Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: SirCmpwn on March 16, 2010, 05:53:03 pm

Title: Half Life 2: On-Calc
Post by: SirCmpwn on March 16, 2010, 05:53:03 pm
Hello.  As you can probably tell from the name, I am writing a version of Half Life 2 for the calculator.  I will write more information here in a minute, as well as an early screenie.  If you have feature requests or comments, please put em in here.
Title: Re: Half Life 2
Post by: DJ Omnimaga on March 16, 2010, 11:25:03 pm
Cool, I saw some info in the Axe section but I can,t wait for more stuff and screenshots! I am curious about what you will come up with :)

Just make sure to not start too massive, though, unless you coded in TI-BASIC for a year or two (I say TI-BASIC since Axe is kinda similar and its roots, syntax-wise, are from TI-BASIC). Some people start incredibly massive projects as their very first calc games and don't realise how much work it can be x.x.
Title: Re: Half Life 2
Post by: SirCmpwn on March 17, 2010, 12:07:01 am
Thanks for the concern DJ, however, I have been doing TI-Basic for 5 years.
I already wrote this post once, and it failed to post, so I'm skipping a lot and just putting up the attachments.
The screenshot looks a lot better on hardware.
Please try it out, there isn't much yet though.
Title: Re: Half Life 2
Post by: Cowmaster232 on March 17, 2010, 12:55:54 am
Hello.  As you can probably tell from the name, I am writing a version of Half Life 2 for the calculator.  I will write more information here in a minute, as well as an early screenie.  If you have feature requests or comments, please put em in here.

Will there be headcrabs? :)
Title: Re: Half Life 2
Post by: DJ Omnimaga on March 17, 2010, 01:50:55 am
aaah ok I see, I wasn't sure since you weren't on forums for a while. Sometimes, people only join after 2 years or rare cases 3, but it's even rarer to see them join after half a decade or more ^^

Looks nice so far, can't wait to see more, though. :)
Title: Re: Half Life 2
Post by: SirCmpwn on March 17, 2010, 08:38:54 am
Will there be headcrabs? :)

Of course ;D here is the full list of enemies:
Headcrabs
Fast headcrabs
Poison headcraps
Zombies
Fast Zombies
Poison Zombies
Civil Protection
Combine Soldier
Combine Elite
Roller Mines
Manhack
Antlion
Antlion Guard
Barnicle
Hopper Mine
Hunter-Chopper
Strider
Gunship
Dr. Breen
Title: Re: Half Life 2
Post by: DJ Omnimaga on March 17, 2010, 01:55:06 pm
Btw, Netham45 is a big HL fan. I should redirect him to this thread at one point, so if you see a member with a pink nickname in the user reading this topic list, then it's a good sign
Title: Re: Half Life 2
Post by: jsj795 on March 17, 2010, 10:01:30 pm
I actually joined after like 2~3 years since I started coding... back to the topic, it looks really good! I hope to see more screenshot in action. Keep up the great work!
Title: Re: Half Life 2
Post by: calc84maniac on March 17, 2010, 10:10:41 pm
Sorry man, somebody else already beat you to the punch: http://www.ticalc.org/archives/files/fileinfo/386/38646.html (http://www.ticalc.org/archives/files/fileinfo/386/38646.html)
Title: Re: Half Life 2
Post by: SirCmpwn on March 17, 2010, 10:12:36 pm
Quote from review on TI-Calc:
Quote
This science program is fast, reliable, and accurate

;)
Title: Re: Half Life 2
Post by: jsj795 on March 17, 2010, 10:24:33 pm
lol
Title: Re: Half Life 2
Post by: meishe91 on March 17, 2010, 11:05:53 pm
Ya, that program is for the half-life's of elements, I believe :P
Title: Re: Half Life 2
Post by: SirCmpwn on March 17, 2010, 11:08:35 pm
teehee
I'm making a game ;)
Title: Re: Half Life 2
Post by: DJ Omnimaga on March 18, 2010, 01:31:41 am
LOL I laughed at this!

I think Calc84maniac posted this program in a joke, though, and some sort of parody of misleading ticalc files titles and descriptions (altough this one was in the right section I guess :P)
Title: Re: Half Life 2
Post by: Hot_Dog on March 18, 2010, 11:22:16 am
Question: can the character jump?  Or is up-and-down motion treated as if this were a four-direction scrolling game (like an RPG)?
Title: Re: Half Life 2
Post by: Netham45 on March 18, 2010, 11:26:24 am
You should write a program to convert the .bsp files directly to maps. ^.^

What are you using for an entity engine and the such?
/me thinks someone should port Source Engine to TI.
Title: Re: Half Life 2
Post by: DJ Omnimaga on March 18, 2010, 12:27:22 pm
lol we have to stay realistic after all :P

But again, a 3D TI-Nspire clone of HL would be cool

@Hot_Dog, I think SirCmpwn is making this a platformer. It will play in the style of Metroid or Mega Man
Title: Re: Half Life 2
Post by: ztrumpet on March 18, 2010, 04:44:46 pm
lol calc84.

This sounds like a very neat project!
Good luck on it!
 I like the title screen! ;D
Title: Re: Half Life 2
Post by: SirCmpwn on March 18, 2010, 05:19:57 pm
A) I will *not* port Source to the TI-83/84+ (SE), silly.
B) It will support jumping.
C) Entity management is done with this setup:
Everything drawn on the screen has the location divided by 64 first (thanks for the idea, BuilderBoy) because only integers are allowed.
There is an ongoing list at L1 that holds the current position, inertia, friction, boyancy, and the requested changes for each object.  The subroutine UP updates the physics, going through each value and changing everything accordingly.
If the program wants to request a change, such as moving the player, they set the objects requested change values and the physics engine makes it happen.
Title: Re: Half Life 2
Post by: DJ Omnimaga on March 18, 2010, 05:28:44 pm
A) Keep in mind Netham45 was joking, SirCmpwn. He very well knows it's totally unrealistic and simply said that as hardcore HL2 fan >.>
Title: Re: Half Life 2
Post by: SirCmpwn on March 18, 2010, 05:44:20 pm
Sarcasm does not translate well over the internets.  I was joking as well :P
Title: Re: Half Life 2
Post by: DJ Omnimaga on March 18, 2010, 05:46:22 pm
Aaaah ok. Well I wasn't sure XD.
Title: Re: Half Life 2
Post by: SirCmpwn on March 18, 2010, 05:51:53 pm
Hey does anyone know how to store signed numbers in a list?  Like storing 9001 ;) to {L1}?  I've been struggling to get the physics to work with small numbers.
Title: Re: Half Life 2
Post by: DJ Omnimaga on March 18, 2010, 05:54:46 pm
Unfortunately I think for now to store into lists you need to store the data in hex format like sprites x.x, which isn't too convenient. Hopefully, this might be solved in later versions, though. I don't know about the integer type, though. I hope he allows 2 bytes ones.
Title: Re: Half Life 2
Post by: ztrumpet on March 18, 2010, 05:56:00 pm
Hey does anyone know how to store signed numbers in a list?  Like storing 9001 ;) to {L1}?  I've been struggling to get the physics to work with small numbers.
I think you can only use unsigned numbers currently.

9001->{L1}  //9001->L1(1
1337->{L1+1} //1337->L1(2

This is how it works. :)
Title: Re: Half Life 2
Post by: SirCmpwn on March 18, 2010, 05:57:14 pm
It appears to roll over, so 9001->{L1} would really store 135 or something.
Title: Re: Half Life 2
Post by: DJ Omnimaga on March 18, 2010, 05:59:27 pm
really Ztrumpet? Didn't Quigibo said something about only be able to store lists like this:

[DBCE9BA65A764528->L1

?
Title: Re: Half Life 2
Post by: ztrumpet on March 18, 2010, 06:01:00 pm
really Ztrumpet? Didn't Quigibo said something about only be able to store lists like this:

[DBCE9BA65A764528->L1

?
Nah, that's just some fancy stuff involving list compression. :)
(Hex stores better than a bunch of 1->{L1}:2->{L1+1}...9001->{L1+200}.) :)
Title: Re: Half Life 2
Post by: SirCmpwn on March 18, 2010, 06:01:16 pm
You can store with ZTrumpet's method, only just to 256.
Title: Re: Half Life 2
Post by: ztrumpet on March 18, 2010, 06:02:57 pm
You can store with ZTrumpet's method, only just to 256.
Ah, that makes sense.  Note to self: Remember lists have a max of 255 in Axe... ;D
Title: Re: Half Life 2
Post by: DJ Omnimaga on March 18, 2010, 06:05:56 pm
Oh ok, I guess I might have misunderstood Quigibo comments when we discussed about lists storage x.x

what about storing several numbers in a list, though, do you do

{1,2,5,65,127,0,26,114->L1

?
Title: Re: Half Life 2
Post by: calc84maniac on March 18, 2010, 06:08:27 pm
Hey does anyone know how to store signed numbers in a list?  Like storing 9001 ;) to {L1}?  I've been struggling to get the physics to work with small numbers.
Do you mean 16-bit numbers? You can do that by storing to two consecutive bytes. (Quigibo said he was going to make a shortcut command for this later)

:A->{L1}
:A/256->{L1+1}
Title: Re: Half Life 2
Post by: SirCmpwn on March 18, 2010, 06:10:18 pm
Holy crap really?
Also, how do you retrieve them?
Title: Re: Half Life 2
Post by: ztrumpet on March 18, 2010, 06:10:20 pm
Oh ok, I guess I might have misunderstood Quigibo comments when we discussed about lists storage x.x

what about storing several numbers in a list, though, do you do

{1,2,5,65,127,0,26,114->L1

?
That's where it's hard.
I guess you could do this:

[01020541001A72->GDB1
For(A,0,7
{GDB1+A}->{L1+A}
End

This is where the problem is: You have to store it in Hex, because so far this is all Axe supports.  However, eventually normal lists will be available. :)

=======
Edit:
Holy crap really?
Also, how do you retrieve them?
{L1+1}*256+{L1}->A
Title: Re: Half Life 2
Post by: calc84maniac on March 18, 2010, 06:13:56 pm
Holy crap really?
Also, how do you retrieve them?
:{L1+1}*256+{L1}
Title: Re: Half Life 2
Post by: SirCmpwn on March 18, 2010, 06:14:46 pm
WOAH! That makes my life about 9001 times easier.
Title: Re: Half Life 2
Post by: ztrumpet on March 18, 2010, 06:17:47 pm
Calc84, our methods are contradicting.  Which is correct?

Edit: calc84's right. :D  I forgot he stored them little endian. ;D (My post has been edited.)
Title: Re: Half Life 2
Post by: SirCmpwn on March 18, 2010, 06:20:11 pm
I just tested it, Calc84 is right.

