatever)
Title: Re: Essence
Post by: DJ Omnimaga on October 18, 2011, 12:54:49 am
Wall jump seems to only happen when I ram into a wall too fast while falling. I seem to bounce back. It kinda reminds me SMB except in SMB I didn't bounce back.

Also I,m starting to like the cannon more and more :P (although I ran into a camera glitch I think XD)
Title: Re: Essence
Post by: Darl181 on October 18, 2011, 10:33:03 am
Yeah, for some reason I made it so the char bounces back if it/he goes off the screen.  I should probably just have it scroll faster after it gets past a point, well another point b/c there's three already..2AM coding ftw :P

I've been working on where to put the text, and it's resulted in me having to make some name changes.  For some odd reason a bunch of World War II references keep popping into my head (blitzkrieg, kamikaze, etc) so some sort of setting might be taking shape?  idk

How does "Blaze" sound for the flamethrower?  I almost took another name from Ratchet and Clank but I need to stop doing that at some point (blitz cannon, r60 storm (tho in the game it's n60), the grenade was almost a "mini-nuke") XD

EDIT: 181 vote-ups \o/
Title: Re: Essence
Post by: Eiyeron on October 18, 2011, 03:17:20 pm
I lke this project! Even If I don't own a TI! :p
Maybe a future project...! ^^
Title: Re: Essence
Post by: DJ Omnimaga on October 18, 2011, 03:21:50 pm
I think the text is fine where it is actually, same for the weapon names, although the r60 storm one confuses me a bit.
Title: Re: Essence
Post by: Eiyeron on October 18, 2011, 03:41:52 pm
What about BlitzLicht for any laser, or very fast weapon?
Title: Re: Essence
Post by: Darl181 on October 29, 2011, 08:01:07 pm
I'd like to keep the names so as many people as possible understand what the weapon names mean, "Kamikaze" was a sort of last-ditch thing because I couldn't think of something better that was shorter than Blitz Cannon. :P

Sorry about the slow pace of updates, I've been having fun debugging and trying to get msd8x to work long enough for me to backup all the source files x.x
The problems brought up on the previous page are fixed tho :)
Title: Re: Essence
Post by: annoyingcalc on October 30, 2011, 07:33:56 pm
Ok sweet love to see the progress
Title: Re: Essence
Post by: Darl181 on November 02, 2011, 06:50:10 pm
Update soon, managed to get the stuff on the MSD8X drive without destroying the folder in the process ;D so just need to throw some level together and screenie and bam :)

I've been thinking of a new weapon idea..won't give much detail here.  I'll just say the name idea is "Comet", and it's more involved than the other weapons (well maybe not the blitz cannon but w/e) ;)
Title: Re: Essence
Post by: Darl181 on November 05, 2011, 03:50:03 pm
...3 days later I'm finally able to x.x

I had a level made, but then lost it in a hardware-fault-related RAM clear* so I just threw together a sort of testing ground thingy.
The map now scrolls faster as you reach near the side.  It's possible to still exploit something to hit the side and bounce back, but I'm onto that so >:D
If you watch the screenie long enough you'll be able to tell just how fast you can move.

Also new now: bullets can be a distance offscreen before they disappear.  They still interact with what's off-screen, bouncing and exploding and such.  This could be taken advantage of for a sort of tactical benefit...say, if you knew the timing well, you could shoot some plasma glob thingies to the side and tell by if/when the explosions come what terrain waits off-screen.  ofc this would have a risk (there might be unseen enemies as well etc etc) but it would work.
To fix problems caused by this, projectiles expire after a while, either just disappearing or exploding in the process.  That's been in for a while, it's how the flamethrower works :)

I don't remember anything else off the top of my head so yeah, stuffs attached as usual ;D

EDIT: The screenie glitched somehow, leaving a phantom line, that's not there on the real calc so idk


