Omnimaga
Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: saintrunner on December 05, 2011, 09:59:28 pm
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This is a game I've been working on in silence, but when annoyingcalc asked for a screenie, it came time to show it.
It's still in the REALLY early stage! so no critics yet please
Basically its a shooting/rpg/puzzle/plat former styled game, and I plan to make it MASSIVELY large! and no it won't be released anytime soon like my last three games (Wow those came quick) because I want this one to be awesome!
(screenie won't upload, so It will come soon)
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Really early = 20% done? :P
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This is a game I've been working on in silence
Ah.
Have you met Jane Pierce? Nice woman./me runs
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I'm so confused... um and yeah 20%=Main loop done, concept done, three levels done. It's only 20% because I intend on having this game to be MASSIVE! And I will only release 10 of this game as a test.
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Concept or screenie plz?
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I might put a screenie later, but no concept till it's all done! Like I said I meant for this to be silent, cause it will take a while.
edit: http://www.mediafire.com/i/?b9fs7sl3iezus77
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It just goes back to the homepage.
I usually use http://img.removedfromgame.com to upload if not uploaded here.
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fixed it
And just so you know a lot of the screenie has changed already
edit:Newest screenie
http://www.mediafire.com/i/?r7o33u9r9cbiw9o
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blargh! mediafire's blocked here, as are 95% of all image search/upload sites. Would you mind hosting the screenshot on removedfromgame?
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blargh! mediafire's blocked here, as are 95% of all image search/upload sites. Would you mind hosting the screenshot on removedfromgame?
does this work?: (for you)
(http://img10.mediafire.com/90e69a4570412aa5cdbeff7d2512307166d8f388d29ccac7dca59fc4371f5b035g.jpg)
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nope D:
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hmmmm, this?
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yeah, that works. Thanks. Looks good, saintrunner!
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Update screenie...again, And notice I don't show you how to beat level 3.....The rest of levels are supposed to be a learn on your own feel. Oh and I plan to have like 30+ levels....It's gonna be so big, optimization is stupid.
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I agree with optimization being dumb yet... It is really needed!
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Or make an appvar for some levels
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I agree with optimization being dumb yet... It is really needed!
It was a joke, can you please don't down rate that post...It was an emphasis on it's size, not on the stupidity of optimizations....I love optimizing
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Menu= My best one I've done so far!
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(It's been more than six hours)
So I have the menu and three of who knows how many levels done (maybe 30+) And I need someone to test it a little! Any volunteers? I only want 1
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Me!
Also I believ You only need to wait 1 hour for project updatesu
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ok cool! I'll send you a pm with it! just a sec
and it's been almost a day lol
edit: sent
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Epic7's Comments and Constructive Criticism
Intro:
Kinda slow
Menu:
I think you should make the user have to push an arrow to change selection, then have them release the arrow before scrolling to the next one.
Cool menu though
Help screen:
The text goes off the screen :P
I like the scrolling down
Oh, I get the concept now. Odd, but cool! :P
Gameplay:
Maybe add realistic gravity.
Kinda reminds me of that game idea you had a little while back :P
Are the bullets greyscale?
I can't beat level 3 :P
Afterwards:
Wabbit screwed up xP
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Ok thanks :) and yeah I'm just using that jumping as temporary, And I changed the text so it doesn't go off screen. INTRO: yeah I thought so, i'll speed it up.
MENU: yeah it's a little tricky and sensitive.
Well Thanks at ton for the test! And level three is a little tricky.....think Portal....but not 'portal'
lol good luck!
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ok so I fixed all those things, but the jumping....I'll do that later.
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I need to figure out how to do pxltests with gravity myself <_<
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Yeah, I can get the gravity, but the pxl tests through me off...
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Or for the easy way out, make it so that the
guy's head's falling velocity doesn't exceed 1 pxl/frame :P
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What do you mean?
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Make it so that the speed of the guy isn't greater than 256 (subpixels)
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Ahh... I see, well the real problem is the jump is pointed at the top, so it's written so when j=15 y adds to itself, so your position just constantly changes....But I need an arched jumped....Which I can do simply by adding one more variable which is acceleration and then changing j to v as velocity. click up. character goes up. velocity hits zero as it gets higher then y's spot 'inverts' (negative to positive) and I come back done. ALL in a curve. I like fancy lol
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I think making it curve is easier than without. (until you hit the ground :P)
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yeah....collisions are confusing, cause I don't think you can just put pxl-test(x,y+8) and be done with it.
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In my game, I currently just check what the y coordinate is, but that'll have to be changed :P
/me goes to experiment with some pxl-testing.
TO THE LAB!
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fixed all my ram clear calc crash issues ( atleast that I know of :P ) And I have implemented gravity for realism!
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Did you figure out pxltesting? If so, I'd like to know how :P. I came up with an idea myself but it seems that the guy just snaps to the ground every time :P
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here is an example:
[FFFFFFFFFFFF]->pic1
line(0,63,95,63) //line at bottom of the screen
45->X
55->Y
-5->V //velocity, change to adjust height
repeat getkey(15)
if getkey(4) or (pxl-test(X,Y+8)=0 //pressed up or nothing is below you
Y+V->V //Keep in mind V is a negative, so it is like subtracting from Y, until it gets to zero....
