Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Aichi on October 06, 2010, 04:03:48 pm

Title: Pugluna v0.4 Beta
Post by: Aichi on October 06, 2010, 04:03:48 pm
Finally I release my very first Axe Game: Pugluna.
I spend much time in the last 2 weeks for it.
I would be glad about every feedback, bugreport and
about any language mistake report (My english sucks. :P)
My game runs only in 15MHZ mode. Have fun! ^-^

(http://img3.imagebanana.com/img/fhwshs0n/wabbitemu2.gif)

(http://www.imagebanana.com/img/vhl1il4k/wabbitemu4.gif)
Title: Re: Pugluna v0.1 Beta
Post by: DJ Omnimaga on October 06, 2010, 04:05:43 pm
Oh nice, I'm downloading now and will try after work :)
Title: Re: Pugluna v0.1 Beta
Post by: Agentx002 on October 06, 2010, 04:07:38 pm
Draaggg... *sending* I'll post my brief review soon.
Title: Re: Pugluna v0.1 Beta
Post by: ztrumpet on October 06, 2010, 04:11:30 pm
Wow, this is awesome!  This is going on my calc for sure!  Nice job.  It's really fun and looks great. :)
Title: Re: Pugluna v0.1 Beta
Post by: Magic Banana on October 06, 2010, 04:24:21 pm
Excellent game! The only bug I found so far was that you need to hold 2nd to see the high scores instead of just pushing it. Well, that and that scores don't seem to save. Nice work though! ;)
Title: Re: Pugluna v0.1 Beta
Post by: Aichi on October 06, 2010, 04:30:52 pm
@ Magic Banana
The first isnt a bug. It was the solution for the problem,
that makes viewing and quitting score screen with the same key impossible.
And you just get a score entry by defeating the boss. :P
Title: Re: Pugluna v0.1 Beta
Post by: yunhua98 on October 06, 2010, 05:01:58 pm
cool, I'll try this after dinner.  ;)
Title: Re: Pugluna v0.1 Beta
Post by: ztrumpet on October 06, 2010, 10:18:31 pm
I can not get over how epic this looks.  How did you make the main menu so awesome? ;D
Title: Re: Pugluna v0.1 Beta
Post by: DJ Omnimaga on October 06, 2010, 11:00:35 pm
Wow I just tried it and it's really great. Difficulty is nice too :)

I love the menu, graphics and gameplay, and I like how you didn't make your ship get destroyed when hit then get replaced, but instead, have an energy bar, unlike most other arcade space shooters. It makes it even more original . Nice job so far :)
Title: Re: Pugluna v0.2 Beta
Post by: Aichi on October 07, 2010, 11:15:55 am
I fixed all bugs in the bossfight and made a new Pause system,
so now there are more balance in the framerate.
The Game is attached on the first post.
Title: Re: Pugluna v0.2 Beta
Post by: yunhua98 on October 07, 2010, 11:25:32 am
cool!  keep up the good work!

that said.../me lost the game >:(

...jk
Title: Re: Pugluna v0.2 Beta
Post by: Michael_Lee on October 07, 2010, 02:00:28 pm
THIS GAME IS AWESOME!!!

Also, it would be nice if you didn't need to beat the boss before being able to save your high score.  Plus, when I click on the about button, then return to the main menu, I think it would be nice-ish if the shooting ship continued to shoot the 'about' button. 
Title: Re: Pugluna v0.2 Beta
Post by: Madskillz on October 07, 2010, 04:13:29 pm
I noticed that too, it kicks you back when you return from the help section. Overall though, this is pretty impressive. Great work cant wait to see what you add to it or what you come up with next,
Title: Re: Pugluna v0.2 Beta
Post by: DJ Omnimaga on October 07, 2010, 06:40:33 pm
Nice to see new updates :D
Title: Re: Pugluna v0.2 Beta
Post by: ztrumpet on October 07, 2010, 06:56:26 pm
Epic game.  I even showed it to some friends today and it blew their minds. ;D
Title: Re: Pugluna v0.2 Beta
Post by: Aichi on October 07, 2010, 07:51:41 pm
Im really glad about all these positive feedbacks. :)

You have to defeat the boss to get a score, because the score will be independent of the played time. You would be able to cheating by let destroying your ship at the start.