*EDIT*
Ninja'd
Title: Re: Half Life 2
Post by: DJ Omnimaga on March 18, 2010, 06:22:42 pm
Aaah ok so this is where I saw the hex stuff. For individual stuff you can store as integers but for entire list storage at once, hex x.x

Hopefully Quigibo will fix this (I really hope, cuz lists can be handy at times)
Title: Re: Half Life 2
Post by: Eeems on March 18, 2010, 06:40:07 pm
WOAH! That makes my life about 9001 times easier.
Thats over 9000!!!!!
Can't wait to see some screenshots and such :)
Title: Re: Half Life 2
Post by: SirCmpwn on March 18, 2010, 06:41:56 pm
FINALLY SOMEONE SAYS IT'S OVER 9000!!!!!
Anyway...
There is an old screenshot on the first page of this thread.
Title: Re: Half Life 2
Post by: DJ Omnimaga on March 18, 2010, 06:47:28 pm
Wait, 9000?? That's impossible

I can,t wait to see more progress :)
Title: Re: Half Life 2
Post by: SirCmpwn on March 18, 2010, 06:48:38 pm
What emulator has support for making gifs and shows contrast differences?  Cause the screenie on the first page has contrast adjustment, it just doesn't show up.
Title: Re: Half Life 2
Post by: Eeems on March 18, 2010, 06:49:57 pm
Well WabbitEmu can show greyscale and make GIFs but I don't think any can do contrast.
Title: Re: Half Life 2
Post by: DJ Omnimaga on March 18, 2010, 06:52:49 pm
PindurTI, but it only runs the regular 83+ and has no keypad. Keys are the same as WabbitEmu, though.

Else, you can use CalcCapture and set it up for WabbitEmu (it,s possible if you check hard enough. Hence why this file is also in the Casio/HP downloads), but the screenshot quality is not as good.

http://www.omnimaga.org/index.php?action=downloads;sa=view;down=267
http://www.omnimaga.org/index.php?action=downloads;sa=view;down=229
Title: Re: Half Life 2
Post by: SirCmpwn on March 18, 2010, 07:01:38 pm
I think I know of one method, let me test it... got it.  Here's a new screenie.  I used CalcCapture.
Title: Re: Half Life 2
Post by: ztrumpet on March 18, 2010, 07:05:00 pm
That looks really nice!  Great job! ;D
Title: Re: Half Life 2
Post by: SirCmpwn on March 18, 2010, 07:07:20 pm
Thanks!  I'll work a little bit more on it, and I'll show the updated screenshot later.  I'm just too lazy to pull the latest version off my calc ;)
Title: Re: Half Life 2
Post by: meishe91 on March 18, 2010, 07:09:21 pm
So instead of just changing the grayscale level you're adjusting the contrast?
Title: Re: Half Life 2
Post by: SirCmpwn on March 18, 2010, 07:09:40 pm
I'm not using grayscale.
Title: Re: Half Life 2
Post by: meishe91 on March 18, 2010, 07:11:14 pm
That's what I mean...instead of doing grayscale you're adjusting contrast to get that look type thing.
Title: Re: Half Life 2
Post by: SirCmpwn on March 18, 2010, 07:13:30 pm
Oh yeah, its only for the title screen right now, and maybe the credits, all I want is the fading type effect.
Title: Re: Half Life 2
Post by: meishe91 on March 18, 2010, 07:14:59 pm
Cool.
Title: Re: Half Life 2
Post by: Eeems on March 18, 2010, 07:24:45 pm
nice! can't wait for more!
Title: Re: Half Life 2
Post by: DJ Omnimaga on March 18, 2010, 08:44:07 pm
Looks nice. I used these effects in Illusiat 2004-1, ROL3 (altough mostly fading to white) and Zelda: Dark Link Quest. I believe Reuben Quest also used some, but I don't exactly remember.

Just one thing, though: contrast level is different between the regular 83+, 83+ silver edition, 84+ and 84+SE. On the TI-Nspire, it's the same as the 83+. On the SE it's about two levels darker than 83+ and 84+ even darker. What I suggest is that you use a dynamic default contrast value for when the screen is not faded to black, and let the user choose his default level contrast to play. That way, the game will looks fine on every calc model. Another idea would be a routine to detect the calc model the person is running and have contrast be a few levels darker on the 83+SE than the 84+ and a few more on the 83+, but then on the Nspire, it might be hard.

Anyway I can't wait to see the gameplay in action :)
Title: Re: Half Life 2
Post by: SirCmpwn on March 18, 2010, 09:04:19 pm
I'm thinking of saving the starting color and fading to it.
Title: Re: Half Life 2
Post by: DJ Omnimaga on March 18, 2010, 09:09:47 pm
oh, that could work, too. It would also be nice if you could post the code you used to change the contrast because I couldn,t find anything in the Axe doc. D:
Title: Re: Half Life 2
Post by: SirCmpwn on March 18, 2010, 09:13:11 pm
Asm(2147847EC604FE28D077C6D8CD0B00D310) to increase the contrast
Asm(2147847ED604D877C6D8CD0B00D310) to decrease the contrast
Title: Re: Half Life 2
Post by: DJ Omnimaga on March 18, 2010, 09:19:46 pm
ok thanks, but is there one to set contrast to a specific value in particular? With your commands, there's no way to know at which point to stop increasing contrast.

Also make sure that when people are pressing Clear (assuming this is what you'll choose as Exit key, since ON is disabled in Axe programs), the contrast is reset to the original level on their calc so they don't need to set it back to its original value all the time
Title: Re: Half Life 2
Post by: SirCmpwn on March 18, 2010, 09:21:07 pm
I still don't know how to access variables in Axe from a z80 program.  It's not as simple as using C to set the contrast, because of the nature of the program.  It has to have a definite space in RAM, or I can't do it.
Title: Re: Half Life 2
Post by: calc84maniac on March 18, 2010, 09:34:27 pm
You can just do C:Asm(hexcodehere) and the value of the C variable will be in HL. :D You can also return values from Asm() by putting them in HL.
Title: Re: Half Life 2
Post by: SirCmpwn on March 18, 2010, 09:56:32 pm
Thanks to calc84maniac:
{E8447}->A will store the current TIOS contrast in A (E is the ^10 symbol, the little E)
A:Asm(7DC6D8D310) sets the contrast to A
Title: Re: Half Life 2
Post by: calc84maniac on March 18, 2010, 10:18:40 pm
And as I noted in SAX, only input numbers from 0 to 39 to that Asm routine. Other inputs might cause weird things like the blue lines of death
Title: Re: Half Life 2
Post by: DJ Omnimaga on March 18, 2010, 10:22:56 pm
Aaah nice.

I was quite lucky to see this in Cemetech TI-SAX on my visit on Kerm site  and kinda feared I would forget x.x

Basically we can store memory stuff to variables such as the contrast. I wouldn't be surprised if there were more we could do. I will have to check WikiTI for some more stuff. I, for one, am curious where is stored the screen shift position in the memory, because messing with this can become handy for earthquake effects (altough WabbitEmu won't render them :/)

@Calc84: noted. When I worked on ROL2 I messed around after backing up with ZCON (Michael_V) and tried to set lower or higher values to this and it effectively can do weird stuff. Same for screen shifting past 128 or 256 (I forgot)
Title: Re: Half Life 2
Post by: SirCmpwn on March 18, 2010, 11:35:06 pm
I have uploaded a PDF that contains everything you may want to know about the game.  I'll update it more as development continues.  If you have questions, suggestions, or comments, please continue posting them here.
Title: Re: Half Life 2
Post by: DJ Omnimaga on March 18, 2010, 11:43:08 pm
Nice :D
Title: Re: Half Life 2
Post by: JCW on March 18, 2010, 11:51:51 pm
Wow, I'll have to keep my eye on this.
Title: Re: Half Life 2
Post by: meishe91 on March 19, 2010, 12:10:58 am
Hey, I just took a look over my HL2 box...did you know the top of your lambda is backwards in the logo?
Title: Re: Half Life 2
Post by: SirCmpwn on March 19, 2010, 12:38:49 am
No way.  Crap.

*EDIT* Holy crap he's right.  It took me like 6 minutes to get that pic converted to hex >.< AND THEN I DELETED IT :*(
Title: Re: Half Life 2
Post by: DJ Omnimaga on March 19, 2010, 12:46:01 am
Ouch, that sucks x.x

This is a bit why I dislike hex for storing pic, sometimes. I always loved how iN BASIC and libs you could edit pics directly, then immediately run the game to test, since the sprites were inside the pic.
Title: Re: Half Life 2
Post by: meishe91 on March 19, 2010, 12:49:13 am
Ya, I'm sorry for having to tell you, just thought you would wanna know :(
Title: Re: Half Life 2
Post by: ztrumpet on March 19, 2010, 06:38:33 pm
Actually, if you run Axe, then sometimes the current screen is left of the graph screen, so you could store it to a pic from there. :)
Title: Re: Half Life 2
Post by: Builderboy on March 19, 2010, 06:47:33 pm
yeah you just have to make sure that the Axes are off, and view the graphscreen so that the graphscreen is marked as displayed, or else it will be cleared the next time you try to go view it.
Title: Re: Half Life 2
Post by: SirCmpwn on March 19, 2010, 08:05:21 pm
Yeah, I'm sure I can work it out.  Thanks!
Title: Re: Half Life 2
Post by: SirCmpwn on March 21, 2010, 10:27:23 pm
Status Update
Sorry no screenshot, but here are the updates:
*Added support for Axe 0.1.3
*Added MirageOS support
*Added saving
*Redesigned physics to use 16 bit list support
*Added column to maps, shifted entire map over 1 pixel for eveness.
Title: Re: Half Life 2
Post by: DJ Omnimaga on March 21, 2010, 10:31:14 pm
More progress :)
Title: Re: Half Life 2
Post by: Eeems on March 21, 2010, 10:37:03 pm
Are you going to be making a no-stub version?
Title: Re: Half Life 2
Post by: SirCmpwn on March 21, 2010, 10:39:00 pm
Are you going to be making a no-stub version?

Yes.
Title: Re: Half Life 2
Post by: DJ Omnimaga on March 21, 2010, 10:40:52 pm
I think it requires more RAM to run a No-stub program than one from a shell, though, right? I remember in 2001 trying to play Galaxian from home screen and with like under 1 KB of free RAM I got an ERR:MEMORY. From Ion I could run the game fine with like 50 bytes of free RAM. If you plan to have HL be very massive, this is something to consider.
Title: Re: Half Life 2
Post by: SirCmpwn on March 21, 2010, 10:41:49 pm
I think it requires more RAM to run a No-stub program than one from a shell, though, right? I remember in 2001 trying to play Galaxian from home screen and with like under 1 KB of free RAM I got an ERR:MEMORY. From Ion I could run the game fine with like 50 bytes of free RAM. If you plan to have HL be very massive, this is something to consider.

