Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Speler on March 19, 2007, 01:36:00 pm

Title: Long Term Project's
Post by: Speler on March 19, 2007, 01:36:00 pm
There are a few projects I've alway's wanted to do.  I've decided to make a checklist here in this  topic and slowly complete them starting today.

1.  Ninja Themed Side Scroller  -- Pure Basic
Side Scroller where your a ninja, tons of weopens, several different enemies, powerups, etc.  So far I have written the base movement and graphical engine.

2.  Pirate the RPG -- ASM Help (xLib)
Battle your way from crew hand to captain in this fast paced action RPG.  It would include a completely nonlinear storyline, several boats to choose from (with powerups/items for each), boat battles, mutiny's (you choose which side to take), and real time combat.  Search island's for treasure, while battling half dead zombie pirates, etc on land.  I have done no work on this so far (being I never learned to use xLib).

There are sevaral more but this is what I'm going to work on for now.
Title: Long Term Project's
Post by: bfr on March 19, 2007, 01:38:00 pm
Cool ideas. Hopefully these will end up getting completed.  :)smile.gif
Title: Long Term Project's
Post by: graywolf on March 19, 2007, 04:06:00 pm
I like both games!  :)smile.gif
Title: Long Term Project's
Post by: trevmeister66 on March 19, 2007, 04:26:00 pm
sweetness, can't wait to play both (not at the same time of corse)
Title: Long Term Project's
Post by: Liazon on March 19, 2007, 05:24:00 pm
sounds cool! *Liazon
Title: Long Term Project's
Post by: Delnar_Ersike on March 19, 2007, 05:31:00 pm
I love both ideas. The pirates one sounds especially promising; to me, the best parts about any RPG is their storylines and battle systems, both of which are met by your ideas.
The pirate game also reminds me of my own project, Space Trader, in a way. I've been bitten by the lazy bug: haven't touched my programs for about a month, though I did some tinkering with the pictures.  :banghead:banghead.gif *Must...get...back...work...on...project* :banghead:banghead.gif
Title: Long Term Project's
Post by: Speler on March 20, 2007, 04:49:00 pm
I attempted to design the first level of the ninja game but had no luck inspiration wise.  I guess I'll try again tommorow.  Once I have one level designed I'll start the actual coding process, I have some ideas to make the game pretty interesting.  I'll try to get to the point of a simple demo within two or three weeks then start learning to use xLib (any pointers?) and start the pirate game.
Title: Long Term Project's
Post by: CureDesu on March 22, 2007, 10:31:00 am
They both sound awesome.  If you need help, I'd be happy to assist you with the Pirate RPG.

P.S. As you all have seen, I've not been posting around here much for the last month.  I posted a little on UTI, but for the most part, I've been swamped with work, and my computer has been taken away several times.  I should be posting more now, with some projects also.  :Dbiggrin.gif
Title: Long Term Project's
Post by: Speler on March 22, 2007, 11:02:00 am
Cure, that'd be awsome.  I designed a large chunk of lvl 1 today for the ninja game.
Title: Long Term Project's
Post by: graywolf on March 22, 2007, 12:12:00 pm
Awesome! You got to get us drooling over screenshots when you can.
Title: Long Term Project's
Post by: CureDesu on March 22, 2007, 02:32:00 pm
Sounds great Super_Speler. Anything you want me to do? Engine? Sprites?
Title: Long Term Project's
Post by: Speler on March 22, 2007, 03:12:00 pm
As of now I don't need anything, but in a few weeks I'll come to you if I need help with xLib.
Title: Long Term Project's
Post by: Delnar_Ersike on March 23, 2007, 08:53:00 am
I you need a monochrome sprite artist (not greyscale)... :hi:coucou.gif
Title: Long Term Project's
Post by: Speler on March 23, 2007, 09:51:00 am
I'm gonna make most of the sprites, probably try to do 3 lvl GS.  Would it be possible to make water animated (with graycale)?
Title: Long Term Project's
Post by: Halifax on March 23, 2007, 10:18:00 am
I think that would be kind of sketchy with Xlib Super_Speler. It looks good with b/w animated water though. Grayscale animated water is possible but I don't think do able to make it look good or make the game run fast. Also Delnar I have been into spriting lately and I think I have gotten better. If you want me to help I can.
Title: Long Term Project's
Post by: Speler on March 26, 2007, 08:21:00 am
Adding another project to the list (started it today).  It's a platformer similar to Metroid.  Basically, I'd made a change to Zoith's tilemapper and it allowed for some cool graphics (Pure-Basic by the way).  This game should be finished the quickest of all of the others so far said and it will be the funnest to work on.
Title: Long Term Project's
Post by: Halifax on March 26, 2007, 09:38:00 am
awesome!