Leaving the help menu will you bring to the score screen. This is a solution for my getkey problem for the moment. If you want to leave the help menu, you have to press 2ND, but the key will be also used for the main menu in the first frame.

The game speed gets very bad after I had to redesign the code. Im going to try some ways to get more framerate without making a larger size.
Title: Re: Pugluna v0.2 Beta
Post by: squidgetx on October 07, 2010, 07:52:40 pm
looks nice, i hope you can fix these issues ;)
Title: Re: Pugluna v0.2 Beta
Post by: DJ Omnimaga on October 07, 2010, 07:53:51 pm
Good luck on the bugs/speed. Keep up the good work :)
Title: Re: Pugluna v0.2 Beta
Post by: Eeems on October 07, 2010, 07:58:21 pm
WOW! just played this, it's even better then Phoenix! Well done!
Title: Re: Pugluna v0.2 Beta
Post by: Michael_Lee on October 07, 2010, 08:11:00 pm
You have to defeat the boss to get a score, because the score will be independent of the played time. You would be able to cheating by let destroying your ship at the start.
Maybe you could add point values for each enemy ship, and increase your score every time you kill something?

Leaving the help menu will you bring to the score screen. This is a solution for my getkey problem for the moment. If you want to leave the help menu, you have to press 2ND, but the key will be also used for the main menu in the first frame.

Wasn't there a thread where a similar problem was talked about?  I'm having difficulty finding it, I think it was in the Axe subforum...

Title: Re: Pugluna v0.2 Beta
Post by: DJ Omnimaga on October 07, 2010, 08:17:46 pm
Do you mean Getkey(0)? I always forget what to use with it to block key repeat issues in menus x.x
Title: Re: Pugluna v0.2 Beta
Post by: Aichi on October 07, 2010, 08:22:13 pm
Hope it is clear that I meant 'dependent' when i wrote 'independent' in my last post. :P
I will think about that idea, thanks.

I found the solution for the getkey problem in an axe program example of quigibo.
I had to use getkey -> K (or another variable).
Title: Re: Pugluna v0.3 Beta
Post by: Aichi on October 08, 2010, 12:23:28 pm
I improved my getkey system and made some little changes.
The file is attached on my first post.
Title: Re: Pugluna v0.3 Beta
Post by: DJ Omnimaga on October 08, 2010, 05:24:27 pm
Nice! I'll download and try later :)

Btw what's that lil guy sprite in your avatar? It looks nice. Are you working on a RPG or something? Also awesome sig. :)
Title: Re: Pugluna v0.3 Beta
Post by: Aichi on October 08, 2010, 05:47:45 pm
This guy is Aichi in an RPG I made as last Basic/xLib Game before I started to use Axe.
(http://tifilebase.org/screenshot/9b4e32ccd27ce3cfa3fe.gif)
If you want to play it please make you sure you have all data in archive.
This game needs all ram to dont get an ERR:MEMORY.  :-\
Title: Re: Pugluna v0.3 Beta
Post by: Runer112 on October 08, 2010, 05:56:19 pm
Would be nice if someone could tell me how to include @ and % as Text( outputted String. If I use the characters in my code, they will be converted to other characters.

It doesn't look like anybody answered this yet, so I will. You can insert normally inaccessible characters (or any characters) by just inserting the ASCII hex data for that character at that position (you can find the hex values here (http://tibasicdev.wikidot.com/83lgfont)). @ would be [40] and % would be [25]. When combining hex data with strings, though, you have to make sure that strings of normal characters are enclosed in quotes and hex data is not. For instance, to display the string "100% Complete" with the Text() function, you would do this:

Code: [Select]
Text(X,Y,"100"[25]" Complete")
Title: Re: Pugluna v0.3 Beta
Post by: yunhua98 on October 08, 2010, 05:58:44 pm
This guy is Aichi in an RPG I made as last Basic/xLib Game before I started to use Axe.
(http://tifilebase.org/screenshot/9b4e32ccd27ce3cfa3fe.gif)
If you want to play it please make you sure you have all data in archive.
This game needs all ram to dont get an ERR:MEMORY.  :-\

wow!  that's amazing!  you should probably post about this in a separate topic though, its definitely awesome enough.  ;)
Title: Re: Pugluna v0.3 Beta
Post by: Aichi on October 08, 2010, 06:13:17 pm
@ Runer
Thank you very much.
It works perfektly!