Beats me!  I have an 84+, so I don't worry about running out of RAM anymore  ;)
Title: Re: Half Life 2
Post by: DJ Omnimaga on March 21, 2010, 10:44:26 pm
Well I was more worried about the user. Also, that's another thing: when you run a prog no-stub, it has to be unarchived.
Title: Re: Half Life 2
Post by: SirCmpwn on March 21, 2010, 10:46:07 pm
That's true.  I was hoping to stomp out some of these issues in the beta.  I use CalcUtil, so everything is Archived anyway.
Title: Re: Half Life 2
Post by: Builderboy on March 21, 2010, 11:25:47 pm
Can't wait to see the physics implementation and movement with your character!  Yay progress!
Title: Re: Half Life 2
Post by: SirCmpwn on March 25, 2010, 05:13:09 pm
I have been focusing on assmebly projects quite a bit lately, but I'm going to Denver tonight without a dev machine.  However, I am bringing all of my calculator stuff, so guess what I'm going to spend all of my time tonight working on?
Title: Re: Half Life 2
Post by: DJ Omnimaga on March 25, 2010, 05:29:45 pm
I hope you work a bit on this too ^^, it would suck if it died :(

When are you coming back by the way?
Title: Re: Half Life 2
Post by: SirCmpwn on March 25, 2010, 05:34:24 pm
Tommorow morning, why?
Title: Re: Half Life 2
Post by: DJ Omnimaga on March 25, 2010, 05:37:18 pm
Oh ok I thought you were going into some sort of vacation for the entire weekend (or even parts of next week), like a bunch of people did lately (spring break). Notice for example Ztrumpet and Jmaster797 were gone for a while. This is typical at this time of the year and even more during summer. These forums are nearly empty during summer x.x. Last year we managed to have people on anyway only really because of the programming contest
Title: Re: Half Life 2
Post by: SirCmpwn on March 25, 2010, 05:38:50 pm
Geez!  No, my idea of an ideal spring break is one spent on my calculator, so don't worry!
Title: Re: Half Life 2
Post by: DJ Omnimaga on March 25, 2010, 05:52:50 pm
aaah ok, kinda like me during entier summer vacations ^^ (minus work, obviously). There are a bunch of people that goes away in family, visiting other countries, camping, etc, during summertime, and have no internet access and sometimes can't bring their calc with them. I can understand, though, but the worst part is that there are people who completly stop calc programming the day school ends, and their excuse is that they don't need their calc for school so they do other kind of programming or different activities. A small bunch of them never return after summer ends. Then these people claims they love calc programming and care a lot about the TI community <.<

I am happy this didn't happen to us as much last summer as it did the previous years, though. I remember we had five staff retirements in 3 weeks in october 2006 and having to boot about 5 a year later cuz they no longer showed up even after school restarts x.x
Title: Re: Half Life 2
Post by: SirCmpwn on March 25, 2010, 05:54:22 pm
Ouch!
Nope, I love my calculator more than Brandon Wilson loves his.
Title: Re: Half Life 2
Post by: DJ Omnimaga on March 25, 2010, 05:56:45 pm
:O

Blasphemy! How could you insult BrandonW this way??? :O *joins #ti then reports you to him*

j/k glad you like calcs a lot though :P I myself still do as well, even though I don't code as much anymore since 2005 D:
Title: Re: Half Life 2
Post by: SirCmpwn on March 25, 2010, 05:57:59 pm
Lol, I only have two, an 83+ and an 84+, and I rarely use the 83+.  How can Brandon love all 9000 of his calculators as much as I love that 84+?
Title: Re: Half Life 2
Post by: DJ Omnimaga on March 25, 2010, 06:05:00 pm
Lol :P

I thought tifreak8x had A LOT of TI calcs when I saw a pic of his 20-ish calcs, then I jumped when I saw BrandonW's. I myself have 20 graphing calculators total, but 7 of them are Casios
Title: Re: Half Life 2
Post by: SirCmpwn on March 25, 2010, 06:08:31 pm
How are the Casios?  I have only ever seen them in person once, is it worth getting over TI calculators?
Title: Re: Half Life 2
Post by: DJ Omnimaga on March 25, 2010, 06:15:38 pm
Personally, no. In 2008, yes, because the TI community sucked this year and the Casio community even ended up more active than TI, but they are a lot more inferior than TI calcs. The FX-9860G model is quite good, though. Had it supported the Asm( command or hook-based add-ons in the style of xLIB, it would have been a pretty solid platform to program BASIC games on. Currently, ASM/C can't be used in BASIC games, except the CPU speed modifier thing which makes text BASIC commands display at insane speed (like, to the point where you have flickerless grayscale), plus you have 64 KB of RAM instead of just 24 KB, in addition to the 1.5 MB of archive.

The Classpad 300 has a touch screen and supports BASIC and C, but it's very rare and expensive and hardly used. As for the older models, they are 10x slower than TI calcs, altough the Casio CFX series was quite cool with their color screen (blue, red and green, changeable through contrast screen).

Personally, if you got a TI calc I suggest sticking with TI since now the TI community is once again much larger. Casiocalc/Casiokingdom.org have userbases more active than Revsoft and MaxCoderz but it's hard to get much feedback on projects.
Title: Re: Half Life 2
Post by: SirCmpwn on March 26, 2010, 12:52:18 pm
Mmkay so I got a bunch done last night, I'll upload a screenshot in a few.  I did:
*Finished map display so it could load any map (not just the default)
*Added a main menu
*Added simple movement (I haven't hooked the player up to the physics engine yet)
*Started work on a new game sequence
Title: Re: Half Life 2
Post by: SirCmpwn on March 26, 2010, 03:05:55 pm
Here's the latest screenshot:
Title: Re: Half Life 2
Post by: DJ Omnimaga on March 26, 2010, 05:10:21 pm
this looks nice, altough Mirage seems messed up at the end O.o

Glad to see new progress, though :)
Title: Re: Half Life 2
Post by: SirCmpwn on March 26, 2010, 05:12:04 pm
Yeah, I know how to fix the Mirage bug, I'm just lazy ;)
Title: Re: Half Life 2
Post by: meishe91 on March 26, 2010, 05:38:51 pm
Your lambda is still partially backwards (the lower half). I don't know if that's what you want.
Spoiler For Spoiler:
Code: [Select]
░/\
░░░\
░░░/\
░░/░░\
░/░░░░\
/░░░░░░\/
Title: Re: Half Life 2
Post by: SirCmpwn on March 26, 2010, 05:39:50 pm
RAWR IT'S STILL BACKWARDS!!!!
Sorry.
I'll fix that eventually
Title: Re: Half Life 2
Post by: meishe91 on March 26, 2010, 05:43:05 pm
Sorry for keep having to tell you :( (On the plus side, its just the bottom now.)
Title: Re: Half Life 2
Post by: SirCmpwn on March 26, 2010, 05:43:54 pm
Np, I appriciate it.
Better than having to release a wrong tile.
Title: Re: Half Life 2
Post by: DJ Omnimaga on March 26, 2010, 06:16:17 pm
Also, I noticed something: What's that weird thing at the bottom of your screenshot?
Title: Re: Half Life 2
Post by: SirCmpwn on March 26, 2010, 06:17:29 pm
Its a problem with WabbitEmu, its just being pissy.
Title: Re: Half Life 2
Post by: meishe91 on March 26, 2010, 06:19:38 pm
Ya, I've noticed that too. I just always thought it was the emulator trying to mimic the screen bounds.
Title: Re: Half Life 2
Post by: DJ Omnimaga on March 26, 2010, 07:16:52 pm
strange x.x

Oh well, at least we still can see how the game looks like so far ^^

Title: Re: Half Life 2
Post by: Builderboy on March 26, 2010, 07:28:52 pm
Yeah and its looking very nice!  I'm really eager to see the movement code you have come up with ^^
Title: Re: Half Life 2
Post by: SirCmpwn on March 26, 2010, 07:34:43 pm
Thanks!  I'm not giving away code just yet, but I will show off the actual movement as soon as I get more objects implemented (that way it will be more impressive ;))
Title: Re: Half Life 2
Post by: Builderboy on March 26, 2010, 07:37:25 pm
Mmmm yeah i didnt mean code, i just wanted some eye candy :P Cant wait!
Title: Re: Half Life 2
Post by: SirCmpwn on March 26, 2010, 07:41:02 pm
As soon as I get the gravity gun implemented I promise I'll post a screenie.
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on April 01, 2010, 07:14:32 pm
/me wonders if you had any luck with this, hoping for more updates soon?
Title: Re: Half Life 2: On-Calc
Post by: ztrumpet on April 02, 2010, 11:34:38 am
This is a neat project!  * ZTrumpet hopes for more updates too... ;D
Title: Re: Half Life 2: On-Calc
Post by: Raylin on April 02, 2010, 01:31:09 pm
*Raylin thinks about making Garry's Mod
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 02, 2010, 04:45:29 pm
I'm thinking about having support for mods ;D
Also, I have been working hard on it, it took me about 30 minutes of hard thought to figure out how to do collision testing with compressed maps.
You can expect more updates and screenies in the next few days.
Also, within the next week, you can expect the game engine to be released for use in your own games, featuring:
*Compressed Map Support
*Full Physics, including Buoyancy
*A Graphics Engine
*More stuff that I can't think of atm.

EDIT.
  ^ Who's been modifying my posts!  Raylin?!?! ;)
Title: Re: Half Life 2: On-Calc
Post by: Builderboy on April 02, 2010, 06:21:14 pm
Wow, boayancy?  Thats going to be epic ^^ Its like an entire physics library :D
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on April 02, 2010, 06:23:10 pm
nice, I like these features, especially compression. I can't wait for screenshots!
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 02, 2010, 07:06:44 pm
Compression uses BuilderBoy's method, which compresses tilemaps down to half their size, only with some added features.  For example, in order to keep with compressed tilemaps and to still support a large number of tiles, I have a tile set system.  For example, you shouldn't need more than 16 tiles per screen, but you may want more than that in general, so I have it set up so that each map can use a different set of 16 tiles, if you so wished.  His method is also quite complex, I added several helper methods that take care of common tasks that involve complex math.
The engine also uses 64 times the precision (also stolen from BuilderBoy, sorry), so that movement can be signifigantly smoother.  It uses inertia based movement, where you can request to move an object.  What this means is that the physics engine works its magic in the background, updating objects smoothly with all the calculations, and you can request a change.  This lets the physics engine remain streamlined in the background and gives the programmer the ability to change a little bit, while letting the engine apply the change how it sees fit.  That way, you (as a programmer) don't have to worry about the differences in friction and such between different situations.
The graphics and the physics are closely tied together.  The engine uses a list of objects that it is keeping track of, and the graphics engine reads from this list and uses it to draw objects as well.
Another amazing thing about the game engine is its efficiency.  The game engine actually runs way too fast, and it is forced to pace itself.  The good thing is, however, that it does so dynamically to avoid getting too slow.  What this means is that if it starts to get stressed, and has a lot of object being updated at the same time, it reduces the amount it inhibits itself to allow the updates to be seamless, regardless of the number of on-screen objects.  It also speeds itself up on older hardware, such as the 83+ vs the 84+.

Also, I promise you this project exists, I just don't want to post half-baked screenshots just yet.  As you can tell from the above, there is some pretty complex stuff going on, I want to get it all nailed down before I show off before.  To be completely honest, I didn't really want to show the last screenshot for this very reason, I just saw a lot thirst for more from the community.
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on April 02, 2010, 07:31:36 pm
wow nice, I really am curious about trying it at one point. :O
Title: Re: Half Life 2: On-Calc
Post by: ztrumpet on April 02, 2010, 07:46:13 pm
Wow, this sounds awesome!  Good luck on it! ;D
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 05, 2010, 08:26:37 am
Well, that update was easy.
Update
I updated it to Axe 4.0 by swapping out my hex algorithm for the official Axe 0.1.4 commands.
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on April 05, 2010, 02:21:49 pm
Can't wait for more updates :)
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 09, 2010, 06:11:24 pm
Sorry to leave you guys hanging for so long.