*The part where the bottom screws screw in, something's broken.  It rattles when shaken..  Because of this the seam thingy on the bottom is loose, and some connection that supplies power is broken for a bit at a time, causing spontaneous power-downs and RAM clears and such.  I ended up taping it together but the tape comes loose X_x
Title: Re: Essence
Post by: LincolnB on November 05, 2011, 10:01:18 pm
Ooh, those look really nice. The white tiles could be a little prettier, though..whatever. I couldn't do any better :)
Title: Re: Essence
Post by: Darl181 on November 05, 2011, 10:14:14 pm
Ooh, those look really nice. The white tiles could be a little prettier, though..whatever. I couldn't do any better :)
About that..I was thinking of, for different levels, there could be a different background and tile design.  I've been lobbing around ideas for them, but I'm not that far yet so yeah :P
Title: Re: Essence
Post by: LincolnB on November 06, 2011, 08:23:37 pm
The background looks great, btw. It's just the tiles I was referring to
Title: Re: Essence
Post by: Darl181 on November 08, 2011, 10:52:35 pm
For the time being I'm doing a re-write of Duel (http://ourl.ca/8025/167790) to test out some concepts that I (read: Builderboy) recently got working.  Among the planned things, auto-aiming is working in the test program, and I'm playing around with how to put it in Essence.  I'm guessing it'll take a week at most :P
Once I get finished with Duel I'll be able to put it in Essence, with better knowledge of how to use it ;D
Title: Re: Essence
Post by: TIfanx1999 on November 11, 2011, 09:00:06 am
Awesome stuff! =)
Title: Re: Essence
Post by: boot2490 on November 11, 2011, 03:21:23 pm
Great!!!
Title: Re: Essence
Post by: Darl181 on November 15, 2011, 02:52:23 pm
Currently looking into ways to store the AI.  I'm thinking one enemy per column, and every other byte a tile.
Are there any other methods that might work for this sort of thing?
Title: Re: Essence
Post by: squidgetx on November 15, 2011, 05:33:22 pm
Currently looking into ways to store the AI.  I'm thinking one enemy per column, and every other byte a tile.
Are there any other methods that might work for this sort of thing?

Not sure what you mean by one enemy per column

In StickNinja I made an array to hold the enemies with the following characteristics:
Byte 0-1: Enemy Type (Determines sprite, speed, health, and/or movement pattern etc.)
Byte 2-3: Enemy X
Byte 4-5: Enemy Y
Byte 6: Enemy X speed
Byte 7: Enemy Y speed

Then loop through the array to adjust position accordingly, check for collisions, etc. You could probably also use the enemy type to determine a code address in another LUT to apply special effects now that we have direct address manipulation.
Title: Re: Essence
Post by: Darl181 on November 15, 2011, 06:14:48 pm
What I'm thinking of atm is how to put them in the map, so when the map is loaded they appear etc.

For the in-game stuff, I've generally gone along those lines, tho somehow I came up with ~9 bytes of data..idk
Title: Re: Essence
Post by: Darl181 on November 21, 2011, 12:10:42 pm
Finally got around to switching from GDBs to Appvars (the major GDBs anyway) and took off (10489-9066=)1423 bytes without causing any bugs :D

Wall jump seems to only happen when I ram into a wall too fast while falling. I seem to bounce back. It kinda reminds me SMB except in SMB I didn't bounce back.
I think I got this one figured out now, while I was looking at the sourse :P
For some reason I have the player bounce if it's downward velocity is greater than 16 (two pix/frame) so I'm guessing it happened when you were falling down pretty fast.
Also it bounces horizontally afaict, with S being the force it does S//-2→S so if |S|>8 it visibly bounces horizontally as well.

EDIT:
Currently looking into ways to store the AI.  I'm thinking one enemy per column, and every other byte a tile.
Are there any other methods that might work for this sort of thing?
Not sure what you mean by one enemy per column
I was meaning in the actual map, not the coordinates etc the enemy have in-game but how to store the enemies in the level itself.


EDIT2:
Spoiler For rambling:
Ok I'm finally starting to add in the AI.  So...max # of bullets on-screen is 70-something, and if I spread around the weapons evenly that's a bullet made every ~11 frames for each enemy.  Realistically it'll prolly be about 5 because slow-firing weapons etc don't exactly do well fur shmup action :P  Technically I could do away with that barrier and put the enemies in L1 instead of the bullets, then that's a limit of um..63 enemies if I'm doing the math right.  Then I could have a truckload more bullets at a time..I guess I'll just do that and pretty much this whole paragraph is irrelevant.  Oh well.[/tangent]
So max of 63 enemies at a time, with, say 150 bullets max tho that would be a huge slowdown if all the space for the bullets was filled up :P

POSTEDIT 3X COMBO: Switch complete, about to start putting the AI together :D
This is the part where it starts getting crazy...
Title: Re: Essence
Post by: LincolnB on November 22, 2011, 09:55:47 am
yay! Is this going to be an app now?
Title: Re: Essence
Post by: Darl181 on November 22, 2011, 11:44:19 am
Well, I just took the executable down to 9k, so to make it an app would be taking up a lot of empty space atm :P
(tho I might have to if I keep getting bugs with Fullrene x.x)