@ yunhua
I am not sure wether this game is so amazing as you mean.  ;)
Title: Re: Pugluna v0.3 Beta
Post by: yunhua98 on October 08, 2010, 06:14:01 pm
well, the graphics are great, to say the least.  ;)
Title: Re: Pugluna v0.3 Beta
Post by: Aichi on October 08, 2010, 06:38:23 pm
Probably i make a thread for it tomorrow,
but i am not wanting improve Aichis Adventure.
This game isnt longer an actual project.
Title: Re: Pugluna v0.3 Beta
Post by: yunhua98 on October 08, 2010, 06:45:37 pm
ok, I see.
we're really offtopic
and I think its my fault.  :P  XD
Title: Re: Pugluna v0.3 Beta
Post by: Aichi on October 08, 2010, 06:56:14 pm
No problem, that let the thread stay on top.  ;D
Now I try to make a feature in Pugluna for executing an appvar as an external 'map' (enemy group data).
Title: Re: Pugluna v0.3 Beta
Post by: Quigibo on October 08, 2010, 07:23:01 pm
The game looks really nice! :)

By the way, the solution to your key problem is to add a "While getkey(0):End" after the key press is handled.  This would cause the game to wait until all keys are let go before continuing.  If you need background animations and other stuff like that instead of just waiting, you can call your animation subroutines from inside the while loop.
Title: Re: Pugluna v0.3 Beta
Post by: DJ Omnimaga on October 08, 2010, 09:28:29 pm
You should maybe post Aichis in the downloads section when you reach 100 forum posts. It looks nice. Maybe a topic about it for now?

Anyway can't wait to see more progress on Pugluna and future projects ;D
Title: Re: Pugluna v0.3 Beta
Post by: ztrumpet on October 09, 2010, 12:09:25 pm
Looks great!  Aichis Adventure looks really cool too.  Nice job on it. ;D
They're both going on my calc. ;D
Title: Re: Pugluna v0.3 Beta
Post by: DJ Omnimaga on October 09, 2010, 12:59:34 pm
I tried it btw and it's really great. I like the power ups (and down) and the different enemies. Very hard, though. :P I wonder if you could add a scrolling star background btw?
Title: Re: Pugluna v0.3 Beta
Post by: Aichi on October 09, 2010, 03:46:27 pm
@ DJ
There were stars in the first version of Pugluna,
but I had to remove them to get more speed and memory.  :-\
Also they disturbed the overwiew.
-
I think I cant imrprove nothing in Pugluna atm,
so I start a new project now. It will be a J&R with a bouncing ball named Plonki. =D
When I have collected more experience by other projects I make I will write the Pugluna code
once again and publish it as 1.0.
Title: Re: Pugluna v0.3 Beta
Post by: DJ Omnimaga on October 09, 2010, 03:52:41 pm
Aw sorry to hear D:. I thought they looked cool but if they slowed things down it's better to not re-add them, then.

And I hope you don't kill Pugluna. Maybe you could release what you have right now on ticalc.org (and when you reach 100 posts, here on Omni) for now?

Can't wait to hear about your newer projects! :)
Title: Re: Pugluna v0.3 Beta
Post by: Aichi on October 09, 2010, 04:29:45 pm
No, i would never cancel a project like Pugluna.
Im not pleased about the speed atm and Im not sure by which parts of
my code I could save speed. After some other projects I will have enough
experience with axe (started learing 2 weeks ago) to make the code perfect (more or less :D),
then I publish it in ticalc and here (if I have my 100 posts^^).
Another cause why I move Pugluna is that Im waiting until Quigibo realesed the 32kb app compiler or rather
Quigibo knows that this would be impossible.
Im going to post a topic for the progress of Plonki here soon.
Title: Re: Pugluna v0.3 Beta
Post by: DJ Omnimaga on October 09, 2010, 05:13:08 pm
I personally think the game speed is perfect. Making it faster would make it too hard, IMHO. Also it is incredible what you can do after only 2 weeks of learning. This puts my BASIC games from 2002 and my early Axe games to shame o.o
Title: Re: Pugluna v0.3 Beta
Post by: Aichi on October 09, 2010, 07:25:50 pm
The speed with too many active objects is terribly slow,
so the fun will be lost in some moments.