Update
New in this version:
(Almost) finished the physics engine
Finished the graphics engine
Fixed the MirageOS glitch

Things to point out:
The physics engine is running with multiple objects being updated, something that was very hard to do
The character can't go through walls and floors (that took me a while)

Things to do:
Remove all the HL2 specific code from the game and post a beta of Source TI
Finish physics engine (needs boyancy and collisions between objects)
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on April 09, 2010, 06:29:54 pm
Wow I like how fast it seems to run and nice physics, I like how you made the char slow down gradually when stopping moving :)

Will there be some different wall tiles btw or will everything that is a wall be plain black?
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 09, 2010, 06:31:27 pm
There will be many tiles, not just plain black.  I just want to finish the engine first.
Also, you say it runs fast.  I use a timer that slows it down drastically.  It is running at 1/10th what it could be running at.
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on April 09, 2010, 06:34:06 pm
Wow 1/10? o.o darn I can,t wait to see when there are over 9000...er... 10-12 enemies on screen. Will there be scrolling in the future?
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 09, 2010, 06:36:01 pm
I don't think I will do scrolling.
The engine isn't set up to handle that kind of thing.
Also, like I mentioned before, the engine adapts.  As more objects are added, it will begin to run at 1/9th, and 1/8th, and 1/7th, ect.
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on April 09, 2010, 06:37:27 pm
Aaah ok. Still cool anyway. And I like how your engine adapts. In the past I noticed many games that slows down as objects appears x.x, like Galaxian.
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 09, 2010, 06:39:11 pm
Yeah, I've never liked that.  Every object takes 13 bytes of memory to manage, which allows for a max of 53 objects in the physics engine at a time.
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on April 09, 2010, 06:43:46 pm
Nice :D, not too large
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 09, 2010, 06:44:49 pm
Oh yeah.
Source: 4652
Binary: 4624
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on April 09, 2010, 06:46:15 pm
wow I assume a lot of the program is data, right? Cuz I know a lot of Axe games that mostly consist of code and barely any data ends up about 2-3 times larger than the source (for now)
Title: Re: Half Life 2: On-Calc
Post by: Will_W on April 09, 2010, 06:47:51 pm
does axe have any timer commands?  If it does, you could use a timer keep the framerate constant rather than adjusting the speed at which it runs.
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 09, 2010, 06:47:55 pm
Just over 1300 bytes of data.
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 09, 2010, 06:51:47 pm
@Will, Axe does not have timer commands, and if it did I don't want to lose compatability.
Title: Re: Half Life 2: On-Calc
Post by: meishe91 on April 09, 2010, 06:58:07 pm
Looks very nice.
Title: Re: Half Life 2: On-Calc
Post by: Will_W on April 09, 2010, 06:58:53 pm
you still have the hardware timer, so you wouldn't lose compatibility with older calcs if there was one
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on April 09, 2010, 07:00:25 pm
The 83+ regular has no hardware clock. Unless you mean it in a different way?

I think the 83+SE does, though, just no OS clock features.
Title: Re: Half Life 2: On-Calc
Post by: Will_W on April 09, 2010, 07:03:42 pm
the 83+ has 2 hardware timers
the 83+SE had 2 hardware timers and 3 crystal timers
the 84+ has 2 hardware timers, 3 crystal timers, and a clock.

the hardware timers are responsible for interrupts, but are not very accurate, and can vary greatly depending on the remaining battery life.
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on April 09, 2010, 07:06:32 pm
Oh ok I was sure you meant clock functions. I confused those timers with crystal timers x.x. I guess they could indeed be useful for the game speed
Title: Re: Half Life 2: On-Calc
Post by: Will_W on April 09, 2010, 07:08:02 pm
The crystal timers would be nice to see in Axe, but would leave out the 83+, conditional compiling could take care of that though.
Title: Re: Half Life 2: On-Calc
Post by: Quigibo on April 09, 2010, 07:35:58 pm
the 83+ has 2 hardware timers
the 83+SE had 2 hardware timers and 3 crystal timers
the 84+ has 2 hardware timers, 3 crystal timers, and a clock.

I'm almost certain that the 83+SE does not have crystal timers, where did you get that information?  And what do you mean by hardware timers?

You can make your own timers with interrupts once I get that working.
Title: Re: Half Life 2: On-Calc
Post by: calc84maniac on April 09, 2010, 07:38:01 pm
the 83+ has 2 hardware timers
the 83+SE had 2 hardware timers and 3 crystal timers
the 84+ has 2 hardware timers, 3 crystal timers, and a clock.

I'm almost certain that the 83+SE does not have crystal timers, where did you get that information?  And what do you mean by hardware timers?

You can make your own timers with interrupts once I get that working.
83+SE certainly does have crystal timers. The only hardware difference between TI-83+SE and TI-84+SE is the real-time clock and the USB.
Title: Re: Half Life 2: On-Calc
Post by: meishe91 on April 09, 2010, 07:38:44 pm
What is a crystal timer?
Title: Re: Half Life 2: On-Calc
Post by: Will_W on April 09, 2010, 07:39:39 pm
The 83+SE has 3 32kHz crystal timers accessed via ports 30-38h.
http://www.michaelv.org/programs/calcs/ports/
the hardware timer is what causes the interrupts to occur 120ish times a second.
Edit: ninja'd by calc84, master of the crystal timers.
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on April 09, 2010, 07:43:42 pm
Yeah I heard the SE had a crystal timer a few years ago. There were a few more recent discussions on IRC from BrandonW asking why TI didn't include a clock in the 83+SE because apparently it could be possible.
Title: Re: Half Life 2: On-Calc
Post by: Will_W on April 09, 2010, 07:46:09 pm
you can keep track of time easy.  someone hacked some clock functionality into the OS once.  But it doesn't update while the calc is off.
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 09, 2010, 08:14:08 pm
That sounds like a good idea, and I may do it later on, but for now I will keep it this way.
Also, attached is a demo ^_^
You're welcome.
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on April 09, 2010, 08:31:05 pm
NICE! I'll try it right now ^^
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 09, 2010, 08:32:15 pm
Let me know what you think, as well as:
Calcualtor model
Free RAM/ROM
OS Version
Last letter of your serial number
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on April 09, 2010, 08:48:48 pm
Mhmm, so far, in Wabbitemu, if I start it up, Asm(prgmHL2 just says "Done" :/

OS 2.41 83+SE with all free RAM/ROM (besides the game and Axe)



Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 09, 2010, 08:49:22 pm
Use MirageOS.
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on April 09, 2010, 08:50:18 pm
Oh ok x.x, I am so used to everyone else making their Axe programs running no-stub x.x
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 09, 2010, 08:51:06 pm
Lol, no problem
I should tell people that kind of thing first.
Title: Re: Half Life 2: On-Calc
Post by: Builderboy on April 09, 2010, 08:54:00 pm
Ooooh wow!  *runs off to download*
Title: Re: Half Life 2: On-Calc
Post by: Will_W on April 09, 2010, 08:54:43 pm
Are there any advantages to a non-nostub axe program?
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 09, 2010, 08:55:13 pm
Let's it show up in shells, as well as get a fancy icon and description.
Title: Re: Half Life 2: On-Calc
Post by: Will_W on April 09, 2010, 08:58:41 pm
Some Ion progs work as no stub also I think.
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 09, 2010, 08:59:29 pm
technically, i could change it to run no-stub as well
so could you, with calcsys.
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on April 09, 2010, 09:04:11 pm
Some Ion progs work as no stub also I think.
Not all of them and some will crash. Galaxian works pretty well no-stub, but Ztetris will cause a RAM clear on exit. I think Galaxian also caused certain errors on later OSes.

I guess maybe a no-stub and Mirage version could be a good idea in the future.

Btw nice so far, you might want to fix a few collision detection bugs, though, such as character sometimes getting stuck into the floor when falling from very high or his head in the ceiling when jumping very high. But again I doubt you'll just this high in final version so I guess this migth not be a problem as much :P
Title: Re: Half Life 2: On-Calc
Post by: calc84maniac on April 09, 2010, 09:05:47 pm
Some Ion progs work as no stub also I think.
Not all of them and some will crash. Galaxian works pretty well no-stub, but Ztetris will cause a RAM clear on exit. I think Galaxian also caused certain errors on later OSes.

I guess maybe a no-stub and Mirage version could be a good idea in the future.

Btw nice so far, you might want to fix a few collision detection bugs, though, such as character sometimes getting stuck into the floor when falling from very high or his head in the ceiling when jumping very high. But again I doubt you'll just this high in final version so I guess this migth not be a problem as much :P
I believe I made Grayscale Minesweeper and Grayscale Tunnel with support for both Ion and no-stub
Title: Re: Half Life 2: On-Calc
Post by: Builderboy on April 09, 2010, 09:05:55 pm
*comes back from Demo*

Me likes very much! :) Especially the handling of the player, how you dont just move by increments, but an accelerated way thats smooth and natural feeling ^^

Mmm one thing i did notice is that if you go from the bottom back to the top by pressing up, your head can go through the ceiling and get stuck, but im pretty sure thats only because jumping isn't fully implemented yet :) But seriously awesome Demo, especially the object handling.
Title: Re: Half Life 2: On-Calc
Post by: Will_W on April 09, 2010, 09:07:03 pm
A timer would help with the collisions.  You can detect if things have passed each other, then calculate what time it happened, and calculate where the objects were at that time.
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 09, 2010, 09:57:18 pm
*comes back from Demo*

Me likes very much! :) Especially the handling of the player, how you dont just move by increments, but an accelerated way thats smooth and natural feeling ^^

Mmm one thing i did notice is that if you go from the bottom back to the top by pressing up, your head can go through the ceiling and get stuck, but im pretty sure thats only because jumping isn't fully implemented yet :) But seriously awesome Demo, especially the object handling.

Thank you very much!
I don't expect to have the player move fast enough (ie get that high or drop that far) to experience this type of problem.
And this is how I do the collisions witht the map:
1) The resulting vector is calculated with inertia+requested change
2) The vector is added to the current position
3) The current position is checked to see if it intersects any tiles
    3a) Yes?  X/64/7*7*64 or Y/64/7*7*64 will do the trick
    3b) Save the resulting position to the object data
Timers is a good idea, but the way I have it set up here has support for outrageously fast movement, if I wanted it.

The reason this took so long is because I had to (A) get it to work on several different maps (the engine can handle multiple maps), (B) had to make it work over many different objects at once, and (C) work it all into dynamic speed.
Title: Re: Half Life 2: On-Calc
Post by: Builderboy on April 09, 2010, 10:32:23 pm
You could always implement a kind of terminal velocity feature or the like, to prevent too high of speeds.
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 09, 2010, 10:33:32 pm
True.  But that is another byte per object, and I'm already uncomfortable with the current number./me thinks BuilderBoy should post a demo of Portal
Title: Re: Half Life 2: On-Calc
Post by: Will_W on April 09, 2010, 10:37:30 pm
Not if it was a universal terminal velocity for everything.
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 09, 2010, 10:38:36 pm
Will has a point.
I also want to add a byte for mass and such so that it becomes harder to move large objects and such.
Title: Re: Half Life 2: On-Calc
Post by: meishe91 on April 10, 2010, 03:27:45 am
So I tested it out. Great looking so far. Only a few things I found wrong, which most I'm sure you're aware of but just listing to be safe:
1. Can double jump and basically fly by holding ▲.
2. The collision thing with the roof seemed a bit odd. It would happen in some places and not in others.
3. When you click "New Game:
   a. You have the collision problem sometimes on the room (sometimes whole head disappears).
   b. Can apparently fall into the floor a little (only happened once).
   c. About 3/4 up the screen if you jump you can find ledges on both sides that are invisible.
      1. On right side you can jump and go off screen.

