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? :)
This science program is fast, reliable, and accurate
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.
really Ztrumpet? Didn't Quigibo said something about only be able to store lists like this:Nah, that's just some fancy stuff involving list compression. :)
[DBCE9BA65A764528->L1
?
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
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)
Oh ok, I guess I might have misunderstood Quigibo comments when we discussed about lists storage x.xThat's where it's hard.
what about storing several numbers in a list, though, do you do
{1,2,5,65,127,0,26,114->L1
?
Holy crap really?{L1+1}*256+{L1}->A
Also, how do you retrieve them?
Holy crap really?:{L1+1}*256+{L1}
Also, how do you retrieve them?
WOAH! That makes my life about 9001 times easier.Thats over 9000!!!!!
Are you going to be making a no-stub version?
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.
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.
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.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.
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 believe I made Grayscale Minesweeper and Grayscale Tunnel with support for both Ion and no-stubSome 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
*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.
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.
26 objects at once.A lot o.O (altough maybe not as much if you eventually switch to extremly large maps)
(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.
Nice!64-bit precision? I think something's wrong here...
A full physics engine with 64-bit precision however, is a little more complex. I will do my best to compress it.
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
Wake up.*deletes HL2 accidentally*
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/
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.
Also, if anyone could make me a profile of Gordon Freeman, I would appriciate it greatly, and Alex Vance as well.dimensions?
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).the more you tell me about this the more I want to get the demo ;) no pressure of course :)
I haven't done hinges and springs yet.
yunhua98, try to do it in a maximum of 7x14.Nice. I always had troubles with collision detection when there's complex physics x.x
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.
Damn MSD8x. Damn TI-Connect. Must. Find. Way. To. Transfer.Why!!!!!!! WHY!!!!!!!
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
Lolwut? Gordon Freeman most definitely does not have a walking stick.
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.
Wow glad to hear! Will the graphics be similar or will they have textures and such stuff?*TI-84+
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.
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.
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.
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 totterI mean physically interactive ;D jump in it and cause waves, and fill things with it... the applications are endless and awesome.
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!
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.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.
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
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 XDNaw, 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.
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.
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?Maybe later, but I generally code for the TI-83+ Family.
This sounds like a great game to be ported over
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, hmmmIf I do smooth scroll, the tiles will be bigger. If I don't do scrolling, the tiles will be smaller.
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.