And some Xlib Advice: Always work with the readme close by!!
Title: Long Term Project's
Post by: Speler on March 27, 2007, 10:56:00 am
Got a screenie to post soon for the platformer (just shows off the uber-fast tilemapper).
Title: Long Term Project's
Post by: bfr on March 27, 2007, 12:30:00 pm
An uber-fast tilemaper in TI-BASIC? Nice!

*bfr
Title: Long Term Project's
Post by: Speler on March 28, 2007, 08:25:00 am
Ok, graphical work is done (mostly) for the platformer.  I'm looking for simple non-moving things to add to the engine (i.e. switches) that can be useful in designing puzzles, any thoughts?
Title: Long Term Project's
Post by: Halifax on March 28, 2007, 01:00:00 pm
elevators would be cool with animations that like when you push the switch it would show the guy going up or something like that. Or some switches that drop things or raise things or something. Just ideas.
Title: Long Term Project's
Post by: Speler on March 28, 2007, 02:30:00 pm
All of that is great, but I'm preferably looking for mostly stationary affects (although the elevator is perfect and I'm going to use it).
Title: Long Term Project's
Post by: Delnar_Ersike on March 28, 2007, 02:31:00 pm
Or enemies that press buttons and switches to mess you up :Ptongue.gif . That would be crazy if you really put it in, though.
Title: Long Term Project's
Post by: Halifax on March 28, 2007, 02:59:00 pm
Awesome!!!! Elevators will rock dude!!! Screenshot!!! and beta!!!! whew. Got all that out.
Title: Long Term Project's
Post by: Delnar_Ersike on March 28, 2007, 03:02:00 pm
QuoteBegin-Halifax+28 Mar, 2007, 20:59-->
QUOTE (Halifax @ 28 Mar, 2007, 20:59)
Awesome!!!! Elevators will rock dude!!! Screenshot!!! and beta!!!! whew. Got all that out.  

 You forgot some things:

...and video of music playing on the calc in the game!!! and making this in assembly!!! and having it run over 20 FPS!!! and releasing the full version!!! XDsmiley.gif
Title: Long Term Project's
Post by: Speler on March 28, 2007, 04:05:00 pm
In my honest opinion, the graphics (although using an extremely limiting techniqe) are almost as good as ASM (although it may just be me being used to looking at them) so no need for asm version.  Anyways... any other thoughts on puzzle components?
Title: Long Term Project's
Post by: spengo on March 28, 2007, 06:46:00 pm
sounds really cool! :Dbiggrin.gif

Also sorry but... I can't stand it, I just can't stand it!
QUOTE
Replying to Long Term Projects


QuoteBegin
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QUOTE
There are a few projects I've always wanted to do. I've decided to make a checklist here in this topic and slowly complete them starting today.

1. Ninja Themed Side Scroller -- Pure Basic
Side Scroller where your a ninja, tons of weapons, several different enemies, powerups, etc. So far I have written the base movement and graphical engine.

2. Pirate the RPG -- ASM Help (xLib)
Battle your way from crew hand to captain in this fast paced action RPG. It would include a completely nonlinear storyline, several boats to choose from (with powerups/items for each), boat battles, mutinies (you choose which side to take), and real time combat. Search island's for treasure, while battling half dead zombie pirates, etc on land. I have done no work on this so far (being I never learned to use xLib).

There are several more but this is what I'm going to work on for now.