CalcModel: TI-84+
FreeSpace: 10,705
OS: v2.43
SerialLast: J (assuming that's the code on the back of the calculator)

Glad to see this coming together :)
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 10, 2010, 10:06:55 am
1. Can double jump and basically fly by holding ▲.
2. The collision thing with the roof seemed a bit odd. It would happen in some places and not in others.
3. When you click "New Game:
   a. You have the collision problem sometimes on the room (sometimes whole head disappears).
   b. Can apparently fall into the floor a little (only happened once).
   c. About 3/4 up the screen if you jump you can find ledges on both sides that are invisible.
      1. On right side you can jump and go off screen.

Hey, thanks for testing!  Let me address your issues:
1) For the sake of development, I have full control over the character movement so that I can move to various places.  It will eventually become jumping.
2) I know that is kind of weird, but I will focus on more important things first because gravity will always bring you back down before the user can notice
3a) Weird, could you record a gif?
3b) That happens occasionally as well, I need to look into this
3c) I know those ledges are there, only for testing though.  I'll be getting rid of them.
3c1) You can jump off on the left side, too ;)

The serial number is the code on the back.  The last letter lets me know if you have problems with your RAM.

Thank you for testing!
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on April 10, 2010, 01:16:17 pm
Are you planning to make usage of almost the entire extra RAM on the 83+SE and 84+SE? I would advise against it, because then, anyone who have a 84+ manufactured in April 2007 or later will not be able to play the game, and your game won't run on a regular 83+
Title: Re: Half Life 2: On-Calc
Post by: meishe91 on April 10, 2010, 01:17:50 pm
Ah ok, well that answers most of those issues. Ya, I'll try to get a screenshot up to show you. You can jump off the left one too, just a lot harder (on mine at least)
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 10, 2010, 01:17:54 pm
No, not at all.
It just gives me something else to point my finger at if it doesn't work.  I like to be thorough.
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on April 10, 2010, 01:27:20 pm
Oooh ok thanks for the info :)
Title: Re: Half Life 2: On-Calc
Post by: meishe91 on April 10, 2010, 05:45:54 pm
Ok, so here is the screenshot you asked for. I don't know if you were aware but you can also go through the roof in the "New Game" map. I didn't know that until making the .gif. But I'm pretty sure I included everything I noticed (minus the going through the floor thing, wasn't able to recreate that).
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 10, 2010, 05:47:59 pm
Thank you.
I should lower the roof on the new game map lol.
Title: Re: Half Life 2: On-Calc
Post by: meishe91 on April 10, 2010, 05:58:56 pm
No problem.

By the way, I'm guessing that the train "glitches" like that to make it act like it's moving, correct?
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on April 10, 2010, 11:06:10 pm
Btw I don't remember if this was asked before, but will contrast changing be different depending of if the calc model is detected as 83+/83+SE/84+ (probably detected through inline ASM) so people with regular 83+ can see anything on the screen?

On the 83+SE, the equivalent of contrast 7 on the 83+ is 5 3/4 and I think it's even lower on the 84 serie. On the Nspire it's approximately the same as on 83+
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 12, 2010, 08:29:14 am
Well, I thought of that, and I figured out a pretty good way to keep track of it.
When the game starts up, I save the current contrast.  That is the value I fade to.  It is also restored upon exit.
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on April 12, 2010, 01:34:27 pm
Aaah ok good idea :)

In BASIC it wasn't really possible with the ASM libs I had x.x, since the contrast change seemed to be done in a different way. It didn't change the main contrast value it seems. If for example I exited the game with ON while contrast was at its darkest, then I tried to change the contrast from the TI-OS, it instantly went back to its original value in one keypress.
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 12, 2010, 04:48:29 pm
So, I am making progress.
The only problem I have is that it is sofa king hard to get the stupid collisions to work.  Some very strange things are happening when I do.  Things that shouldn't happen.
I'll post a pretty screenshot and maybe another demo when I get it to work.
Title: Re: Half Life 2: On-Calc
Post by: Builderboy on April 12, 2010, 05:31:07 pm
Yeah i was working on a physics library in Axe a while back, and the collisions are murder.  Since evry object needs to collide with every other object, you get nested for loops and it gets slow pretty quickly.  That is unless yo implement some alternative collision routine such as buffer driven, but then you lose a buffer and thats no fun :/  keep at it tho! :)
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 12, 2010, 05:43:55 pm
Well, I only cycle through the remaining objects (because you don't need to calculate the same collision twice), so it is a bit faster.
However, although the collision code works fine, the when I try to modify the velocity of the objects in question, strange things happen.  Like invisible walls appearing, and other fun stuff.  I have no idea why.
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on April 12, 2010, 10:44:32 pm
The hardest part is having to deal with object collision, right? Tiles are also hard. For someone who was used to handle tile by tile movement, like in most old RPGs is gonna have an hard time getting used to collision detection when their character can move a single pixel instead of moving every tile (even smooth tile by tile movement was easier).

I hope you can fix those issues. Good luck!
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 13, 2010, 04:57:46 pm
Holy cow, that was hard.
I have semi-complete object collisions.  Attached is a gif.
Next on my to-do list are these, in order:
*Finish object collisions
*Support variable-size sprites
*Look into the possibility of bigger maps with smooth scrolling
*Release early beta of Source Engine
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on April 13, 2010, 05:28:22 pm
wow that's friggin fast considering the collision detection you have to check. It's cool how you can push objects like this and that they have good physics too. In Block dude when blocks are pushed at the bottom of a cliff, they only go straight downward regardless. For some reasons, the character jumping speed seems pretty fast, though. Are you planning to make jumps slower?
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 13, 2010, 05:29:43 pm
Yes.  He is not jumping, rather, for debugging purposes, he is flying.  I made him holding up bring you endlessly upwards.
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on April 13, 2010, 05:32:56 pm
Yeah I know, I was just curious. In Super Mario 1.2, Mario jumps about that fast, so when jumping high, from the time you start going up until the time you touch the ground again (at the same level), only about 0.3 seconds will have elapsed. It makes jumping on enemies quite hard when you're used to the real mario games almost taking a second to do so.
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 13, 2010, 05:34:25 pm
Yes, I will be sure to have it take a little while.
Anyone have suggestions to add to my to-do list?
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on April 13, 2010, 05:35:46 pm
Maybe some enemies moving around? (altough it may not be much unless you add the ability to shoot alerady)
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 13, 2010, 05:38:24 pm
Ooo, there's something that completely slipped my mind.
I'll stick that on the bottom of the list.
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on April 13, 2010, 05:45:39 pm
I wonder if smooth scrolling would be fast? My little worry is about having a stationary HUD in front of the entire screen scrolling. You would need to redraw the entire HUD every frame, right? Else, I wonder if such thing could just be stored in the memory somewhere and recalled into L6 when the screen finished scrolling... I haven't messed around with scrolling yet.
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 13, 2010, 05:47:06 pm
Well, smooth scroll shouldn't create a slow down on its own, and I already draw the objects seperately from the map anyway, so I don't think a HUD would create a slowdown.
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on April 13, 2010, 05:49:56 pm
Aaah ok, thanks for the info. MY worry was if the HUD had like 10 elements to display every frame. I guess one helpful thing would be to not use any text
Title: Re: Half Life 2: On-Calc
Post by: meishe91 on April 13, 2010, 05:50:04 pm
Did you figure out any of those going in the ceiling/floor glitches? Or is that part of the object collision you need to finish?

By the way it is looking nice!
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 13, 2010, 05:53:17 pm
Thanks.  I'm going to take a look at the wall/floor collision as part of the other stuff that needs fixing.  Also, I probably will use text on the graph screen, but it shouldn't cause much of a slow down because it won't update the screen until I tell it to.
Title: Re: Half Life 2: On-Calc
Post by: meishe91 on April 13, 2010, 05:59:34 pm
Oh ok, cool.
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 19, 2010, 05:01:21 pm
Update

Sigh... this has not been a fun update.
*Updated to Axe 2.0, meaning I changed the contrast code from hex to Axe, and exported the pic.
*I have visited 4 seperate physics teachers for help in working out the collisions with no luck.  I am working on it though, its just very stressful and hard.
Title: Re: Half Life 2: On-Calc
Post by: _player1537 on April 19, 2010, 09:41:19 pm
how does it currently do collisons?  pxl-test?
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on April 19, 2010, 11:35:27 pm
Ouch sorry to hear about the issues you got :S, I hope you can get them fixed
Title: Re: Half Life 2: On-Calc
Post by: Builderboy on April 20, 2010, 02:02:33 am
Yeah collision between an unspecified number of objects is a real pain, as well as handeling all the momentum, in adition to colliding with the tilemap.  Hope you can get it working!  What exactly are you having trouble with?
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 20, 2010, 11:12:52 am
Well, for collisions I do not use pixel test because of how limited it is.  Objects can interact with the enviornment, meaning the map, just fine.  However, they do not interact with each other very well.  As you can see in this screenshot:
(http://www.omnimaga.org/index.php?action=dlattach;topic=1697.0;attach=1073;image)
The collisions work fine.  That is, until they hit a wall, in which case you can go through objects.  It is not easy, but I feel like I can make something work here soon.
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on April 20, 2010, 01:05:54 pm
Oh wow that looks awesome still, nice job so far. Hopefully you can fix the bugs soon. I wonder if you can make it so when pushing an object on another, the other starts moving but the one being pushed on it slows down (or almost stops if you stopped walking a bit earlier)?
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 20, 2010, 01:08:39 pm
I thought about that, but it would require another byte per object to store mass.  That would reduce the maximum number of objects.  Thoughts?
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on April 20, 2010, 01:10:09 pm
ooh ok, how many objects would there be available afterward?
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 20, 2010, 01:11:47 pm
26 objects at once.
Title: Re: Half Life 2: On-Calc
Post by: Quigibo on April 20, 2010, 01:18:17 pm
You can compress the size by storing to the nibble of the byte rather than using a separate byte for each entry in the array.  16 distinguishable masses would be more than enough I'm sure, and the other nibble can maybe be the sprite number or some other quantity that has 16 unique states or fewer.  Same concept as the map compression, but with data.
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 20, 2010, 01:19:29 pm
Yeah, thats a good idea.  I also store the width and height of each object in a single byte, because who really needs a 255 pixel wide object?
Title: Re: Half Life 2: On-Calc
Post by: Quigibo on April 20, 2010, 01:24:35 pm
Reminds me of when I was making Pyoro.  I fit the entire data structure for each fruit crammed into just 4 bytes, not a single bit was wasted.  Not only that, I actually reused different parts of the bytes to represent different types of data depending on the state of the object.