Having fun with TiLP corrupting the programs as I send them :\
Spoiler For GBLITZ, supposedly:
Quote from: Axe
Fix StorePicStorePicFor([G.AnsStorePic not(Repeat ^^oPt-On(tanh^-1(SciPt-Off(.HorizStorePic Scatter{fMax(max(:{For([tan(->2Fix StorePic mean(>DMS and tanh^-1(SortD(Pt-On(8{tanh^-1(Vertical Pxl-On(tanh^-1(TPt-Change(*row+(2-Var Stats :{\plotcross:{[Scatter)\ and \plotcrossxrootFor([)->->Plot2(SKTracemean(Get(Pxl-On(\E[\ClrTableFunc(Histogram2-Var Stats tan^-1(cos^-1(ExpReg ReturnDS<([)\ and prod(Plot2(Rmax(8*row()\log(prod(Plot2(Rmax(0^^3)\plotcrossprod(Plot2(Rmax(0]While xroot10^prod(sinh^-1( or  or  or For([G.Fix StorePic  xor not(While 10^Polar10^cosh^-1(sqrt(cosh^-1(LinReg(a+bx) sinh^-1(cosh^-1(IndpntAutofMax({cosh^-1(fPart(DS<([ or  or For([max(tanh^-1(StoreGDB Pt-On(sinh^-1(\LinReg(ax+b) cosh(DegreePt-Off(ScatterHistogramcosh({Pt-Off(seq(tanh^-1(StoreGDB Pt-On(IS>(DegreePt-Off(Y2Ttanh^-1(StoreGDB Pt-On(IS>(DegreePt-Off(Vseq(tanh^-1(For(Pt-On(IS>(DegreePt-Off(*row+(Input DispTableDS<([ExpReg seq(tanh^-1(StoreGDB Pt-On(IS>(\Y2Ttanh^-1(StoreGDB Pt-On(IS>(\Vseq(Returntanh^-1(For(Pt-On(While IS>(\xrootClrHomeReturnDispTableExpReg For([seq(seq(seq(tanh^-1(StoreGDB Pt-On(\rowSwap(fMax(^^-1Scatter*row(fMax({Scatter[fMax(->ScatterBoxplotrandM(^^3)[\max(tanh^-1(StoreGDB Pt-On(\fMax(->Scatter}8]xrootFor([ClrHomexroot*row+(FnOn xrootFor([ClrHome10^>Frac>Frac>Fracprod(sinh^-1(xrootxroot7sinh^-1(ExpReg DS<([ExpReg .Fix StorePic ExpReg cos^-1(ReturnDispTable:{For([.\ and ScatterScatterfMax(->ScatterLinReg(ax+b) randM(->DS<([*row+(1DS<([tan(->For([G.AnsStorePic not(0SortD(:{For([DS<([ExpReg tan(->2Fix StorePic mean(>DMS and tanh^-1(SortD(Pt-On(10^Polar8T.Fix StorePic For([G.AnsStorePic not(0Fill(:{2HorizStorePic \plotcross.HorizStorePic [^)\ and \plotcrossmean(>DMS and solve(FullStorePic .HorizStorePic tan(->2ParamStorePic ClrHomeWhile 10^xroot2Fix StorePic xrootFor([xrootsinh^-1(cos^-1(ExpReg ReturnDispTableDS<([ExpReg .Fix StorePic ExpReg .HorizStorePic For([.ParamStorePic 2Fix StorePic "FullStorePic YPtanh^-1(For(Pt-On(10^Polar2Fix StorePic 10^PolarFor([ClrHomeWhile 10^Polar10^sinh^-1(tanh^-1(ClrHomePt-Off(Input SciPt-Off(Plot2(thetaFull>FracPlotsOn \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\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Generated by the BBify'r (http://clrhome.tk/resources/bbify/ (http://clrhome.tk/resources/bbify/))

Edit: also I'm putting together a more optimized way of removing bullets from the array, just taking the last bullet and sticking it in the voided spot rather than copying everything after.
Title: Re: Essence
Post by: Darl181 on November 23, 2011, 11:20:23 am
Ok this is a big one, at last I like to think it is b/c I was up till 3AM debugging and I'm half-awake right now :P

So I finished the transition from storage GDBs to appvars, took around 1.5K from the executable in the process.
Also there's a menu, for now it's a sort of placeholder thing if/until I get something better in place.
There's a grand total of one option, the shooting style.  More on that in a bit..  I'm not sure if anyone here recognizes the options menu, because I basically re-used one I made for Maxwell's Demon XD
As for the shooting styles..."Physic" (better term pending? idk) is what you're used to from this, with the player's velocity affecting the bullet speed.
"Arcade" is new, the bullets' velocities are not affected by the character.  See screenie.

