Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: thepenguin77 on June 12, 2010, 09:41:50 pm

Title: Geometry Wars Update
Post by: thepenguin77 on June 12, 2010, 09:41:50 pm
I don't like the title, but with the creation of a Geometry Wars thread a few days ago (strange...) this will have to do.

The geometry wars that I released got so much attention that I decided that I am going to really make it better. At school it was like, oh that's cool, but it's too hard to play, so I got discouraged, but now I have all the old energy back.

Here are my goals:
- Try to eliminate lag
       So far I've cut I believe 20% of t-states in high traffic areas
- Add in the black holes
       Simple, just not done yet
- Add in achievements
       Also easy, I will use the standard xbox 360 acievements with score modifications
- 24 bit score
       Really really easy
- Better title screen
- Increase frame rate a little
       This is because the swirling guys are hard to hit, but this all depends on if I can kill the lag


Unrealistic goals:
- 83+ BE compatibility
       I don't think this is possible, (requires 250% increase in speed)
- Add in snakes
       I just see too much processing power
- Add in mayflies
       This just seems like ridiculous processing power


Here (http://www.ticalc.org/archives/files/fileinfo/429/42952.html) is the v1.0 that I released to ticalc.org.

Here (http://www.achieve360points.com/txt/g/Geometry_Wars_Evolved_AG.txt) are the standard achievements.

If you have any suggestions, I'm open to them. As well as cool ideas for achievements.

I also found a huge glitch with v1.0. The multiplier takes 25 for x2 then 50 for each after. It's supposed to be 25, 50, 75, 100, etc.
Nvm. My bad
Title: Re: Geometry Wars Update
Post by: DJ Omnimaga on June 13, 2010, 12:23:36 am
I understand how you feel about negative comments on your hard work. In 2005, people started complaining about large file sizes and I pretty much discouraged of making calc RPGs or my Metroid game. I stopped coding for 8 months and it took almost a year until I make a massive game again. I almost got discouraged from Illusiat 13 due to something like that in 2009, too, altough later the game stopped being worked on anyway for another reason.

I am glad you are updating this nice game. I can't wait to see the result :)

Btw if you just use the crystal timers, not the clock, your game should work on TI-83+SE calcs (which are 15 MHz) too.   You might want to edit your files descriptions to mention they'll only work on Silver Edition and 84+ calcs (15 MHz) instead of just 84+, since there are a bunch of 83+SE users around.
Title: Re: Geometry Wars Update
Post by: calcdude84se on June 13, 2010, 08:24:55 am
I'm not sure how thepenguin's hardware checks work (how he checks if it's an 83+ vs an 84+(SE)), but it may also give the warning on an 83+SE, despite that it will work. I might browse the source code to see if it does that. (If I don't, someone w/a 83+SE can see for themselves whether this occurs)
Or thepenguin could answer himself... If it turns out that 83+SE users get the warning, you may want to either update the readme for your files or update the program to revise the hardware version check.
Edit: And yes, nice to see you working on this some more. Don't get discouraged! Good luck :) (However did I forget to say that earlier...)
Title: Re: Geometry Wars Update
Post by: SirCmpwn on June 13, 2010, 09:19:22 am
You should look into using usb8x to add gamepad support so we can fire in any direction.  That would be so epic I can't even imagine it.
Title: Re: Geometry Wars Update
Post by: ztrumpet on June 13, 2010, 10:37:11 am
I can't wait to try these updates!  ThePenguin, once this is done it'll be one of my favorite calc games out there.  Thanks for making such an awesome game! ;D

edit:
Here's a copy of a PM between The Penguin and I over the 83+se compatibility:
Quote
Hi, I was told last night on irc that your games work on an 83+se.  Do they?  I would try it, but atm I can't risk a RAM clear.
Quote
They should. I forgot about that when I added in the no 83+'s. The only difference is the USB I believe so every thing else should work. Just press graph to bypass the little warning.
I've yet to try it, but he says it should work. :)
Title: Re: Geometry Wars Update
Post by: Galandros on June 13, 2010, 10:49:20 am
Geometry Wars is a game that needs lot of polishing and very challenging to code it on a z80 calculator series because of memory and processing power limitations.
You are doing a great job and is worth the pain because it will give a impressive shooter game for calculator. I think it should be featured and be great candidate for POTY. Geometry Wars is one of the most epic shooters I have seen.