Spoiler For Spoiler:
Code: [Select]
;###### BYTE 1 ######
;0 >-- Set if exploding or score sprite
;0 \
;0  |
;0  |
;0  |- X value of sprite (unsigned)
;0  |
;0  |
;0 /
;###### BYTE 2 ######
;0 \
;0  |_ Sprite index
;0  |
;0 /
;0 >-- Reset if sprite is in fast mode     \
;0 \                                        |_ Score if exploding
;0  |- Vertical speed of sprite (unsigned)  |
;0 /                                       /
;###### BYTE 3 ######
;0 \                      \
;0  |- Sprite index timer  |
;0 /                       |
;0 >-- 0=animated 1=not    |_ Timer when exploding
;0 \                       |
;0  |_ Speed timer         |
;0  |                      |
;0 /                      /
;###### BYTE 4 ######
;0 \
;0  |
;0  |
;0  |_ Y value of sprite (unsigned)
;0  |
;0  |
;0  |
;0 /
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 20, 2010, 01:28:50 pm
Nice!
A full physics engine with 64-bit precision however, is a little more complex.  I will do my best to compress it.
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on April 20, 2010, 01:39:24 pm
26 objects at once.
A lot o.O (altough maybe not as much if you eventually switch to extremly large maps)
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 20, 2010, 01:42:47 pm
(altough maybe not as much if you eventually switch to extremly large maps)
Exactly.  I will probably eventually switch to smooth-scrolling.  Also, each enemy counts as an object.
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on April 20, 2010, 01:43:50 pm
Oh right yeah x.x I forgot about them
Title: Re: Half Life 2: On-Calc
Post by: meishe91 on April 20, 2010, 06:05:32 pm
Well good luck with solving these issues. I'd help if I could but I doubt I'd be much help :P
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 20, 2010, 06:08:39 pm
I miscalculated.  The maximum number of objects would be 41 with that configuration.  I think.  Maybe.
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on April 20, 2010, 06:11:01 pm
Mhmm... if a 128x16 map had about 15 enemies, maybe it should be enough to add objects. For a room with loads of puzzles it might become problematic, though.
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 20, 2010, 06:12:09 pm
Well, whenever I want to swamp the player with zombies, I won't be able to have any objects.
Ravenholm should be fun to implement!  (Eeek!)
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on April 20, 2010, 06:22:00 pm
lol :P

Title: Re: Half Life 2: On-Calc
Post by: Builderboy on April 20, 2010, 07:02:31 pm
Im not worried about number of objects so much as the speed.  Is the engine fast enough to handle 40+ objects all going through dynamic rigid physics?
Title: Re: Half Life 2: On-Calc
Post by: calc84maniac on April 20, 2010, 07:28:58 pm
Nice!
A full physics engine with 64-bit precision however, is a little more complex.  I will do my best to compress it.
64-bit precision? I think something's wrong here...
Title: Re: Half Life 2: On-Calc
Post by: ztrumpet on April 20, 2010, 07:31:16 pm
This project is looking great!  Keep it up! ;D
Title: Re: Half Life 2: On-Calc
Post by: tr1p1ea on April 20, 2010, 07:31:39 pm
Whoa!
Title: Re: Half Life 2: On-Calc
Post by: Builderboy on April 20, 2010, 07:35:01 pm
I think he is referring to the fact that the positions for the characters are stored x64 internally, so the objects have more precision in movement and such.  (Kinda like fixed point methinks) although im not sure what the technical term is.
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 20, 2010, 09:24:41 pm
Ooops, I didn't mean 64-bit, I meant 64-pixel.  It has 64 units to the pixel for each object.
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on October 06, 2010, 06:37:38 pm
Wooo, necropost.
HL2: OC is back!  I'm taking a break from AWTI for a bit, and working more on this.  Axe now has more features to make this kind of thing easier.  I'm starting from scratch, and it will be glorious.
To Omnimaga's amazing spriters, I need an 8x8 headcrab, and a zombie.
Title: Re: Half Life 2: On-Calc
Post by: meishe91 on October 06, 2010, 06:59:07 pm
Necropost? Maybe a little ;)

But sweet! Glad to see this coming back :D

What happened to using 7*7 sprites?
Title: Re: Half Life 2: On-Calc
Post by: FinaleTI on October 06, 2010, 07:00:30 pm
Awesome! I noticed this before I joined and I thought it looked cool before. I can't wait to see what you do with it now.
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on October 06, 2010, 07:02:28 pm
Ah, 7x7, forgot.  Make that 7x7 headcrab, and you could make the zombies a bit bigger if you like, perhaps 7x14.  And I need a 7x14 Gordon Freeman to see if it's worth allowing for bigger sizes.
Title: Re: Half Life 2: On-Calc
Post by: Builderboy on October 06, 2010, 07:03:34 pm
Are you still planning on rotating the sprites?  Or was that dropped a while back?
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on October 06, 2010, 07:04:26 pm
I might try.  We'll see.
Title: Re: Half Life 2: On-Calc
Post by: ztrumpet on October 06, 2010, 07:16:36 pm
Ah, 7x7, forgot.  Make that 7x7 headcrab, and you could make the zombies a bit bigger if you like, perhaps 7x14.  And I need a 7x14 Gordon Freeman to see if it's worth allowing for bigger sizes.
You know, this would be really easy in Axe if Quigibo adds that feature I want... :P

Awesome!  I'm glad you're working on this again.  Good luck! ;D
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on October 07, 2010, 01:42:21 am
I'm glad this is not dead :) I thought you lost the progress or something or just gave up on the project for any reason. Hopefully new Axe versions shall make this much easier. Good luck!

I should create a sub-forum now that you are staff and this is back on track :)
Title: Re: Half Life 2: On-Calc
Post by: Builderboy on October 07, 2010, 01:49:11 am
Yayyyy back on track!!  How is the physics coming along?  How large are the headcrabs going to be in comparison to the zombies?
Title: Re: Half Life 2: On-Calc
Post by: matthias1992 on October 07, 2010, 05:16:19 am
Cool! keep it up :)
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on October 07, 2010, 08:34:14 am
Wake up.
Yawn.
Pull up Omnimaga.
Glance at staff subforums where KnightOS, tiDE, and Mosaic should be.
Find them somewhere else.
O_o
Look through list.
See HL2: OC
\o/
Builderboy, 1) okay, still having stupid issues, and 2) I have no idea, but we'll see.
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on October 07, 2010, 09:45:54 am
Wake up.
Yawn.
Pull up Omnimaga.
Glance at staff subforums where KnightOS, tiDE, and Mosaic should be.
Find them somewhere else.
O_o
Look through list.
See HL2: OC
\o/
*deletes HL2 accidentally*
*runs away*
;D

Good luck with the physics D:

Also wb Matthias1993
Title: Re: Half Life 2: On-Calc
Post by: yunhua98 on October 07, 2010, 11:16:30 am
the head crab looks terrible, and the zombie looks weird, but I can't do better.  :P
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on October 07, 2010, 04:57:13 pm
Zombie == win, and I made a headcrab, attached.
Physics between movable objects works absolutely perfectly, I need to add static objects (e.g. the map) and the physics engine will be done a lot faster than I expected.  It supports 40 objects with any width or height and two bytes of user data (I use these two bytes to specify a sprite to draw with).
These sprites should be perspective, by the way.
Title: Re: Half Life 2: On-Calc
Post by: Eeems on October 07, 2010, 05:00:45 pm
This is exciting :P can't wait SirCmpwn for some more updates, maybe some eyecandy sometime soon? :D
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on October 07, 2010, 05:01:40 pm
Sure on both counts :)  Let me get the physics engine done (shouldn't take long) and I'll post a sandbox for you guys to play in.  I'll be honest, it only works well in 15 MHz, though.  Without the map it's faster.
Title: Re: Half Life 2: On-Calc
Post by: Eeems on October 07, 2010, 05:02:29 pm
Ah ok :) can't wait :D
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on October 07, 2010, 05:05:57 pm
Thanks for the support, Eeems!
Also, I'm keeping the physics library separate, so you guys can feel free to integrate it into your own games.
Title: Re: Half Life 2: On-Calc
Post by: Eeems on October 07, 2010, 05:07:01 pm
NP Sir :)
Nice :) that will be helpful for those who don't want to go through all the work you did :P
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on October 07, 2010, 05:07:56 pm
Well, I'd already tried and failed once, so this time it was a lot easier.  I just sat down with a pen and paper and worked the damn thing out.
Title: Re: Half Life 2: On-Calc
Post by: Eeems on October 07, 2010, 05:08:15 pm
Lol I know how you feel :P
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on October 07, 2010, 05:09:00 pm
Also, if anyone could make me a profile of Gordon Freeman, I would appriciate it greatly, and Alex Vance as well.
Title: Re: Half Life 2: On-Calc
Post by: matthias1992 on October 07, 2010, 05:12:04 pm
I can't wait to see a sandbox demo released. Now I wonder about how dynamic objects like slings and or cloth would be in a game, I mean it's very cool to have those in a game but probaly rather hard to do it...
/me rattles on
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on October 07, 2010, 05:13:53 pm
Water would be easy, I just won't support moving it :)
As for cloth, it would best be implemented as chains (the game being in side scrolling perspective), and it may in fact be possible.  I was thinking of attaching objects together with springs, which could be moved into chains and cloth.  The only problem is the 40 object cap would fill fast.
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on October 07, 2010, 06:53:13 pm
The sprites on the previous page are nice. Will the game supports animated sprites btw?
Title: Re: Half Life 2: On-Calc
Post by: Builderboy on October 07, 2010, 06:59:58 pm
Sounds epic!  Cant wait to play around with the physics engine :D I should create a sandbox for my own engine now that you mention it...  And maybe an interface where you can add things like springs and joints :D
Title: Re: Half Life 2: On-Calc
Post by: ztrumpet on October 07, 2010, 07:03:02 pm
I can't wait for a sandbox.  It's going to be awesome. ;D
Title: Re: Half Life 2: On-Calc
Post by: matthias1992 on October 08, 2010, 03:00:45 pm
Water would be easy, I just won't support moving it :)
As for cloth, it would best be implemented as chains (the game being in side scrolling perspective), and it may in fact be possible.  I was thinking of attaching objects together with springs, which could be moved into chains and cloth.  The only problem is the 40 object cap would fill fast.

Well I am certainly gonna give it a try when you release that Physics library!
Title: Re: Half Life 2: On-Calc
Post by: yunhua98 on October 08, 2010, 03:03:59 pm
this is sounding great!