While the executable's size is 10.5K, it needs about 3K of RAM aside from itself in which to create the temp vars.  If you get "GETCALC ERR" before the main menu there's likely not enough RAM to create the stuff.
It should clean these up at the end of the program, but they're named TMP1 etc.
EssOpt is the options, if that's deleted it just re-makes it so yeah

The error "Level not found" means just that..it attempts to unarchive the var before checking for it so if the level's there it should be found.


So..I think that's about it, if there's something else I'll just edit it in.

Edit: the libraries went through a name change, and are now prefixed with Z.  The G was kind of random...then again the Z was sort of random as well...?  <.<  >.>  shh

Edit2: phantom-line-in-screenie glitch strikes again...

Spoiler For note to self:
Asm(EFE542) amount of free ram (thanks Iambian)
Title: Re: Essence
Post by: Stefan Bauwens on November 23, 2011, 11:31:09 am
Looks pretty, Darl181! Well doen so far.
I like the menu too. :D
Title: Re: Essence
Post by: LincolnB on November 23, 2011, 05:05:32 pm
The menu looks great, as does the game itself. IMO it doesn't have to be just a placeholder, that could be the final menu (cept maybe the options screen)
Title: Re: Essence
Post by: Darl181 on November 24, 2011, 11:31:41 am
Yeah the options screen is definitely a placeholder, and as for the main menu I'll prolly keep this one to save time :P (tho I'll prolly add another option or two, I think I did it right where it's sort of easy to add a new one, also I should to find some place in which to slot in a title)
Title: Re: Essence
Post by: Darl181 on November 25, 2011, 11:59:12 am
Finally updated the Etherpad, it's only been um..52 days :P
http://piratepad.net/Essence

EDIT: attempt at helicopter sprite..
Spoiler For Spoiler:
3e88feff3f247e00
    ██████████
██      ██
██████████████
████████████████
    ████████████
    ██    ██
  ████████████
Title: Re: Essence
Post by: Darl181 on November 26, 2011, 02:06:58 pm
Ok I'm trying to make tilted sprites for the helicopters, for more of an effect.  Trouble is I kind of fail at spriting at times :P

I used Paint.NET to rotate these, and after a bit of editing they kind of look about right...?
I'm satisfied how the tilting forward one turned out however I'm wondering how the one tilting backward might be improved.  It just looks wonky to me :/

Edit: yes the sprites are 8*8 there's just a blank square around it to get a better impression of it.

Edit2: might as well say it now...I'm starting with the helicopters for the AI because they don't have to worry about jumping and stuff, just sort of moving back/forth and shooting.

Edit3: cross-posted to pixel art sub-forum. http://omniurl.tk/11637/211950
Title: Re: Essence
Post by: Darl181 on November 27, 2011, 06:05:34 pm
I've been playing around a bit.  Before, the screen shake was this one-frame thing that depended on which direction the blast is "pushing" or something...the exploding bullet's velocity anyway.
I recently changed this, now it shakes randomly for a number of frames. now the explosions add on to each other, prolonging the shaking and making it pretty intense ;D
The actual explosions are still the same tho.
(btw, it's just a remnant from debugging but [^] screws around with the shaking, fun stuff)

In other news I got the Minigun (from this (http://ourl.ca/14092)) working like a charm, it's not the most accurate in terms of emulation (ie the screen shakes when it lands, not when fired) but it's still fun to screw around with :D

Now, any bullet, fireball or grenade or whatever that hits the player disappears and, if appropriate, explodes.

Also some misc sort-of optimizations, so it might run a bit faster than before?  Still 6mHz btw.

These controls have been in since the last version but yeah.
In-Game:
[DEL]
[CLEAR]
[^]
Paused:
[MODE]
[CLEAR]
[ON]

Quit to menu
Quit to homescreen
Earthquake mode?