I know Geometry Wars in Nintendo DS so maybe it is different but will you implement simple helpers, bombs and minerals?
Title: Re: Geometry Wars Update
Post by: DJ Omnimaga on June 13, 2010, 01:20:35 pm
Sounds good Ztrumpet. I do not use my 83+SE a lot but it would be much more accurate than my Nspire for sure if I want to play.

It's common to forget about the 83+SE and I understand, though, because it was marketted for such short period of time compared to all other TI models (Early 2001 through Mid 2004) so now that 83+SE calcs are more rare and harder to find, newer community members often are unaware of their existence or they think those calcs run at 6 MHz and have no crystal timers
Title: Re: Geometry Wars Update
Post by: thepenguin77 on June 13, 2010, 01:53:35 pm
I totally forgot about the 83+ SE's. They will work fine. I checked the hardware as just 83 bad 84 good, so that is why they get the error.

The gamepad sounds like a good idea. Lately I have gotten pretty good at usb. The only two problems that I see are 1. I don't have a gamepad and 2. any direction is not really possible, I have to use look up tables so it would be more like 32 or 64 directions, but I guess that's good enough.

I already have bombs. But I don't even know what the simple helpers and minerals are, I might have to check that out.

Edit:
    83+ SE no longer displays the message.

Edit2:
    Turns out wabbitemu is an 83+ SE. (The new one doesn't work for me.)
Title: Re: Geometry Wars Update
Post by: DJ Omnimaga on June 13, 2010, 02:02:17 pm
nice to hear ^^

Btw keep in mind if you had Gamepad-only support, then 83+SE owners would no longer be able to play the game due to lack of an USB port
Title: Re: Geometry Wars Update
Post by: SirCmpwn on June 13, 2010, 02:03:24 pm
32/64 directions sounds fine.  Uncle Worm uses 32 and pulls it off just fine.  What is most important to me is to shoot in several directions.
Title: Re: Geometry Wars Update
Post by: thepenguin77 on June 13, 2010, 02:10:50 pm
Hopefully eventually I can get that to work. But lately I've been trying to get the game to work like the real one. I've increased the rate of fire, changed the points a little, and made the little squares easier to kill. With the little squares, they were basically impossible because of their size. So I made them 3x3 now and when you kill the big square, they get thrown 8 pixels away from where they were shot. This now means you can pretty much shoot where you are going with no fear.
Title: Re: Geometry Wars Update
Post by: DJ Omnimaga on June 13, 2010, 02:13:09 pm
Nice, keep up the good work :)

Do you get any slow downs when several bullets are shot in a short amount of time by the way?
Title: Re: Geometry Wars Update
Post by: thepenguin77 on June 13, 2010, 02:35:55 pm
Ya, that is one thing I just noticed. I cut the reloads from 6 and 9 to 4 and 7  frames, so that's about 50% more bullets on screen.

But I just had an awesome idea. For those hardcore players, you can go out one more square on the keyboard for 32 directions. Best of all, somehow, this improvement wouldn't cause keyboard glitching. It would also make this one of the few games that uses the on button, (or the only?).
Title: Re: Geometry Wars Update
Post by: DJ Omnimaga on June 13, 2010, 02:40:38 pm
Mhmm interesting, would both 32 directions and 16 still be supported, though? I personally might find it akward to move with that many buttons. X.x Also which button square would it use?

As for slowdowns I don't mind much because you need to remember on the NES/SNES' when there were more than 3 or 4 sprites at once on the screen, they started flashing alternatively and slow downs occured, so if with 50 bullets on the screen you barely get slow downs this is awesome considering it's just a calculator ^^
Title: Re: Geometry Wars Update
Post by: thepenguin77 on June 13, 2010, 02:47:09 pm
Of course, I would never use fewer buttons lol. With this update I will be using 41/50 buttons.