V++ //This will get V to 0 so Y is added to
end
if pxl-test(X,Y+8)=1 //If you hit a line
-5->V //resets your velocity so you can jump again.
end
pt-change(X,Y,pic1)
pause 50
displaygraph
pt-change(X,Y,pic1)
end
this gives the jump an arch
_ _
_ _
/ `
/ `
/ `
/ ` .. sorta but not flat lol
rather then
/`
/ `
/ `
/ `
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Oh, I know how to do that. I was trying to do pixel testing when the player goes very fast, so it doesn't go right through the lines. But I think I'll probably be fine since it won't be moving at like supersonic :P
I might do a few if's depending on the velocity which shouldn't really exceed 512 at any point.
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Oh, I know how to do that. I was trying to do pixel testing when the player goes very fast, so it doesn't go right through the lines. But I think I'll probably be fine since it won't be moving at like supersonic :P
lol I just did that with butts' velocity tutorial :D
(and it works too :P)
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More tutorials that I've never heard of!/me looks
Wait, where?
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lol oh yeah sorry...question.....256 inflation maybe? I just realized its going through the lines :P
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I'd die without inflation, so I've already been using it.
Inflation makes it easier.
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did you get it to work? could copy and paste it into my code example above, so I can see it?
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What? My gravity works fine if you see the grappler topic, it's just the pxl testing I'm figuring out, but it shouldnt be so bad.
And I can't get code since I'm on my iPod and I'm going to collapse soon of sleepiness :P
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Oh no I get the gravity, It's just he jumps through lines except the the starting line
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Ok. So pretty much, that is what I've been saying I've been figuring out :P
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I know I got that, sorry, PLEASE OMNI GODS! SEND AN INTELLIGENT CODER WHO KNOWS PXL-TESTING TO THIS THREAD!!! (and not saying you guys can't help, but I think we all need one of this people.)
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I'm experimenting with a for loop now to check downwards a couple pxls varying on the velocity.
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hmmm that might work, if you figure it out tell me :)
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I'm too tired now :P/me goes to bed
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I know I got that, sorry, PLEASE OMNI GODS! SEND AN INTELLIGENT CODER WHO KNOWS PXL-TESTING TO THIS THREAD!!! (and not saying you guys can't help, but I think we all need one of this people.)
Hello? ;) I'll see what I can do, you're asking about getting realistic gravity working with pixel testing commands, right?
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I had an idea, but it didn't work. Here it is with leafy's optimizations:
{°W+1}→θ ;Stores velocity to θ to check below the player
For(E,0,θ)
If pxl-Test({°X+1}+2,{°Y+1}+E+8)+(pxl-Test({°X+1}+4,{°Y+1}+E+8)) ;Im not sure what {° does :P
;reset stuff
Goto PP
End:End
Lbl PP
Doesnt work. The player snaps to the ground.
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Could you draw out a picture of what you want to do? It's still kind of vague, and I don't really know what you're getting at.
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The goal is to do collision detects for the ground with gravity.
I thought that I should make it check further below the player if the velocity is fast.
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This assumes your character is 6 pixels wide and 8 pixels tall.
W is your y-velocity
If W>>0
7
End
→θ
{°X+1}→S
While pxl-Test(S,{°Y+1}→T+θ)+pxl-Test(S+5,T+θ)
0→W
If θ
Y-256→Y
Else
Y+256→Y
End:End
This isn't the most optimized solution, but it's the general way to do it, seeing as I'm still not sure as to what you're getting at.
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Yeah what i have is y+v->y and v+a->a and then v is set as a negative. and the pxltests work for whereever you start but, it goes so fast that you can't jump onto a platform
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Okay, I spent the last coupla hours working on this. I set up a physics engine that has perfect collisions, using only pxl-Test. This thing has no tilemap :)
(http://img.removedfromgame.com/imgs/vector.gif)
BTW, this is all 6MHz. Also, if you noticed from the screenie, the engine supports slopes as well. Source is attached.
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Okay, I spent the last coupla hours working on this. I set up a physics engine that has perfect collisions, using only pxl-Test. This thing has no tilemap :)
(http://img.removedfromgame.com/imgs/vector.gif)
BTW, this is all 6MHz. Also, if you noticed from the screenie, the engine supports slopes as well. Source is attached.
Sweet!!! question: what is 6MHz?
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You know the Axe command Full? This doesn't use that, it uses normal speed.
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You know the Axe command Full? This doesn't use that, it uses normal speed.
ah, ok. that makes sense now. :)
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Cool, I'll go check out butts's program. :D
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THANK YOU SOOO MUCH!!!
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sorry to double post, but could you go in depth on the jumping part and what you are doing in the code? thats the part i need, thanks
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How does the pixeltesting work in this?
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update, still need to fix jumping for realism. right now adding backgrounds
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sorry to double post, but could you go in depth on the jumping part and what you are doing in the code? thats the part i need, thanks
You're talking about just the gravity, not the collisions, right?