Unpause
Quit to menu
Quit to homescreen
...
I think it's the same level as before so yeah, just scroll up a bit to get it :P
Or click this hotlink thingy (http://www.omnimaga.org/index.php?action=dlattach;topic=10294.0;attach=10481)

Edit: there's a bug in the screenie that's been fixed since, see who can find it ;)
Edit2: and it's not the phantom line wabbit keeps putting in my screenies x.x it was the actual code
Title: Re: Essence
Post by: saintrunner on November 27, 2011, 06:16:09 pm
So on the menu, you can either exit the game with the quit option, or pressing clear. Are you goin to change this?
Title: Re: Essence
Post by: Darl181 on November 27, 2011, 06:17:17 pm
So on the menu, you can either exit the game with the quit option, or pressing clear. Are you goin to change this?
It'll probably stay that way, that way whatever the person's guess is how to quit it is more than likely right :D

That reminds me, I forgot to put in some extra controls...

...done.
Title: Re: Essence
Post by: saintrunner on November 27, 2011, 06:20:21 pm
hmmm, ok then :) Looks good bye the way :)
Title: Re: Essence
Post by: Deep Toaster on November 28, 2011, 10:09:17 pm
I love the shakes :D
Title: Re: Essence
Post by: epic7 on November 28, 2011, 10:11:13 pm
Yeah, like super crate box (or whatever it's called).

Shakies are awesome effects!

(700th post :P)
Title: Re: Essence
Post by: LincolnB on November 29, 2011, 10:12:27 am
very cool, I laik it.
Title: Re: Essence
Post by: Darl181 on January 10, 2012, 11:44:47 pm
I'm still coding SCB, but I'm putting down random ideas on paper that I'm getting.

There might be an interplanetary mode, where you pilot a ship from top-down view to get from planet to planet.  Could also serve as a nice medium for off-planet battles ;D (and maybe a Nyan Cat or two?...sshhh)
Title: Re: Essence
Post by: DJ Omnimaga on January 11, 2012, 12:11:28 am
I didn't try the latest version but this looks great. Glad this is still somewhat alive.
Title: Re: Essence
Post by: Darl181 on March 07, 2012, 12:34:45 am
So I've been spriting some of the possible vehicles used by both you and whatever you're fighting. :D

Some notes:
fighter plane - can't get the wing to look right >.<
SkyFish - looks like a fish
tank - turret is drawn separately, might have to do weird masking stuff unless I pxl-off or similar
some truck - infantrymen etc come out
flying lobster -
car - maybe you could hide behind it or something?

Not pictured: helicopter - paratroopers etc

Edit: Idea: ability to drive/fly abandoned/defeated (but not destroyed) vehicles.
Also brainstorming methods of invasion, liking the idea of freefalling ;)
Title: Re: Essence
Post by: LincolnB on March 11, 2012, 04:52:36 pm
Wow, different vehicles? Looking nice!
Title: Re: Essence
Post by: aeTIos on March 11, 2012, 05:29:22 pm
The tank doesnt look right <_<
Also I don't agree with the flying lobster. I understand you would like to put a meme in, but it kinda does not fit in :\
If you need help on the plane I'd be happy to help :D
Title: Re: Essence
Post by: Darl181 on March 11, 2012, 08:24:00 pm
The tank doesnt look right <_<
Did you see the note, about how the turret's drawn separately? :P
Quote
Also I don't agree with the flying lobster. I understand you would like to put a meme in, but it kinda does not fit in :\
Yeah, idk why I put that in there tbh.  I think I had some empty slot in the drawing program and I didn't feel like shuffling stuff around so I just put some random thing there instead and didn't even bother to make it look presentable XD
Quote
If you need help on the plane I'd be happy to help :D
Sounds great!  I've been looking around but none of the sprites I've found give the impression that I'm going for--the wing appearing to go straight out to the side rather than pointing down. :|
E: just to clarify I've looked at other sprites/pics only for ideas on how to do something, like when I was trying to make the jeep I had google images open.  Not going around copying :P

---
While messing with the camera panning, the nature of it means it tends to swing around a lot.
Aside from that, the way I draw the background is only the side coming in is kept track of.  The side going off the screen is just sent off the screen.  When the direction changes, it just re-uses the vars from the other side, sometimes making unsightly one-pixel-tall skyscrapers etc.
As I was testing these two things came together and I noticed multiple obvious problems with the background, and don't feel like going in to fix it. (and tbh I hardly remember how it works anyway) :P

So, starting on custom backgrounds.  Eventually if I want some level diversity I'll end up doing them anyway so might as well start early on.
I don't really have any ideas for them except that I'm doing a city one, so this is my way of asking if people want to make some :D

I'm thinking of having two screenlengths (128 pixels wide, 28 tall) each of the two buffers (front/back, 3lvl grayscale), tho there's a change I might be flexible with it?
They're scrolled separately from each other, so they prolly shouldn't be dependent on having a building in a certain place or something..
Also it should be tilable horizontally.