I take it your nick is Super_Speler for a reason XDsmiley.gif I heard a great disturbance in the force, it was like a million English teachers suddenly cried out in pain and were silenced.
Title: Long Term Project's
Post by: Speler on March 30, 2007, 03:33:00 pm
Did a ton of work on platformer B today... can't wait to get a demo out...
Title: Long Term Project's
Post by: spengo on March 30, 2007, 09:32:00 pm
Noice, pure basic though? Think it will run at okay speed on a regular 83+?
Title: Long Term Project's
Post by: Speler on March 31, 2007, 01:46:00 am
As of now it runs fine on 83+'s, but once I add stuff (specifically enemies) it may be a little sluggish.
Title: Long Term Project's
Post by: graywolf on March 31, 2007, 05:41:00 am
As long as it is playable, it's all good. How sluggish do you think it will be?
Title: Long Term Project's
Post by: Speler on March 31, 2007, 05:48:00 am
It depends on how much I add.

Anyway, I need some puzzle mechanics designed before going any further.  Post (preferably stationary) ideas here (please).  I have a few, but not enough for a large game.

I made a checklist of everything that needs to get done in the order it needs to get done, should take a month if everything goes according to plan at the rate I'm working now to finish it.  Then I'll do Pirate RPG and finally the side scroller.

Memory wise, it looks like I'll be able to have 100 or more rooms if I go all out.

On a side note, I found the map to an old platformer/rpg I was working on earlier this year beneath my desk.
Title: Long Term Project's
Post by: Speler on April 04, 2007, 05:08:00 am
Update:
I finished the phisics and added tiles that when stood on for a short period of time will break.  I got several mixed opinions from freinds last night on graphics, if you guys don't like them after the first demo I will come up with a new system.  Elevator's are much more difficult then I thought, I will include them but I'm getting lazy in coding them in.  I edited certain sections of code so that while they are slightly slower, they are MUCH easier to edit and add features in the future (and depending on how much this game has can end up being faster).

Anybody else have any ideas for puzzle mechanics (I'm having trouble coming up with ideas and until I have a bunch no demo).

EDIT:  Sorry for the double post.
Title: Long Term Project's
Post by: Speler on April 11, 2007, 11:15:00 am
Ooh... triple post (let's see how many I can get :)smile.gif).  I added several features, it's running much slower then before but it's still fast on 84+'s.  I figure I'm gonna start working on the map one room at a time, as many of them having content as possible (i.e. no empty hallway rooms).  If I can get stuff done (and find my cable) a simple demo may be ready by the end of next week.
Title: Long Term Project's
Post by: graywolf on April 11, 2007, 03:49:00 pm
Sweet! And you're not going to have a quadruple post. ;)wink.gif
Title: Long Term Project's
Post by: dinhotheone on April 12, 2007, 02:19:00 pm
if a lack of puzzle mechanics is a problem, a playthrough of some older zelda games could be inorder. now im not 100% what type of stuff your loooking for. specific things like "magnet gloves" or like basic stuff like switches and tiles that move and tiles that move you and stuff like that?
Title: Long Term Project's
Post by: Halifax on April 12, 2007, 02:44:00 pm
Ohhh a demo nice :)smile.gif. And puzzle mechanics?? hmmm? I think there should be doors that need 3 pieces of a puzzle to open them up and the three pieces are spread out upon the levels. And the doors left you get into secrect levels and things. You could easily store the three piceces as a list of 1's and 0's showing if they have them or not and if they have them all then the doorway disappears. Stuff like that would be cool I think and increase the gameplay.
Title: Long Term Project's
Post by: Speler on April 12, 2007, 03:35:00 pm
Yeah, stuff like that (note the game is side view).  The demo will contain:
-A large, fairly empty map (it will be filled in time, this is just a skeliton).
-Basic game engines.
-Some switch stuff.
-Some cool puzzle stuff.
-No enemies (that will be next, and final release).

And dinhotheone, just played up to water temple in Ocorina of Time this past weekend.  Your right, it may help a bit.
Title: Long Term Project's
Post by: Speler on April 17, 2007, 02:38:00 pm
Yay, double post.

I have decided to add a large array of weopons to this game that not only deal damage to enemies but in some cases actually it acts as more then that (as in with bombs which can blow up certain tiles).
Title: Long Term Project's
Post by: Delnar_Ersike on April 18, 2007, 09:29:00 am
So you are planning to finish the ninja game before starting the pirate game? If so, I'll wait.