The bullets themselves don't lag it. It only lags when the game gets crazy. The 35 bullets * 90 enemies is what lags it.
Title: Re: Geometry Wars Update
Post by: DJ Omnimaga on June 13, 2010, 02:49:13 pm
aaaah ok, nice :D

I guess that's the power of assembly ^^
Title: Re: Geometry Wars Update
Post by: Builderboy on June 13, 2010, 02:56:34 pm
Yeah because with 30 bullets and 90 enemies you're doing some 3000 collision detections every frame :O Are you using any sort of space partitioning to decrease this amount?
Title: Re: Geometry Wars Update
Post by: thepenguin77 on June 13, 2010, 03:22:49 pm
I'm not because I can't think of any fast way to do it. Unlike Galaga-like games, there's not really any pattern as to what is going to hit what.

One thought was to only check for enemies that are in it's path, but this takes more time than just checking all.
Title: Re: Geometry Wars Update
Post by: Builderboy on June 13, 2010, 04:06:03 pm
Well lets see, if you divided your square into 4 partitions, you would need 2 comparisons for each object to determine which partition it resided in.  If you assumed a relatively normal distribution of enemies and bullets, one quarter of all your enemies would reside inside each partition.  Obviously you dont have to check accross partitions, so each partition would check all of the objects inside of it.  So instead of

Code: [Select]
B*N checks,      Where B = number of bullets and N = number of enemies
you would have

Code: [Select]
4((B/4)*(N/4)) + 2(N+B) checks, Where:

(B/4)*(N/4) represents the checks inside of each partiton, time 4 for all 4 partitions. 
 Plus 2(N+B) for the checks needed to partition the objects in the first place.

Which is roughly 3 times less collision checks than using a regular N^2 method.  Including speed loss due to partition handling and the such, it might drop down to 2 times as fast, but if you have partitioning working, you could even go as far as split the screen into 9 segments, which is

Code: [Select]
9((B/9)*(N/9)) + 4(N+B) checks.  Although this only gets you to a 3.7 speed increase, not significant over 4 part partitioning.
Partitioning might be too big of a step however, and i can understand if you dont want to use it, i can imaging it would be a nightmare to get working correctly O.O
Title: Re: Geometry Wars Update
Post by: ztrumpet on June 13, 2010, 04:19:04 pm
Wow!  You plan to use x^2, /, Enter, and On as the boundaries of the square?  That's a big square! :D  Also, if you're using On you must use check it differently than the other keys and use some combination of Mode 1 and Mode 2 interrupts (I'm assuming you're already using some.)  That sounds hectic.  Good luck!
I can't wait for this game. ;D

Oh, and are you going to update your other games so they don't display the warning?  Thanks! ^-^
Title: Re: Geometry Wars Update
Post by: calcdude84se on June 13, 2010, 04:23:35 pm
You don't necessarily need to use your own interrupts. In fact, it may be counter-productive.
IMO, the best option would be to disable interrupts entirely if you don't use them (you probably either have a certain routine, or they are already disabled) and read port 4, bit 3, which is reset if the ON key is being pressed. Of course, you might know better than me, in which case you might find it better to use interrupts.
Title: Re: Geometry Wars Update
Post by: thepenguin77 on June 13, 2010, 04:30:03 pm
I see how I could do that, I would just add an extra byte to each enemy data set. That is a good idea but I see a few problems that it would cause.

1. When an enemy or bullet straddles two partitions, (I guess I could just use a bitmap system and check both)

2. The other problem I see is the guys who dodge bullets, but they could just always be checked for collision.


Well with that out of the way I guess I'll do this. I'll relocate the enemy data buffer to extra ram because it completely fills saveSScreen. I will use 8 sections so that it will bitmap one byte. Four vertical columns with a middle splitter.