Also it is incredible what you can do after only 2 weeks of learning. This puts my BASIC games from 2002 and my early Axe games to shame o.o
Im creating games since some years and Axe isnt my first language I learned.
Besides, the principle of Pugluna is based of a Visual Basic / Microsoft XNA game I made some months ago.
so I was able to 'translate' things from my Windows Game into Pugluna.^^
(http://img576.imageshack.us/img576/9286/missionaichi.jpg)
Title: Re: Pugluna v0.3 Beta
Post by: DJ Omnimaga on October 09, 2010, 10:25:49 pm
Aah cool :D

I did some VB6 back in the days but it has been so incredibly long and I had no computer at home, it was just for school projects, so I did not have much time to create signifiant stuff.
Title: Re: Pugluna v0.3 Beta
Post by: shmibs on October 10, 2010, 12:07:13 am
consistent speed with multiple objects is one of the hardest things to do in a game like this. the first post looks beautiful! i dont have time right now, but i shall check this out tomorrow!
Title: Re: Pugluna v0.3 Beta
Post by: Eeems on October 16, 2010, 04:46:29 pm
So I've tried transferring this to a real calc (84+) and it goes through the transfer fine, throws no errors, but it never shows up on the device...anybody else have any issues?
Title: Re: Pugluna v0.3 Beta
Post by: ztrumpet on October 16, 2010, 04:54:59 pm
Did you sign it before transferring? :)
Title: Re: Pugluna v0.3 Beta
Post by: DJ Omnimaga on October 17, 2010, 03:52:07 am
Normally if it's unsigned it will show an ERR:VALIDATION on the calc. I haven't tried it yet on-calc, unfortunately
Title: Re: Pugluna v0.3 Beta
Post by: Eeems on October 19, 2010, 11:26:14 am
I've tried signing it, but it hates me, and I don't get any errors about anything on sending it, it just doesn't show up.
Title: Re: Pugluna v0.3 Beta
Post by: DJ Omnimaga on October 19, 2010, 02:21:06 pm
Strange. Maybe Aichi can re-upload it? Aichi did you use the signing utility that came with Axe btw?
Title: Re: Pugluna v0.3 Beta
Post by: Aichi on October 19, 2010, 04:33:44 pm
@ Eeems
Im wondering what the problem is. I wish I could help.
Please try the new version.

@ DJ
No, I didnt signed the app. Am I having to do this?

@ Topic
Update -> v0.4b
- The highscores are stored in appvars, which are archive / unarchive themself.
(in v0.3 I stored the scores in a Getcalc("Pugscore",6) file instead of "appvPugscore". Im not sure which data type it is, if I dont use appv.)
- I increased the heart bonus to balance the difficultly.
- Some little things, that arent important enough to post here.
Title: Re: Pugluna v0.4 Beta
Post by: DJ Omnimaga on October 20, 2010, 12:39:01 am
Yeah you need to sign the apps.

Glad to see new update btw :D
Title: Re: Pugluna v0.4 Beta
Post by: Eeems on October 20, 2010, 09:16:41 am
Got the new one to work :) signed it and sent :) no problems at all :D
Title: Re: Pugluna v0.4 Beta
Post by: DJ Omnimaga on October 20, 2010, 03:07:19 pm
Glad to hear :D

Btw with the old one were you able to use it even after manually signing it? Maybe it was corrupted too.
Title: Re: Pugluna v0.4 Beta
Post by: ztrumpet on October 20, 2010, 04:22:48 pm
Awesome!  I'm updating soon. :)  Is the appVar the only update, though?