Oh yeah, Super_Speler, can you make a puzzle that is timed? For example, while you are trying to solve it, the walls slowly crawl closer or the lava underneath is slowly rising? That would add awesome tension to the puzzles.
Title: Long Term Project's
Post by: Speler on April 18, 2007, 10:45:00 am
No, I'm finishing the Metroid-esque game before the pirate game before the ninja game.  I may use rising lava for a boss battle.
Title: Long Term Project's
Post by: Speler on April 24, 2007, 09:12:00 am
Update:  Dungeon One is complete, without enemies.  Everything is in the engine except the enemies and 4 boss battles really (and a couple weopens).  The game will have 110 rooms (final number) and 26 of them are completed (it takes the average person 40 minutes to complete with infinite health, no enemies and no boss battle).  Unfortunaly it is running too slow for an 83+ at the moment, I'm gonna see what I can do though.  I'm having alot of trouble compressing the game data though, it takes me about 30 minutes to figure out the best way to compress one room.

Now a question, should I have a small storyline (would have to drop some stuff), an elaborate (would really impact gameplay) or no storyline (advantages obvious)?
Title: Long Term Project's
Post by: graywolf on April 24, 2007, 11:57:00 am
Small storyline.
Title: Long Term Project's
Post by: Delnar_Ersike on April 24, 2007, 01:25:00 pm
Simple storyline is good, however, if you can get it off with an elaborate storyline, that would be very good. What interests me the most is that if you do have a basic storyline, have it as non-linear as possible. By non-linear, I do not mean Dying Eyes's non-linear (same storyline choices all the way until after the final boss's death).
Title: Long Term Project's
Post by: Speler on April 24, 2007, 02:14:00 pm
Well, it'd be difficult to make it non-linear as you need items from previous dungeons to beat later ones (however alot of stuff inside the individual dungeons is non-linear).
Title: Long Term Project's
Post by: Delnar_Ersike on April 24, 2007, 04:02:00 pm
Well then maybe a crossroad in one of the dungeons...you can only choose one way to go out of two and each one is different and will lead to different dungeons except for maybe the final one...
Title: Long Term Project's
Post by: Speler on April 25, 2007, 01:04:00 am
Yeah, 'cept I don't want to waste ideas, space or gameplay.  Like I said, internally the dungeons are somewhat non-linear, but externally they aren't.
Title: Long Term Project's
Post by: dinhotheone on April 25, 2007, 01:41:00 am
when you say: "you'll need items from previous dungeons"
 do you mean like zeldaesque items or like you need this talisman to go to that dungeon and you need the talisman for that dungeon to get to the next dungeon, i mean will it be unable to procede due to gameplay or storyline

you could always make it so that you can goto dungeons in multiple orders. but like most zelda games this is hard to do unless you go into the dungeon and steal the item there then leave. so the only thing i can think of that you could make non linear is outside events, which i guess you could make minimal with a small storyline. things that couold change could be like things that are useful but not required like extra life/arrows/bombs/bottles (if you are wondering, i did playthrough the snes zelda) also you could do something like in the gb zelda with the trading system but i dont actually remember what it gives you :(sad.gif (another playthrough i guess) or like if you did one thing, someone could show you a side entrance into a dungeon that makes things easier...

also on a side note, one dungeon should be in the belly of a giant fish.
Title: Long Term Project's
Post by: Speler on April 25, 2007, 08:16:00 am
The items are as you said zelda-esque (i.e. you need a certain sword to break through this kind of barrier, or a bomb to open a room).  Also, to clear up any misconceptions, it is one big dungeon divided into 4 sections (which I have refered to as dungeons).  Also, the game has no NPC's (as of now).  I finished most of the item system.