I don't feel like doing all the math for this, but this should give a significant increase in speed. In your math, couldn't you just simplify 4((B/4)*(N/4)) to 1/4 * B * N. I also don't understand why you add in the 2(N + B).

The only last problem that I see is when original problem 2 occurs. Partitioning won't work here and when the circles are the only enemy on screen, it will be right back where we started.


In response to the new posts while I was previewing this.

I currently have mirage interrupts enabled, but that obviously won't work so I will probably kill them completely as I don't actually use them.

The attachment doesn't display the message. But then again, a lot of stuff is changed, this is just my current updating version.

Edit:
    As far as too big of a change, I just converted the whole program from 3 bit physics to 8 bit, I will basically change anything if it is for the better.
Title: Re: Geometry Wars Update
Post by: calcdude84se on June 13, 2010, 04:48:41 pm
Make sure to only use page 82h for more RAM than 80h and 81h provide, otherwise it won't work with the newer 84+(SE)'s. The slight problem to this is that TI-OS v2.53 MP uses page 82h to store some data, and I'm not sure how well-documented this usage is (i.e. what areas are safe RAM)
Title: Re: Geometry Wars Update
Post by: Builderboy on June 13, 2010, 04:51:22 pm
Actually storing the data by adding on a byte to each object would not work in speed critical scenarios i think.  The fastest way that i can think of is to have 4 stacks, one for each partition.  At the start of each frame, when you figure out which partition an object resides in (it may reside in more than one, as you said) it would add a pointer to that object to the appropriate stack. Then when collision is calculated, you would go through each individual stack and calculate the collision inside of them.

I don't feel like doing all the math for this, but this should give a significant increase in speed. In your math, couldn't you just simplify 4((B/4)*(N/4)) to 1/4 * B * N. I also don't understand why you add in the 2(N + B).


Yes you could simplify this, but that equation isnt for computational purposes, it is just an equation to show how efficient on average this partitioning is going to be.  I left it unsimplified so that we could see the math behind calculating how many collision would happen on average.  The 2(N+B) is because at the start of each frame, we dont know which partitions the objects are in, so we need to quickly run some comparisons to figure out where to put them.  It takes 2 comparisons (>middleX and >middleY) to figure out where to put them, so it would be 2 comparisons for every object (N+B), so 2(N+B), and since this is independent of the actual collision process, we add it to the end of our equation.

How to the circles dodge bullets?  That would be an interesting challenge.  Then again, we could leave the space partitioning handling when bullets actually collide with enemies, and then leave regular N^2 for all of the special effects such as dodging.  Im curios as to how the dodge though, what do they do?

EDIT: And if your running out of ram, since you have about 200 objects max, and the partition data needs only a byte (pointer) for each object, could you use perhaps appBackUpScreen?  Or tempSwapArea? Or textShadow if you want to limit yourself to 128 ish objects max? or just increase file size by a meak 200 bytes to get some free ram without breaking compatibility with newer calcs?
Title: Re: Geometry Wars Update
Post by: thepenguin77 on June 13, 2010, 05:06:57 pm
For the extra ram page, I only have 1 so I never use more than one. And I was actually the person who put that info about 2.53 in wiki ti ;). (Missile was being restless)


Before I start, for clarification, the bullets check for collisions with enemies.

Instead of stacks, I saw making the second byte of enemy data it's partition data. When each enemy updates, it decides what partition it is in, and if it straddles it just says it's in both. The circles will say that they are in their partition and all surrounding ones which will at least save 1/4 of the screen. Then when each bullet comes through to check for enemies, it will determine it's partition and AND it with the enemies, if it returns NZ, check for collision, Z move on.


Dodgers: I am going to write this like code as it is easier than explaining.

Is enemy in bullet's way. (determine signs of sin and cos and compare to relative position)
No. return but check for kill
Yes
Is enemy within 20 x and 20 y
No. return, bullet misses
Yes. Use movement code in reverse, i.e. instead of chasing bullet, negate values and it runs.
Is enemy withing 10 x and 10 y
No. return, bullet misses
Yes. Do same as before but double the effects. Grand total of three speeds away
return and check for collisions.