If you want to make one or two or whatever than TIA, otherwise keep an eye out for a screenie (maybe beta if I get to debugging) sometime in the next week or so ;)
Title: Re: Essence
Post by: Darl181 on March 18, 2012, 01:30:45 pm
Update:

Camera panning re-done, now it moves around depending on what direction you're going
Ability to run off-screen
Arrows indicate where you are, to the side or off the top
Horizontal velocity capped at 4 pixels/frame (more than fast enough imo :P)
~16-direction shooting
Flamethrower shoots a bit faster, also sprays minigun-style
Jetpack.  Doesn't work vertically when you get near the top of the screen. Kind of realistic that you can't fly too high maybe?
Not sure if I said this before but: Small jump (press [down])


Haven't gotten around to the pre-made background(s) yet, still making them on-comp.

(http://img.removedfromgame.com/imgs/essence14.gif)
Title: Re: Essence
Post by: shmibs on March 18, 2012, 06:59:41 pm
this is fantastic =D. i can't remember ever having seen parallax scrolling done so well. it gets really messy when the character jumps up in front of the grey, though. you should probably keep platforms fairly short to avoid much of that.
Title: Re: Essence
Post by: Darl181 on March 18, 2012, 07:11:29 pm
Yeah, I'm not sure how I'm going to take care of things moving in the gray.  Maybe I'll have it Dispgraph twice, with stuff in between or something.
Also the gray itself could do with a bit of fixing as well, even wabbit makes checkers out of it :P

What do you mean by having short platforms, though?  The way I made it it's impossible for the tiles to reach above the skyline, and iirc there's a four-pixel gap between the top of the topmost tiles and the sky so the char doesn't stick out.