I really like this game.  Is it possible for the scores to increment some before beating the boss, though. ;D
Title: Re: Pugluna v0.4 Beta
Post by: Aichi on October 20, 2010, 05:20:57 pm
@ All
What are you thinking about the difficultly? Was you someday able to defeat the boss? If yes, let me know you highscore please. If no, I have to make it easier before I release 1.0 on Ticalc.

@ztrumpet

The storage of the highscores and increase of the heart bonus (+6 HP instead of 5. :P) are the most important changes in 0.4b.

My highscore system is designed for calculate a score after beating the boss.
The played frames and the remaining HP are important for it.

If I increase the score through 100 points by defeating an enemy,
the score at the end would be the same, just added 100*all enemies.
Title: Re: Pugluna v0.4 Beta
Post by: ztrumpet on October 20, 2010, 05:22:59 pm
I've never made it to the boss; I've only gotten to the 5th or 6th enemy.  I think you should get a score without beating the boss, but maybe that's just me. ;D
It's a wonderful game regardless. :D
Title: Re: Pugluna v0.4 Beta
Post by: DJ Omnimaga on October 21, 2010, 04:13:44 am
I haven't tried it yet but I hope to have some time to do so soon. I spent lot of time fixing some issues on the site x.x
Title: Re: Pugluna v0.4 Beta
Post by: Aichi on October 23, 2010, 03:35:09 am
Um. I lost the complete source by an oncalc mem clear. D:
I stop working on this project for awhile and I will probably disassemble the v0.4b app
to continue the project via pure assembly. Sorry for that.
Title: Re: Pugluna v0.4 Beta
Post by: TIfanx1999 on October 23, 2010, 10:58:49 am
Hello Aichi. I haven't been here in a while, so I missed you joining. Welcome here! Both of these projects look very nice. I'll give your shooter game a try and give some feedback shortly. :)
Title: Re: Pugluna v0.4 Beta
Post by: DJ Omnimaga on October 23, 2010, 01:11:51 pm
Um. I lost the complete source by an oncalc mem clear. D:
I stop working on this project for awhile and I will probably disassemble the v0.4b app
to continue the project via pure assembly. Sorry for that.

Ugh that sucks :/. Did you have a backup somewhere like a Flash drive? Always, always backup your progress every day. Else, you are just looking for a data loss. I hope you don't give up on your project. You could maybe even redo it in axe and it might be easier to find optimizations since you can rewrite from scratch.
Title: Re: Pugluna v0.4 Beta
Post by: ztrumpet on October 24, 2010, 09:54:46 pm
Oooh, ouch.  Good luck. :-\
Title: Re: Pugluna v0.4 Beta
Post by: _player1537 on October 24, 2010, 10:52:16 pm
I missed you joining Omnimaga as well.  Welcome!

With that out of the way, this game look(s/ed) amazing!  It reminded me of my game Raven, which follows a very similar idea.  For me, I usually try and write Raven in the language I am learning next to test myself on the language.  For instance, I have a Raven for ASM, Axe, and Nspire C.  Anyways... (back on topic) I'm sorry to hear about your RAM clear, I hope you have a backup somewhere (and if not, this is a lesson to backup _always_).  In my opinion, it would be a bad idea to disassemble the app, and work from ASM (unless you know ASM very well but still) because Axe has a very different way of storing data and routines and such than a normal ASM programmer would use.

I hope you find the motivation to continue working on this, good luck!
Title: Re: Pugluna v0.4 Beta
Post by: DJ Omnimaga on October 24, 2010, 10:54:06 pm
But Player you should at least finish one of the version D:. I want to play one D:

It's up to you though, and yeah I hope he gets the motivation to finish Pugluna x.x
Title: Re: Pugluna v0.4 Beta
Post by: _player1537 on October 24, 2010, 10:55:23 pm
But Player you should at least finish one of the version D:. I want to play one D:

It's up to you though, and yeah I hope he gets the motivation to finish Pugluna x.x
lol, that I do.  If you could bug me... maybe tomorrow to work on it, I'd be very grateful.  I've got a lot to work on tonight (programming wise)
Title: Re: Pugluna v0.4 Beta
Post by: DJ Omnimaga on October 24, 2010, 11:00:45 pm
Aah ok. Which version would it be by the way?
Title: Re: Pugluna v0.4 Beta
Post by: _player1537 on October 24, 2010, 11:01:49 pm
lol, your choice ;)
Title: Re: Pugluna v0.4 Beta
Post by: DJ Omnimaga on October 24, 2010, 11:21:08 pm
Axe ;D