Another note, these guys can only move a total of 6 speeds away per frame, this is because they got pushed so hard from the 5 shot that you couldn't kill them. Also, when I was changing to 8 bit, I had the numbers backwards and the dodgers became suicidal and flew towards the bullets.


Edit to your edit:
     Newer calcs have 1 extra ram page, no problem there.

Edit 2:
     It's too hard to control with 16 buttons, going back to the way it was before.
Title: Re: Geometry Wars Update
Post by: ztrumpet on June 13, 2010, 09:01:23 pm
The partition code sounds neat.  It also sounds hard, so good luck! ;D

It's too hard to control with 16 buttons, going back to the way it was before.
I think I'd personally prefer the way it was originally, so I would have used it that way anyway. :)

For the extra ram page, I only have 1 so I never use more than one. And I was actually the person who put that info about 2.53 in wiki ti ;). (Missile was being restless)
The Penguin, you're awesome. ;D
Title: Re: Geometry Wars Update
Post by: DJ Omnimaga on June 13, 2010, 11:43:56 pm
I'll try new version soon :D
Title: Re: Geometry Wars Update
Post by: ztrumpet on June 14, 2010, 10:26:01 am
Nice!  I really like the new version!  Excellent job. :D
Title: Re: Geometry Wars Update
Post by: DJ Omnimaga on June 14, 2010, 02:08:59 pm
Ok this is absolutely epic!

I just played it and got 609 score on the emulator and darn it runs so fast. It deserves a feature, definitively :)
Title: Re: Geometry Wars Update
Post by: Galandros on June 14, 2010, 02:19:47 pm
Dividing the game area into 4 parts for the collision detection is a smart idea.
It can be used in any game that has a lot of objects that enter into collision checks.

Continue the progress. ^^
Title: Re: Geometry Wars Update
Post by: thepenguin77 on June 14, 2010, 04:14:56 pm
8 partition collision detection is now complete, I think.

Here is the new one with partitioning. For those who think they are awesome at the game, you can play the second one which starts out at 500 difficulty. (4000 enemies killed). Good luck getting weapon 2 though.
Title: Re: Geometry Wars Update
Post by: ztrumpet on June 14, 2010, 06:00:09 pm
I like it with the partitioning.  Excellent job! ;D
Title: Re: Geometry Wars Update
Post by: DJ Omnimaga on June 14, 2010, 11:40:25 pm
What is the partition thing?
Title: Re: Geometry Wars Update
Post by: SirCmpwn on June 14, 2010, 11:43:26 pm
I would guess that he separated the screen into several partitions, and only checks collisions between objects in the same partition.
Title: Re: Geometry Wars Update
Post by: DJ Omnimaga on June 14, 2010, 11:45:19 pm
Oh ok. What would it do? Just speeding things up?
Title: Re: Geometry Wars Update
Post by: SirCmpwn on June 14, 2010, 11:45:54 pm
It would speed things up considerably.  Many games use this in the professional/console game world.
Title: Re: Geometry Wars Update
Post by: DJ Omnimaga on June 14, 2010, 11:48:05 pm
Aaah ok. In SMB enemies even resetted their position if they went out of the screen and you went too far, at a place far from their initial position. This is what I thought about doing if I ever do an action game with enemies.
Title: Re: Geometry Wars Update
Post by: thepenguin77 on June 15, 2010, 10:33:09 am
This actually didn't really make the impact I wanted. The problem is that during my collision code, which is about ~150 t-states, adding in the partition check takes 34 t-states. So ya, it skips some, but it also adds to others. I might have to do some serious data switching in my enemy array. Actually, I will have to do some serious data switching.

Also, 16 partitions?

Edit:
    I swapped all of the enemies types (byte 0) with their partitions (byte 1). Every frame, all partitions get initially set to 0. Which means that null enemies get skipped faster. It also cut down my extra code to 30 from 38.