Also, to speed up loading times and lower the save game size (as well as be easier to code and save space), I'm thinking certain items like health packs will not disapear after you find them and instead just refill your health completely.
Title: Long Term Project's
Post by: graywolf on April 25, 2007, 10:52:00 am
I think that should be fine because otherwise the game would be way too large.
Title: Long Term Project's
Post by: Speler on April 26, 2007, 09:00:00 am
Added health packs to the map, now I need to code in items that disapear when you find them (like weopens and armor, powerups in general).
Title: Long Term Project's
Post by: Speler on April 29, 2007, 12:24:00 pm
Made some progress, I'm brainstorming what the first boss should do right now.
Title: Long Term Project's
Post by: Speler on August 16, 2007, 04:46:00 am
I suppose I need to give an update here.  Here is what I'm currently working on (in order of how much time I'm putting into it):

Secret
I'm working on a game with several members of UTI, you can probably find some info if you look hard but don't ask me for any.  It has been progressing at a fairly constant rate (and already has a lot of content, though I have honestly produced a minimal amount of it :(sad.gif).

Un-named Puzzle Platformer
I spent some time this morning writing an engine for a puzzle platformer that's basically side view donut quest.  It'll have lot's of cool mechanics (moving blocks (which of course fall if you move them off the edge and interact with other items), explosives, breakable tiles and of course gold coins (which is what you collect).  So far I have, the movement system, the graphics system (it's a similar  concept as The Game's, only a bit slower), breakable objects, and a simple enemy system (I spent 4 hours on it this morning).  It's a bit unoptimized, but that'll change in time.

Pirate RPG
On hold until Iambian finishes the tile mapper he's making for me (uses strings rather then matrices), see Pirate RPG topic for more details.

Project Omnimaga Racing Ngine mod
Have yet to really start, though I have done a bit of 'decoding' Kevin's code.

Later today I'll work on Secret a bit and then the Project Omnimaga Racing Ngine mod.  It's nice to be seriously coding again :)smile.gif.

EDIT:  I'm also considering a rewrite of Zoith (one that isn't as slow and bulky), thoughts on this?
Title: Long Term Project's
Post by: DJ Omnimaga on August 16, 2007, 11:32:00 am
wow nice to see you back into coding. I would like donut quest to be ported to 83+, altough I have a TI-89t, but for some reasons BASIC games on the TI-89 kinda irks me because of the menu bars :/confused.gif, it was fun tho

WIll the race ngine mod be an entire game or just a mod with more features? Still cool in both way tho, just wondering ;)wink.gif
Title: Long Term Project's
Post by: Speler on August 16, 2007, 12:57:00 pm
The race ngine will be both a mod with more features and a full game.  The goal is Crash Team Racing meets Super Smash Brothers.
Title: Long Term Project's
Post by: DJ Omnimaga on August 16, 2007, 04:23:00 pm
cool idea :Dbiggrin.gif I hope to see it comes to fruition!
Title: Long Term Project's
Post by: TsiJiang on August 26, 2007, 05:01:00 am
For the Ninja game what about a naruto themed game???
Title: Long Term Project's
Post by: Delnar_Ersike on August 26, 2007, 10:57:00 am
QuoteBegin-Tsijiang+26 Aug, 2007, 9:01-->
QUOTE (Tsijiang @ 26 Aug, 2007, 9:01)
For the Ninja game what about a naruto themed game???  

 I think we can all reply to that one pretty curtly... <_<dry.gif
Title: Long Term Project's
Post by: DJ Omnimaga on August 26, 2007, 03:56:00 pm
i dont get what you mean
Title: Long Term Project's
Post by: JonimusPrime on August 26, 2007, 04:02:00 pm
that show is kinda dumb and it don't think it would make a good game.
Title: Long Term Project's
Post by: Liazon on August 27, 2007, 09:55:00 am
i think he already wanted to do something similar to Ninja Gaiden, but not sure if he's doing that anymore.
Title: Long Term Project's
Post by: Speler on September 05, 2007, 05:01:00 pm
Well, I barely did anything before I lost my calc for that game and I still really want to do it eventually.

Guess what starts friday?  SCHOOL!!!  While this normally sucks, it does tend to give me a lot of time to work on games (when I 'should' be working).
Title: Long Term Project's
Post by: DJ Omnimaga on September 05, 2007, 05:09:00 pm
w00t! I hope to see you back in calcs soon!
Title: Long Term Project's
Post by: Halifax on September 06, 2007, 01:55:00 pm
@SS: Lol. I used to just bring my laptop to school and program :Ptongue.gif That was before I noticed my GPA slipping down to 3.0 o.oblink.gif