I don't have Ndless handy so...
Title: Re: Pugluna v0.4 Beta
Post by: DJ Omnimaga on January 11, 2011, 08:46:22 pm
This guy is Aichi in an RPG I made as last Basic/xLib Game before I started to use Axe.
(http://tifilebase.org/screenshot/9b4e32ccd27ce3cfa3fe.gif)
If you want to play it please make you sure you have all data in archive.
This game needs all ram to dont get an ERR:MEMORY.  :-\
On a side note I just tried this on Wabbitemu and that was kinda cool. I guess it might be a bit slow for a regular 83+ but for a 84+ it seems fine. I liked the puzzle stuff and the graphics are kinda cool. I did not have time to go through all of it yet, since I am currently trying loads of games and projects I downloaded in the past 3 months that I never had time to try (hence the necropost :P)

I wonder if you'll eventually upload it in the downloads section and ticalc.org?
Title: Re: Pugluna v0.4 Beta
Post by: Munchor on January 12, 2011, 01:20:03 pm
Sorry, I just checked this topic and this is a comment to the very first post:

That looks really good, in fact, it reminds me of Axe's example STARESHIP :)
Title: Re: Pugluna v0.4 Beta
Post by: c.sprinkle on January 13, 2011, 04:32:01 pm
This is really neat. It's similar to Phoenix, but far cooler.
Title: Re: Pugluna v0.4 Beta
Post by: turiqwalrus on January 17, 2011, 11:46:10 am
the only bug that I can see is when I collect the clock power-up.
sometimes, my ship also seems affected by the power-up, with my bullets hanging in the air.

otherwise, great. much better that phoenix and the axe starship demo combined.
nice work
Title: Re: Pugluna v0.4 Beta
Post by: DJ Omnimaga on January 19, 2011, 02:03:24 pm
Yeah it's really great. Too bad it was discontinued :(
Title: Re: Pugluna v0.4 Beta
Post by: Aichi on January 19, 2011, 03:18:45 pm
Thank you guys. :) I wish I could present more finished games, but espacially not much motivation and sources being lost are providing for killing every project that I had started in the last weeks, no matter on which programming language. :<

Sorry, I just checked this topic and this is a comment to the very first post:

That looks really good, in fact, it reminds me of Axe's example STARESHIP :)
Yeah, playing around with this demo was the first thing I did when I started to learn Axe. :)

This guy is Aichi in an RPG I made as last Basic/xLib Game before I started to use Axe.
(http://tifilebase.org/screenshot/9b4e32ccd27ce3cfa3fe.gif)
If you want to play it please make you sure you have all data in archive.
This game needs all ram to dont get an ERR:MEMORY.  :-\
On a side note I just tried this on Wabbitemu and that was kinda cool. I guess it might be a bit slow for a regular 83+ but for a 84+ it seems fine. I liked the puzzle stuff and the graphics are kinda cool. I did not have time to go through all of it yet, since I am currently trying loads of games and projects I downloaded in the past 3 months that I never had time to try (hence the necropost :P)

I wonder if you'll eventually upload it in the downloads section and ticalc.org?
I tried to upload it to the downloads section, but it says that I have to fill out the field called Author, when I try to fill out everything correctly.^^
Title: Re: Pugluna v0.4 Beta
Post by: DJ Omnimaga on January 19, 2011, 03:22:10 pm
That sucks about the data loss. However you really need to learn to backup your progress. Copy your programs on a computer or another calculator every 30 minute or so while programming and/or groups. Do not rely only on groups or Axe backup function, though, same for calcUtil. Always copy your updates on multiple platforms in case. Backing up is a fundamental part of programming.

As for the upload section, you most likely tried to upload the game in the wrong section. You must upload it in the section with the pink description, then navigate to the 83+ Puzzle section. Do not use the drop-down menus. http://www.omnimaga.org/index.php?action=downloads;sa=add;cat=60