Edit 2:
     Talk about a lucky shot, I'm going to have to eventually make the game harder and do 24 bit scores as this is the second time this game I looped it.
Title: Re: Geometry Wars Update
Post by: DJ Omnimaga on June 15, 2010, 11:14:17 am
Sorry to hear :(

Glad you found some ways to make it run faster in another way, though. Awesome game.

Btw I made a video of it, as I planned to do for a while. The actual screenshot was made before your last version was released, but it should still show how the game looks like in general ^^



Music is a S.S.H. metal cover of Ys Original's unused song Crossroad of Sadness
Title: Re: Geometry Wars Update
Post by: thepenguin77 on June 15, 2010, 11:43:08 am
Nice video. Sometime I will have to try to figure out how to connect my calc to the computer and make an epic screen shot. I don't know how I would do it, but I'm sure it's possible. Maybe if I trick the computer into thinking my calculator is a keyboard like brandonW did.
Title: Re: Geometry Wars Update
Post by: DJ Omnimaga on June 15, 2010, 11:55:16 am
It would be cool if you could do that. In the past some people asked for a tool to make screenshots directly from the calc, but were told it was impossible or would slow things down. Seeing what you and BrandonW did I wouldn't be surprised if it was actually possible, though.

Btw this was played at like 5% speed then screenshoted back at 100%. At 100% speed gameplay, it's almost impossible to control both the ship and shooting at once (since you need to use the mouse for shooting, the numpad not working in WabbitEmu (have to use the number keys right below the F1-F12 keys, which is rather hectic) so I needed slower speed :P
Title: Re: Geometry Wars Update
Post by: thepenguin77 on June 15, 2010, 12:15:17 pm
The number pad works for me at least.

What I want to do is still have the game played in wabbitemu, just use my calculator as a controller. Taking screenshots of the calculator would take way too long as you said. I just want to have the calculator setup to play with.

The two options I see are use the calculator as a keyboard, but windows might complain about so many buttons being pressed.

The other option is to learn visual basic and write a program that receives the keys pressed from the calc and translates them into computer key presses.

Edit: Nvm, I can do it in C++. Although I don't know how though.
Title: Re: Geometry Wars Update
Post by: DJ Omnimaga on June 15, 2010, 12:18:55 pm
Really? Weird...

IN most cases I thought it worked for me, but when I tried it with your game, it actually was other buttons, such as STAT and XTON. I guess maybe it's a glitch in Wabbitemu, a setting we can change that I accidentally changed by pressing a keyboard shortcut or something

One other thing that could have been done is use some joystick to keyboard software that maps keyboard keys to a joystick/gamepad, but the problem is that you can't assign keys to individual joystick/d-pad directions :/
Title: Re: Geometry Wars Update
Post by: ztrumpet on June 15, 2010, 12:23:59 pm
What I want to do is still have the game played in wabbitemu, just use my calculator as a controller. Taking screenshots of the calculator would take way too long as you said. I just want to have the calculator setup to play with.
I've dreamed of this also, but I've never thought of a way to do it.  If you get this to work, be sure to tell us. :D
Title: Re: Geometry Wars Update
Post by: SirCmpwn on June 15, 2010, 12:30:06 pm
BrandonW has already done it.  Its called Periph8x or something.
Title: Re: Geometry Wars Update
Post by: DJ Omnimaga on June 15, 2010, 12:31:49 pm
Oh yeah that. How would it work, though? Would it let you make animated screenshots or something too?
Title: Re: Geometry Wars Update
Post by: thepenguin77 on June 15, 2010, 12:38:57 pm
I don't think brandonW has finished periph8x though. I am currently trying to figure out how to send key presses in C++.

For screen shots, everything would be exactly as it is now except once you get wabbitemu running, you put your keyboard away, plug in your calculator, and use it as your new keyboard for wabbitemu.
Title: Re: Geometry Wars Update
Post by: Galandros on June 15, 2010, 01:42:54 pm
I don't think brandonW has finished periph8x though. I am currently trying to figure out how to send key presses in C++.