Also, if anyone could make me a profile of Gordon Freeman, I would appriciate it greatly, and Alex Vance as well.
dimensions?
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on October 10, 2010, 09:54:28 am
yunhua98, try to do it in a maximum of 7x14.
Horizontal map collisions are almost done, it works great!  I will be doing vertical collisions today, touching up both horizontal and vertical, then I will add gravity (easy) and release a demo.
Title: Re: Half Life 2: On-Calc
Post by: matthias1992 on October 10, 2010, 12:08:30 pm
cool, with vertical collisions do you mean line collisions or are you going to make a bounding box collision detection?

edit: do you already support hinges and springs? *wink wink
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on October 10, 2010, 01:55:11 pm
The map is big, and has to have different calculations, because I can't possibly efficiently do it with objects.  So, I have to reimplement it differently for map collisions.  I have already re-implemented the vertical component (so you can go through floors and ceilings but not walls).
I haven't done hinges and springs yet.
Title: Re: Half Life 2: On-Calc
Post by: matthias1992 on October 10, 2010, 02:31:31 pm
The map is big, and has to have different calculations, because I can't possibly efficiently do it with objects.  So, I have to reimplement it differently for map collisions.  I have already re-implemented the vertical component (so you can go through floors and ceilings but not walls).
I haven't done hinges and springs yet.
the more you tell me about this the more I want to get the demo ;) no pressure of course :)
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on October 10, 2010, 02:59:58 pm
yunhua98, try to do it in a maximum of 7x14.
Horizontal map collisions are almost done, it works great!  I will be doing vertical collisions today, touching up both horizontal and vertical, then I will add gravity (easy) and release a demo.
Nice. I always had troubles with collision detection when there's complex physics x.x
Title: Re: Half Life 2: On-Calc
Post by: yunhua98 on October 10, 2010, 04:59:17 pm
I really cant do much more with these dimensions, do you want him with the walking stick?  cause if you do, I'm going to have to resort to stick figures.  :P
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on October 10, 2010, 10:29:55 pm
Lolwut?  Gordon Freeman most definitely does not have a walking stick.
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on October 12, 2010, 11:54:52 pm
Physics engine is done.  It works great.  I'll post a sandbox and screenie tomorrow :)
Title: Re: Half Life 2: On-Calc
Post by: Builderboy on October 12, 2010, 11:56:04 pm
Sweet!  I am aching with excitement to try it out :D Do we get a demo? :D Aww we cant have a screenie now? :( Oh well i am very excited :D
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on October 12, 2010, 11:58:31 pm
I have two minutes before parental controls kick me off the computer at ten.  You cannot have it now :P
Title: Re: Half Life 2: On-Calc
Post by: Builderboy on October 12, 2010, 11:59:08 pm
Noooooooooooo haha okay then see you tomorrow :)
Title: Re: Half Life 2: On-Calc
Post by: meishe91 on October 13, 2010, 12:58:24 am
Sounds epic and can't wait for screenshots and such :D
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on October 13, 2010, 02:41:45 am
Nice, can't wait :D
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on October 13, 2010, 08:34:52 am
Damn MSD8x.   Damn TI-Connect.  Must.  Find.  Way.  To.  Transfer.
Title: Re: Half Life 2: On-Calc
Post by: LordConiupiter on October 13, 2010, 10:07:23 am
perhaps is this (http://lpg.ticalc.org/prj_tilp/index.html) what ure looking for?
Title: Re: Half Life 2: On-Calc
Post by: matthias1992 on October 13, 2010, 10:40:51 am
Damn MSD8x.   Damn TI-Connect.  Must.  Find.  Way.  To.  Transfer.
Why!!!!!!! WHY!!!!!!!

:P
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on October 13, 2010, 01:37:34 pm
Damn MSD8x.   Damn TI-Connect.  Must.  Find.  Way.  To.  Transfer.
I hope all comps at school did not break TI connect or something preventing you to transfer anywhere x.x
Title: Re: Half Life 2: On-Calc
Post by: Builderboy on October 13, 2010, 01:42:36 pm
Nooooooo i was so looking forward to this :( I hope you can transfer it soon!
Title: Re: Half Life 2: On-Calc
Post by: matthias1992 on October 13, 2010, 02:23:30 pm
As do I :P
Title: Re: Half Life 2: On-Calc
Post by: yunhua98 on October 13, 2010, 03:26:31 pm
Lolwut?  Gordon Freeman most definitely does not have a walking stick.

oops, I meant arms, I was buying a walking stick online for my grandmother at the time.  :P
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on October 13, 2010, 06:28:00 pm
Demo!  Attached is a screenie of the physics demo and the demo program itself.  I recommend using a 15 Mhz calculator.  Enjoy!
Title: Re: Half Life 2: On-Calc
Post by: yunhua98 on October 13, 2010, 06:30:14 pm
that looks amazing Sir!  /me *
Title: Re: Half Life 2: On-Calc
Post by: Builderboy on October 13, 2010, 06:50:55 pm
Yessss!!!! That looks excelent! :D

*Builderboy downloads*

*Builderboy decompiles* heh jk :P
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on October 13, 2010, 06:54:29 pm
I've actually been thinking of writing an Axe disassembler...
Title: Re: Half Life 2: On-Calc
Post by: Builderboy on October 13, 2010, 06:58:41 pm
That would be epic :D Quigibo could probably help a lot on that one
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on October 13, 2010, 08:25:02 pm
Back on topic :P I need to add shooting and make the enemies do stuff, as well as helper methods and such in the engine.
Title: Re: Half Life 2: On-Calc
Post by: Builderboy on October 13, 2010, 08:26:02 pm
is shooting going to be part of the engine or is it going to be instant? 
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on October 13, 2010, 08:26:40 pm
It's going to be... something.  Probably neither, handled outside the engine.  Instant for guns, and maybe not for rockets and such.
Title: Re: Half Life 2: On-Calc
Post by: Builderboy on October 13, 2010, 08:28:22 pm
Ah yeah, and gravity gun is all physics :)
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on October 13, 2010, 08:28:57 pm
Gravity gun will be totally handled by the physics engine :)  In fact, I may implement that in a moment and post another demo later...
Title: Re: Half Life 2: On-Calc
Post by: Builderboy on October 13, 2010, 08:36:19 pm
Sweeet! Heh gravity gun would be the best thing ever :D
Title: Re: Half Life 2: On-Calc
Post by: meishe91 on October 13, 2010, 09:56:39 pm
Looking great :) Downloaded and will try out shortly :D

Edit:
Is anyone else having trouble with the download? Every time I try it is either downloading a blank program or Wabbit is erasing the data on transfer to the emulator. I don't know which it is.
Title: Re: Half Life 2: On-Calc
Post by: Builderboy on October 13, 2010, 10:06:37 pm
Ok got around to trying the program, um it seems its an empty, locked, TiBasic program?
Title: Re: Half Life 2: On-Calc
Post by: meishe91 on October 13, 2010, 10:09:40 pm
Ya, same here. Sir, did you by chance transfer this to Wabbit and then transfer it off that?
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on October 14, 2010, 02:20:04 am
the attached program is 0.07 KB large. I think it corrupted during computer transfer x.x.

From the screenshot it looks awesome though :)
Title: Re: Half Life 2: On-Calc
Post by: meishe91 on October 14, 2010, 03:06:27 am
Wabbit might have also done it if he like transfered to that, did a change, then took it off Wabbit. It's been exporting blank programs for some reason. That's why I asked, but we shall see when he's on next. Hope we get it resolved :)
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on October 14, 2010, 08:34:31 am
Oh, I transferred it from Wabbit.  I'm not entirely sure I want to provide source code for you guys yet, so I'll hold off until I can get a binary for you guys.
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on October 14, 2010, 09:46:06 am
Ah ok, good luck trying to send a binary to the computer x.x *hopes it won't corrupt again*
Title: Re: Half Life 2: On-Calc
Post by: matthias1992 on October 14, 2010, 04:41:25 pm
Idem ditto

I hope we will be able to mess with the source a little if Builderboy lets us do that with his code too then maybe the best (fastest) of Zedd and HL2 could be combined into one super engine, first problem is the difference in 'world' size, you use x64 and builderboy uses x256

I can't  wait to mess around with either of those! great job so far, screenies look great!
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on October 15, 2010, 11:17:06 am
So I bumped the map size to fill the screen, and successfully integrated the physics engine in the game (what you guys saw was just a test program).
I also started on the map editor:
(http://img833.imageshack.us/img833/9061/scr5789671.jpg)
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on October 15, 2010, 11:20:18 am
Nice! Btw will the game eventually have maps larger than the screen or is scrolling something that would hinder speed too much?

Also I lost the game :(
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on October 15, 2010, 11:41:23 am
I might add smooth scroll later, but I want to get the framework of the game worked out first.
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on October 15, 2010, 11:57:26 am
Ah ok, well good luck :D
Title: Re: Half Life 2: On-Calc
Post by: matthias1992 on October 15, 2010, 12:49:41 pm
looks great! great progress!
Title: Re: Half Life 2: On-Calc
Post by: whitevalkery on October 15, 2010, 12:52:22 pm
hmm... i wonder how this will turn out :)
Title: Re: Half Life 2: On-Calc
Post by: Masinini on December 09, 2010, 08:17:30 pm
This would take the cake for me. I am a huge fan of the real game.

Does the screenie represent the real fall time, or does the guy fall faster when using it on the calculator?
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on December 09, 2010, 08:23:18 pm
That is the real fall time.  I will probably change it later.
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on December 09, 2010, 08:23:58 pm
I assume this means this project is not dead, right? ;D
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on December 09, 2010, 08:24:31 pm
Well... I haven't worked on it in months.
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on December 09, 2010, 08:31:41 pm
Ok, I was worried it died because a while ago you mentionned your current projects and it didn't mention any game you ever worked on, so I kinda figured HL2 was dead too. Plus your signature doesn't have an HL2 userbar either.
Title: Re: Half Life 2: On-Calc
Post by: Masinini on December 09, 2010, 08:40:08 pm
Did you plan to replicate the story of Half-Life 2 or take creative license and change it?
Title: Re: Half Life 2: On-Calc
Post by: XVicarious on January 03, 2011, 09:11:17 pm
Oh lord... I wish i hadn't lost my TI-84 Plus Silver... :(
God I wish I could carry this with me lol.
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on January 03, 2011, 09:13:33 pm
Hey jkag welcome on the forums :D

Sorry to hear about your 84+SE. Do you have a TI-Nspire regular edition? You might be able to buy a 84+ keypad online to play some 84+ games.

I also hope SirCmpwn eventually revives this.
Title: Re: Half Life 2: On-Calc
Post by: Builderboy on January 04, 2011, 01:23:06 am
Me too :( It was such an epic project, but i know he has so much on his plate and i for one understand how projects can get left behind every now and then.
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on January 04, 2011, 03:17:22 am
Yeah. He needs to setup proprieties and stuff, unless he suddently gets an urge to work on another project like this one. Plus there's school.
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on January 10, 2011, 06:44:00 pm
Does anyone want the physics engine?  I'm afraid that I won't be continuing this project.
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on January 10, 2011, 06:55:45 pm
Sorry to hear. I was looking forward for this. :( You should post it in the Axe forum or in here, though, in case someone might want to do something with it.
Title: Re: Half Life 2: On-Calc
Post by: willrandship on January 10, 2011, 08:36:14 pm
Hmm, I might like to mess with it. How useable is it at the moment?
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on January 10, 2011, 08:43:08 pm
Very usable.  It is a full fledged physics engine.
Title: Re: Half Life 2: On-Calc
Post by: willrandship on January 10, 2011, 09:26:31 pm
sweet. I could probably use it for several things. Think it would be hard to set it up with a raycaster? :P
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on January 10, 2011, 09:28:05 pm
It would be difficult to port the engine, but I don't even know how you would use a raycaster to display the objects realistically.  You'd need a full 3D engine.
Title: Re: Half Life 2: On-Calc
Post by: willrandship on January 10, 2011, 09:55:47 pm
True that, but I was just joking anyways. Maybe for the nspire. Eventually.
Title: Re: Half Life 2: On-Calc
Post by: Builderboy on January 11, 2011, 02:08:47 am
Aw im sorry to see this die, its nice that you're releasing the source though ^^
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on January 11, 2011, 02:12:25 am
Lol Willrandship. That said, if you mean a raycaster like Blinder by the Dark and Michael Lee's game called Light, that could maybe work if you manage to get it to run at decent speed. :P
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on January 11, 2011, 08:55:07 am
Alright, attached is the physics engine.  You should call sub(UP) to update the engine.  sub(IP) to initialize.  sub(AO,X,Y,Width,Height) to add an object.  Remember X and Y are *64.  Your program should have a label, OC (Object Callback) that the Update loop calls to do things like drawing.  The current object is returned in I.  For example, your object callback could look like this:
Lbl OC
Pt-On({I*18+L1}r,{I*18+L1+2}r,Pic1