Edit to self: backups of bgs
Spoiler For stars:
[7FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFEFFFFFFFFFFB]
[FFFFF7FFFFFFFFFFFFFFFFFFF7FFFFFFFFFFFFFFFFFFFFFF]
[FFFFFFFFFEFFDFFFFFFFFFFF7FFFFFFFFFFFFFFFFEFFFFFF]
[FFFFFFFFDFFFFFFFFFF1FFFFFFF7FFFDFFFFFFFFFFFEFFFF]
[FFFFFFFFFFF7FFFFFFC07FFFF7FFFFFFFFFFFFFFFFFFFFFD]
[FFFBFFFFFFFFFFFFFFC07FFFFFFFDFFFFFEFFDFFFFBFFFFF]
[FFFFFFFFFFFFFFFFFF803FFFFFEFFFFFFFFFFBFFFFFFFFFF]
[FFFFFDFFFFFFFF7FFF803FFFFFFF7FFFFFFFFFFFFFFFFFFF]
[FFFFFFFFFFFDFFFFFF803FFFFFFFFFFFFFFFFFFBFFFFFFFF]
[FFFFFFDFFFFFFFFFFFC07DFFFEFFFFFFFFFFFF7FBFDFFFFF]
[FEFFFFFFFFFFFFFFEFC077FFFFFFFFFFF7FFFFFFFFBFFFFF]
[FFFFFFFFFFFFFFFFFFF1FFFFF7FFFFFEFFFFFFEFFFFFFFFD]
[FFFFFFFFFFFFEFFFFFFFFFFFFFFFDFFFFFFDFFFFFFFFFFFF]
[FFFFFFFFFFFFFFFEFFFFFFFFFFFFFF7FEFFFFFFFFFFFDFDF]
[FFFEFFFFFFFFFFFFFFFEFFFFFFFEFFFFFFFFFFFFFFFFFFFF]
[FFDFFEFFFFFFBFFFFFFFFFFEFF7FFDFFFFFFFFFFF7FFFFFF]
[FFFFFFFFFFFFFF7FFFFFFFFFFFFFFFFFFFFFFFFFEFFFFFFF]
[FFFFFFFFF7FFFFFFFFFFFFFFFFEFFFFFFFFFFFFFFFFFFFFF]
[FFFFFFFFFFFFFFFFFDFFFFFFFFFFBFFFFFFFFFFFDFFFFFFF]
[FFFFDFFFFFFFFBFFFFFFFFFFFFFFFFFFFFFFFFFFFFEFFFFF]
[FFFFFFFFFFFFFFFFFFFFFF7FFFFFF7FFFFFFFFFFFFFFFFFF]
[FFFFFFFFFFFFFFFFFF7EFFFFFFFFFFFFFF7FFFFFFFFFBFFF]
[FFFFFFFDFFFFFFFFEFFFFFFFBFFFFFFEFFFFFFFFFFFFFFFF]
[FFFFFFFFFFDFFFFFFFFFFFFFFFFFDFFFFFFFEFFFFFFFFFFF]
[FDFBFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFDFFF]
[7FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF7FFFFF7]
[FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF7EFFFFFFFFDFF]
[FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFBFFFFFFFFBFF]
Spoiler For mountains:
[FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF]
[FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF]
[FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF]
[FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF]
[FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF]
[FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF]
[FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF]
[FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF]
[FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF]
[FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF]
[FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF]
[FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF]
[FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF]
[FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF]
[FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF7FFFFFFFFF]
[FFFFFFFFFFFFFFFFFFFFFFFFFEFFFFFFFFFFFC3FFFFFFFFF]
[FFFFFFFFFFFFFE7FFFFFFFFFF83FFFFFFFFFF00FFFFFFFFF]
[3FFFFFFFFFFFFC0FFFF07FFFF00FFFFFFFFFE007FFC7FFFC]
[03FFFFFFFFFFF801F0000FFFE003FFFFFFFF8003FC00FFF0]
[007FFFFFFFFFF000000003FF8000FFFFFFFF0000C0003FC0]
[0007FFFF83FFE0000000007F00003FFF0FFC000000000700]
[00007E0000FFC0000000000C00000FFC0070000000000000]
[00000000003F800000000000000003F00000000000000000]
[00000000000F000000000000000000C00000000000000000]
[000000000002000000000000000000000000000000000000]
[000000000000000000000000000000000000000000000000]
[000000000000000000000000000000000000000000000000]
[000000000000000000000000000000000000000000000000]
Title: Re: Essence
Post by: squidgetx on March 18, 2012, 09:44:36 pm
I've been slow replying to this thread, but this looks really good :D Nice work. As for your question 2 pages back about shooting mode, I chose not to use "physic" style in Zombie Gun. It does look a little weird at times, but both methods have odd side effects: without the "physic" style for example other bullets could catch up to ones fired when running :P
Title: Re: Essence
Post by: DJ Omnimaga on March 18, 2012, 10:45:29 pm
I always love looking at those screenshots. I love the parallax scrolling you got :)
Title: Re: Essence
Post by: Darl181 on March 22, 2012, 10:33:17 pm
Speaking of parallax scrolling, I got stored backgrounds to work.  Not implemented in the game itself but it's going in soon...

There's a bug regarding writing from the right side of the screen (it's reading the bit after the one it should be reading) but for the most part it's working like a charm ;D
(also in the process of fixing it :P)


Edit: added source+exec+appvars that need to be in archive for debugging stuffs
Title: Re: Essence
Post by: aeTIos on March 23, 2012, 09:01:16 am
Woah impressive stuff!
About the moon:
(http://i1.kym-cdn.com/photos/images/original/000/048/957/megusta.jpg)
Title: Re: Essence
Post by: Scipi on March 23, 2012, 02:39:13 pm
In that screenie before your latest one, are those Japanese characters? If so, what do they say? :P

(I have a feeling that they make me lose, for some odd reason) D:
Title: Re: Essence
Post by: Darl181 on March 25, 2012, 01:56:53 pm
Yeah, they're Japanese characters.  As a hint they're the same ones as in Juju's sig ;)
*runs

Getting close to implementing the backgrounds into the actual game, now I just need a space of an hour or two to finish it up properly...
Title: Re: Essence
Post by: Scipi on March 25, 2012, 07:27:26 pm
/me lost O.O
Title: Re: Essence
Post by: DJ Omnimaga on March 25, 2012, 08:46:26 pm
I lost too X.x