For screen shots, everything would be exactly as it is now except once you get wabbitemu running, you put your keyboard away, plug in your calculator, and use it as your new keyboard for wabbitemu.
I would like to use that. It would allow me to experiment anything without risking my real calculator and with a real calculator keyboard.
Title: Re: Geometry Wars Update
Post by: thepenguin77 on June 15, 2010, 01:52:38 pm
It's currently in the making. Since I recently figured out usb pretty well. I think you will just connect the calc to the computer via usb and run my C++ program.
Title: Re: Geometry Wars Update
Post by: thepenguin77 on June 18, 2010, 06:31:06 pm
Don't expect to hear from me for about two weeks as I am going skiing in Oregon. Don't worry I didn't die.
Title: Re: Geometry Wars Update
Post by: DJ Omnimaga on June 18, 2010, 06:36:44 pm
Wow I am not used to hearing about skiing during Summer. I guess it doesn't help that in Quebec, mountains are not high enough to allow skiiing so late (by mid April, sometimes it's no longer possible). I hope you have fun and that you return afterward
Title: Re: Geometry Wars Update
Post by: ztrumpet on June 23, 2010, 09:24:06 pm
Everyone, I urge you to try this game!  It is quickly blossoming into one of my favorite calc games ever.  Once you get used to the controls you will not regret putting this on your calc! :D

ThePenguin: Ah, okay, that's why you're not on.  Have fun! ;D
Title: Re: Geometry Wars Update
Post by: DJ Omnimaga on June 23, 2010, 09:45:45 pm
Indeed. I recommend playing it on calc, it's even better, due to the controls. Real shame that ticalc.org did not feature this yet. (time to start our own POTY award on Omnimaga?)
Title: Re: Geometry Wars Update
Post by: yoman82 on June 24, 2010, 12:43:07 pm
This game is fantastic.
Title: Re: Geometry Wars Update
Post by: DJ Omnimaga on July 02, 2010, 05:13:14 pm
You made front page on ticalc! (it was about time, I was starting getting worried ticalc rose the bar ridiculously high or something and that it took stuff like GBC emulators to get featured anymore x.x)

It deserves a feature!
Title: Re: Geometry Wars Update
Post by: thepenguin77 on July 02, 2010, 06:27:22 pm
So I was just sitting here and I was like, even though I check ticalc.org and hour ago, it wouldn't hurt to check again. And I was very surprised to see my name as the first words on the page.

I also find it quite funny that bubble breaker made it because I actually just made that because my friend said "You won't make Bubble Breaker."


As far as skiing in the summer, Mt. Hood has snow all the way to September.
Title: Re: Geometry Wars Update
Post by: DJ Omnimaga on July 02, 2010, 06:31:52 pm
Hey welcome back! I hope you had fun there. And yeah I was surprised really at the Summer skiing. I think it's really because over here, the highest mountain (if we can call it a mountain) is like 2500 or 2600 feet high, so from late April to Mid November, it's nearly impossible to have snow. In fact, even in November and late April, they use snow cannons to get some artificially.

And yeah congrats for the features. I personally felt Bubble Breaker deserved one, too, because it looked fun to play and nice, plus I couldn't find any other good clone of it on ticalc.org.
Title: Re: Geometry Wars Update
Post by: Builderboy on July 02, 2010, 08:53:46 pm
Congratulaions on the double feature!  An epic achievment in itself!  ;D all of your games are excelent and amazing and they totaly deserve the features!  Congratulations!
Title: Re: Geometry Wars Update
Post by: thepenguin77 on July 02, 2010, 09:46:14 pm
Thanks.

I am also starting a new game which shouldn't take much longer than a few days. Right before I left, I played the impossible game on xbox. It is basically the exact type of game that I get ridiculously good at and I was so mad that I wouldn't be home to work on it. I finally beat it in oregon on an ipad after three hours at home plus three there, so it is quite a hard game.

I think it will still be good without the music. It will also be my first official game to run on 83+'s. No screenshot yet as most of the code resides within a fastcopy, and I started it like 3 hours ago.