I have to leave, but I'll document more later.
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on January 11, 2011, 04:18:59 pm
Nice, some doc might be cool :D
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on January 11, 2011, 10:34:41 pm
You should also pass a tilemap into UP, 7x7 tiles.  Anything not 0 is considered solid and factors into collision detection.  sub(DM,Map) will draw the map.
Title: Re: Half Life 2: On-Calc
Post by: willrandship on January 13, 2011, 09:28:11 pm
Speaking of Blinded by the Dark, that game's source is available. Maybe we could make an axiom for it! it was a pretty nice engine, even if the greyscale health wasn't exactly the best (on mine at least)
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on January 17, 2011, 05:12:15 pm
Speaking of Blinded by the Dark, that game's source is available. Maybe we could make an axiom for it! it was a pretty nice engine, even if the greyscale health wasn't exactly the best (on mine at least)
If you mean the shadows, that would actually be cool. I think Michael_Lee would like this, although I think he got a much faster speed on his new versions of Light.
Title: Re: Half Life 2: On-Calc
Post by: leafy on January 19, 2011, 09:40:36 pm
@SirCmpwn If it's possible, could you post an example of the gravity routines in use? Thanks in advance :D
Title: Re: Half Life 2: On-Calc
Post by: willrandship on January 19, 2011, 10:47:43 pm
@DJ

Comparing BBtD to the most recent screenies of Light is like comparing the 84+ version of block dude to the nspire's. :P
(http://www.omnimaga.org/index.php?action=dlattach;topic=4891.0;attach=4106;image)(http://www.ticalc.org/archives/files/ss/730/73004.gif)

A note: BBtD doesn't check to infinite distance, and appears to do it with a line function (notice the noise at the ends, which IMO adds realism anyways) as compared to light, which goes to infinite distance which takes even more than you'd think, since it has to detect how far away from the screen it is as well as where you can see, and has to check much more of the area.

Maybe an axiom that supports scanning infinite, or different set distances? that would be really cool. Plus, the Half life engine. Both combined could do a really sweet vision-based sidescroller.
Title: Re: Half Life 2: On-Calc
Post by: squidgetx on January 20, 2011, 07:14:16 pm
I bet Michael could get a huge speed boost if he only checked a limited radius...
Title: Re: Half Life 2: On-Calc
Post by: willrandship on January 20, 2011, 07:16:08 pm
Yeah, probably. It would be a nice idea to check out, at least.
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on January 20, 2011, 10:09:49 pm
True, I bet he could maybe get 2x faster speed.
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 13, 2011, 10:30:22 pm
I just thought I'd mention that after Motherload, I'm picking this back up from scratch.  It shall be glorious.
Title: Re: Half Life 2: On-Calc
Post by: ztrumpet on April 13, 2011, 10:31:43 pm
Wonderful.  I can't wait. ;D
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on April 13, 2011, 10:32:57 pm
Wow glad to hear! Will the graphics be similar or will they have textures and such stuff?

Personally I don't mind a framerate loss, because at high framerate it's hard to see stuff moving anyway, especially on the Nspire LCD.
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 13, 2011, 10:34:05 pm
Wow glad to hear! Will the graphics be similar or will they have textures and such stuff?

Personally I don't mind a framerate loss, because at high framerate it's hard to see stuff moving anyway, especially on the Nspire LCD.
*TI-84+
And I'll probably use completely new textures and such.
Title: Re: Half Life 2: On-Calc
Post by: DJ Omnimaga on April 13, 2011, 10:35:26 pm
No, I really meant Nspire, also I dislike when you correct people all the time like this. It's annoying. The 84+ LCD is kinda bad, but it's nowhere close to the Nspire one, just bad enough to cause some smooth games to be harder to play.
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 13, 2011, 10:36:02 pm
No, I really meant Nspire, also I dislike when you correct people all the time like this. It's annoying. The 84+ LCD is kinda bad, but it's nowhere close to the Nspire one, just bad enough to cause some smooth games to be harder to play.
Sorry, I misunderstood you, I thought you were under the impression the game itself was for Nspire.
Title: Re: Half Life 2: On-Calc
Post by: Ashbad on April 13, 2011, 10:36:53 pm
But, the Nspire LCD makes grayscale games look amazing :) however, I agree, a smoother game like this will suffer x.x
Title: Re: Half Life 2: On-Calc
Post by: Builderboy on April 13, 2011, 10:38:45 pm
Wow I'm so glad you are picking this up! Are you rewriting the physics engine as well?
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 13, 2011, 10:39:28 pm
Wow I'm so glad you are picking this up! Are you rewriting the physics engine as well?
Yeah, I'm doing the whole thing from scratch.
Title: Re: Half Life 2: On-Calc
Post by: Builderboy on April 13, 2011, 10:40:57 pm
Coolio :D What kind of features are you planning to have in your engine?
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 13, 2011, 10:42:07 pm
Well, hopefully it will be faster, but I was thinking of actually adding fire using that one effect, and water using cellular autonoma.  Remember in the original how you can burn zombies?  Yeah, that would be sick in this game.
Title: Re: Half Life 2: On-Calc
Post by: Builderboy on April 13, 2011, 10:43:59 pm
wow that would be crazy cool!  Water might be questionable tho, since it doesn't really do much for standing water, probably only as an effect then?  Or would it be actually physically interactive?  Like fill up the bucket to tip the teeter totter
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 13, 2011, 10:44:54 pm
wow that would be crazy cool!  Water might be questionable tho, since it doesn't really do much for standing water, probably only as an effect then?  Or would it be actually physically interactive?  Like fill up the bucket to tip the teeter totter
I mean physically interactive ;D jump in it and cause waves, and fill things with it... the applications are endless and awesome.
Also - combine liquid physics and fire to get burning oil?
Title: Re: Half Life 2: On-Calc
Post by: willrandship on April 13, 2011, 10:45:55 pm
Wow! So, like powder game with awesome player physics!
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 13, 2011, 10:47:15 pm
Wow! So, like powder game with awesome player physics!
Just a little powder game - it will have collisions between multiple active bodies, and map collisions, plus interactive enemies and fire and guns and a crowbar and more!
Title: Re: Half Life 2: On-Calc
Post by: Builderboy on April 13, 2011, 10:48:10 pm
Wow that sounds a bit out of the scope of celular automata, I think you would be hard pressed to find some simple enough rules that would work well enough to cause waves when you jump into it :P.

Also, remember that the fire effect is a screen effect, so it might be difficult to get certain sprites or objects to be on fire
Title: Re: Half Life 2: On-Calc
Post by: willrandship on April 13, 2011, 10:49:16 pm
Will fire spread?
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 13, 2011, 10:50:00 pm
Wow that sounds a bit out of the scope of celular automata, I think you would be hard pressed to find some simple enough rules that would work well enough to cause waves when you jump into it :P.

Also, remember that the fire effect is a screen effect, so it might be difficult to get certain sprites or objects to be on fire
I can easily restrict it to certain parts of the screen, and I could probably modify it to work with non-aligned parts of the screen, and if that works, then I can have moving fire.  Otherwise, I could just make sure things die before they reach the other side.
Title: Re: Half Life 2: On-Calc
Post by: willrandship on April 13, 2011, 10:50:53 pm
Lol, what if they're already on the edge?
Title: Re: Half Life 2: On-Calc
Post by: Builderboy on April 13, 2011, 10:51:25 pm
Alright, go for it :) I would suggest working on that *after* you get the physics system up tho, this engine seems to be even more complicated than the previous XD
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 13, 2011, 10:53:35 pm
Alright, go for it :) I would suggest working on that *after* you get the physics system up tho, this engine seems to be even more complicated than the previous XD
Naw, the physics will be the major pull for it, and I could easily see it working with all of the features I want.  Also, gravity gun.
Title: Re: Half Life 2: On-Calc
Post by: Builderboy on April 13, 2011, 10:54:32 pm
Gravity gun is just some client code working in line with the Physics Engine though right?
Title: Re: Half Life 2: On-Calc
Post by: willrandship on April 13, 2011, 10:54:51 pm
Yay, gravity gun! I loved that. Maybe portalgun too? :P
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 13, 2011, 10:55:08 pm
Gravity gun is just some client code working in line with the Physics Engine though right?
Yeah, I'm just trying to form a more detailed mental image of the game's goal for you guys.
Title: Re: Half Life 2: On-Calc
Post by: Builderboy on April 13, 2011, 10:56:35 pm
Gotcha :D Is it still going to be stationary or are you going to make it smoothscrolling?  Same sprite size?
Title: Re: Half Life 2: On-Calc
Post by: ruler501 on April 13, 2011, 10:57:38 pm
Why not create a version of this for the Nspire 3.0?
This sounds like a great game to be ported over
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 13, 2011, 10:58:11 pm
Gotcha :D Is it still going to be stationary or are you going to make it smoothscrolling?  Same sprite size?
Neither of these are decided yet.  Smooth-scroll will only work if I can get a non-aligned fire effect to work, and sprite size will probably be different for each object (headcrab will be much smaller than person, for instance)

Why not create a version of this for the Nspire 3.0?
This sounds like a great game to be ported over
Maybe later, but I generally code for the TI-83+ Family.
Title: Re: Half Life 2: On-Calc
Post by: Builderboy on April 13, 2011, 10:59:20 pm
By sprite i just meant tilemap, I would actually aim for a smaller one myself, just so you could get as much map on the screen as possible, but you also lose detail so its a tradeoff, hmmm
Title: Re: Half Life 2: On-Calc
Post by: willrandship on April 13, 2011, 10:59:25 pm
@ruler it would be much cooler to port axe :) Axe-2-Lua maybe? It might be the same speed, even, but not too sure since I can't get 3.0 yet :(
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on April 13, 2011, 11:00:09 pm
By sprite i just meant tilemap, I would actually aim for a smaller one myself, just so you could get as much map on the screen as possible, but you also lose detail so its a tradeoff, hmmm
If I do smooth scroll, the tiles will be bigger.  If I don't do scrolling, the tiles will be smaller.
Title: Re: Half Life 2: On-Calc
Post by: Builderboy on April 13, 2011, 11:04:15 pm
Gotcha :) Can't wait for more development on this!  Especially the physics engine :] You know how much I love physics ^^
Title: Re: Half Life 2: On-Calc
Post by: willrandship on April 13, 2011, 11:06:32 pm
And you're darn good at it too. Any updates for portal X planned?
Title: Re: Half Life 2: On-Calc
Post by: Builderboy on April 13, 2011, 11:09:55 pm
PortalX hasn't seen much progress lately, unfortunately :/ As have most of my calc games due to the fact that I lack a math class this semester :P
Title: Re: Half Life 2: On-Calc
Post by: leafy on April 28, 2011, 03:05:25 am
Hm. Sounds very interesting but I can see potential problems with speed. Also, how are you planning to control the aiming? Crosshairs or the number keys? Because with number keys you can't be specific, like the grav gun is in the real game.
Title: Re: Half Life 2: On-Calc
Post by: SirCmpwn on May 12, 2011, 08:37:06 pm
Hm. Sounds very interesting but I can see potential problems with speed. Also, how are you planning to control the aiming? Crosshairs or the number keys? Because with number keys you can't be specific, like the grav gun is in the real game.
I'm still working on that, but it will probably just be numkeys.
Title: Re: Half Life 2: On-Calc
Post by: ClainBill on November 29, 2018, 12:04:51 pm
What happened to this post? is everyone dead?