Also nice idea for the backgrounds Darl181. The issue by generating stats randomly is that if you move left and right back and forth, the stars never re-appear at the exact same place as before.
Title: Re: Essence
Post by: C0deH4cker on March 25, 2012, 09:23:07 pm
Not much of a problem if you ask me. The axe 3D racing program does this with the buildings.
Title: Re: Essence
Post by: Darl181 on March 25, 2012, 11:35:01 pm
The problem is, the camera in this has a habit of swinging around (which I really don't feel like fixing, at least not now :P) and when a building is mostly scrolled off, but not completely, and the camera swings back, these building-parts are swung back in as the random generation continues (which, 14/15=93.33% of the time, won't be the same height as the existing building).  It makes for some unsightly random 1-px-wide and 2-px-wide tower things.

I could've fixed that, but tbh the custom stuff opens up more opportunities for setting etc (say I want a ruined landscape or a lobster monument, I just have to draw it and bam) :D
Title: Re: Essence
Post by: Darl181 on April 01, 2012, 07:38:05 pm
Update v15
Got custom backgrounds implemented. :D
It still runs at about the same speed as it used to (still at 6mHz btw)
It's getting huge, tho (11173 bytes in mem menu, and that's just the exec) so at some point I'll have to buckle down and optimize stuff.
It takes a copious amount of ram to run, so if there's some obvious glitches then it's prolly just asking for room :P

It's possible to change the background, but for now you have to edit the source.
Spoiler For stuff:
Find the place where it says "appvEBG.."→Str (just before Lbl VAR @zStart users).
The other appvars in the zip are EBGFMNT (mountains, fore-background) and EBGBSTAR (stars and constellations, back-background).
Make sure they're in archive, re-name strings in the source accordingly.  Compile for whatever shell and..yay.

Also the editor's a bit smarter, when you go to page-left/page-right using [+]/[-] and you're less than a "page" (1 screen's width) from the side you're jumping to, it'll just jump to the side.


Still a few problems, like how it's possible to go off the side of the screen and it should check how much Ram's free as it starts up to error properly.
For the former, I'm fairly sure how to fix it.. and for the latter I even the hex code to do but I just haven't put it in yet >.>
Also I might change the shaking so there isn't obvious white columns around the sides.

Edit: Piratepad updated.
Title: Re: Essence
Post by: LincolnB on April 03, 2012, 04:57:54 pm
That looks gnarly - very nice work, I'm pretty excited for this.
Title: Re: Essence
Post by: Yeong on April 03, 2012, 07:22:30 pm
wow the screenshot looks epic! O.O
Title: Re: Essence
Post by: parserp on April 03, 2012, 11:22:59 pm
O.o double parallax scrolling background! :D
great work as always!
Title: Re: Essence
Post by: DJ Omnimaga on April 03, 2012, 11:29:09 pm
Not much of a problem if you ask me. The axe 3D racing program does this with the buildings.
Yeah I just mean it looks less professional. I guess it's fine if it's not too noticeable, though.

Also looks great Darl181!  I like how it still runs very fast. :)
Title: Re: Essence
Post by: Darl181 on April 04, 2012, 03:06:51 am
The axe 3D racing program does this with the buildings.
It might help to keep in mind, tho, that in the demo program the buildings are 1-pix wide.  In Essence they'd get up to ~10 wide and when it went partway off the screen that got cut off.

Not sure if I'm going to be making much progress this week..it's a week off of school so there's trips with family and such.  Working on some smaller parts tho, also getting weird weapon ideas 0.o  (decoy frogs, anyone?  well decoy prolly isn't the right word but "distracting" is kind of long and doesn't sound as good :P)
Title: Re: Essence
Post by: Darl181 on April 25, 2012, 02:31:21 am
Still going kind of slow unfortunately. :/
Most of what I've been doing lately is theory and such, because most of the things cropping up now require some major revisions to the code (explosions with frag, enemies with AI, etc) which take a long time to do, and if it's not done right I spend the next few weeks debugging x.x

Tho there are some smaller things that I'm putting time into as well.  Something about the ability to mix and match custom backgrounds, ability to have multiple levels, an actual pause menu (teacher key will prolly be moved a la Switch or something), and an options menu that's actually presentable. ;)

Edit: random weapon idea: some sort of combustile bubble blower
I have no clue where these ideas come from O.O
Title: Re: Essence
Post by: Eiyeron on April 26, 2012, 08:06:55 am
Bust-a-Move bubbles + Combustible Lemons?