Here (http://www.youtube.com/watch?v=wCX_Drhamm0&feature=related) is a youtube video of it. The only problem that I am currently having is that coding is much more boring than ski racing. So there is a lot of random walking off and drinks of water, but I will persist.
Title: Re: Geometry Wars Update
Post by: DJ Omnimaga on July 02, 2010, 09:50:08 pm
that would be nice to see on calc :D

A 83+ version would be nice too
Title: Re: Geometry Wars Update
Post by: ztrumpet on July 02, 2010, 09:54:47 pm
That would be awesome!

This was a very deserving  feature.  Excellent job on such a great game! ;D
Title: Re: Geometry Wars Update
Post by: yoman82 on July 08, 2010, 08:18:48 pm
Fantastic game, nice work, man.
Title: Re: Geometry Wars Update
Post by: apcalc on July 08, 2010, 10:58:11 pm
This game looks great! Great job!! :D
Title: Re: Geometry Wars Update
Post by: TheCoder1998 on January 01, 2014, 12:41:55 pm
sorry for necroposting (again :P) but is this project still worked on?
Title: Re: Geometry Wars Update
Post by: Runer112 on January 01, 2014, 03:16:50 pm
Why would it still be worked on? It was completed 3.5 years ago. http://www.ticalc.org/archives/files/fileinfo/429/42952.html (http://www.ticalc.org/archives/files/fileinfo/429/42952.html)
Title: Re: Geometry Wars Update
Post by: thepenguin77 on January 01, 2014, 05:04:34 pm
Wow, when I opened this topic, I actually had to go back a few pages to make sure it was actually my geometry wars thread.

If you can't already guess after reading that, the answer is no, I'm not working on it. The code is a huge mess because this was basically the project where I got good at programming for the calculator. Half of the code is all lower case, the other half is all upper case, and the layout is atrocious.

However, I do want to get a version out that doesn't have a very specific glitch in it. I'm still trying to track down the cause of it, but for whatever reason, sometimes you get like 400 points from a kill, which makes the game way too easy. I'll probably get a version out in the next few days.
Title: Re: Geometry Wars Update
Post by: DJ Omnimaga on January 01, 2014, 07:07:47 pm
I wonder if AssemblyBandit or someone else could manage to pull this off for the color model?
Title: Re: Geometry Wars Update
Post by: TheCoder1998 on January 02, 2014, 04:40:07 am
Why would it still be worked on? It was completed 3.5 years ago.
oh facepalm  ::)
i thought this project wasn't finished already.
but anyway it's a great game  :thumbsup:
Title: Re: Geometry Wars Update
Post by: Hayleia on January 02, 2014, 05:57:01 am
This is completely offtopic, and I apologize for that, but TheCoder1998, a lot of people (read: 2) complained about your sig being too high, so I propose a workaround below.

The code:
Code: [Select]
[table]
[tr]
[td]


[url=http://www.nerdtests.com/ft_nq.php][img]http://www.nerdtests.com/images/ft/nq/18f00665ce.gif[/img][/url]
[/td]
[td]
"Nothing is true, everything is permitted."
[img]http://img.ourl.ca//AssassinsCreed-Banner.jpg[/img]
[/td]
[/tr]
[/table]

The result:


(http://www.nerdtests.com/images/ft/nq/18f00665ce.gif) (http://www.nerdtests.com/ft_nq.php)
"Nothing is true, everything is permitted."
(http://img.ourl.ca//AssassinsCreed-Banner.jpg)
Title: Re: Geometry Wars Update
Post by: TheCoder1998 on January 02, 2014, 07:17:58 am
i fixed my sig (i must say, it kinda bothered me too  :rolleyes:)
thanks for the help  ;D(http://www.omnimaga.org/Themes/default/images/gpbp_arrow_up.gif)
Title: Re: Geometry Wars Update
Post by: DJ Omnimaga on January 02, 2014, 06:15:23 pm
Hayleia's post kinda confused me at first since I didn't read it well, but saw the hr line, so I thought he added the Assassins Creed banner to his too, making it even larger. :P