How does the pixeltesting work in this?
I'm kinda busy right now, but I'll post more about it later.
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Yup, Saintrunner wants the gravity, not collisions, and I want to know collisions, not gravity :P
In the mean time, I'll start putting together a tilemap.
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Okay, so for gravity, all you need is two variables: Y_Position and Y_Velocity. Y_Position is just where on the screen the character is displayed, the Y coordinate. Y_Velocity is the speed the character moves per frame. So, to move the character upward, all you need is a negative velocity. Since Y_Velocity is added to Y_Position every frame automatically, if you simply set the Y_Velocity to a negative number, you will go upwards (adding a negative number to Y_Position = subtracting from Y_Position = making the character go up). To simulate realistic gravity, we need to define exactly what gravity is. Gravity is downward acceleration, that's all. Implementing this is fairly trivial - just add a constant number to the Y_Velocity every frame.
Example:
.I'm going to use Y for Y_Position and E for Y_Velocity
.So every frame, put this line in somewhere:
Y+E->Y
.And add a constant to E
E+100->E
.100 is a pretty good number for 256x inflation
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100 for Y acceleration? O.O
I'm using 12 for gravity...…
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100 for Y acceleration? O.O
I'm using 12 for gravity...…
Yeah, butts I think you probably meant 10 or something. 100 is way too fast.
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I get all that stuff, I just can't get it to pxl test when I come down on a plat form..
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I get all that stuff, I just can't get it to pxl test when I come down on a plat form..
what is your sprite? I can code an example program for you with the sprite. :)
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no I have all that. like it jumps and moves, but if I put in a line as a plat form, the sprite jumps through it instead of landing on it...I think I is cuz it is adding and subtracting multiple numbers from the sprites position...
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no I have all that. like it jumps and moves, but if I put in a line as a plat form, the sprite jumps through it instead of landing on it...I think I is cuz it is adding and subtracting multiple numbers from the sprites position...
you mean like this?:
:.assuming that Y is your Y position and E is your Y velocity
:.and that your sprite is [FFFFFFFFFFFFFFFF]
:.and that X is your X position
:
:Repeat GetKey(15)
:ClrDraw
:Y+E->Y
:
:If E>>0 //if your velocity is negative
:sub(TEST) //subroutine that sees if there is platform
:End
:
:E+100->E
:
:.the rest of your code (jumping, etc.)
:End //end main loop
:
:Lbl TEST
:For(B,((Y/256)-(E/256)+8),((Y/256)+8
:For(A,(X/256),(X/256)+7
:If pxl-Test(A,B
:0->E
:((B*256)-2048)->Y
:Return
:End
:End
:End
:Return
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Sorry to be a super n00b, but what does >> mean? For example: X>>12. Also, I've never understood for loops, what are the 3 arguments?
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Sorry to be a super n00b, but what does >> mean? For example: X>>12. Also, I've never understood for loops, what are the 3 arguments?
> works on only positive numbers.
>> works on positive and negative numbers. ;)
in a for( loop, the 3 arguments are: first, the variable. second, the starting value of the variable, and third, the ending value of the variable.
for example:
:For(A,0,3) //loops through 4 times
:Disp A>Dec //displays the value of A (see how it changes?)
:End
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100 for Y acceleration? O.O
I'm using 12 for gravity...…
Yeah, butts I think you probably meant 10 or something. 100 is way too fast.
Yeah, you're prolly right.
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Unless your acceleration was inflated as well O.O
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lol acceleration of acceleration XD
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I'm using acceleration of acceleration :P
Isn't that called jerk?
Then... If accel/time = jerk, then what is jerk/time...
And whats jerk/time/time
And whats jerk/time/time/time O.O
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acceleration of acceleration is the derivative of jerk.
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Ok very confusing... ill end this with THE GAME
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Sorry to be a super n00b, but what does >> mean? For example: X>>12. Also, I've never understood for loops, what are the 3 arguments?
> works on only positive numbers.
>> works on positive and negative numbers. ;)
in a for( loop, the 3 arguments are: first, the variable. second, the starting value of the variable, and third, the ending value of the variable.
for example:
:For(A,0,3) //loops through 4 times
:Disp A>Dec //displays the value of A (see how it changes?)
:End
Thank you SO much. I see now. Just one more question: How do people put huge graphics like 25x40 in their main screens? Like the logo and such. I only know how to do 8x8
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Also with 1.1 you can do for( loops with only 1 argument ;)
You can put together 8x8 to make 16x16 and such
For full screens, you can import a pic var and use it by doing
[Pic5]->Pic5 ; if you store a background, absorb it like this
Copy(Pic5,L6,768) ; copies pic to buffer
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They could use a whole bunch of 8x8 sprites, which is useful when you have a relatively small area that needs to be displayed
They could also be using the bigmap() command, which is like the sprite command but is a bit slower and can display 'sprites' of any size
Or They could be importing a picture directly [Pic1]->GDB0 and copying it to the buffer.
EDIT: Njnja'd :ninja:
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Bigmap? :P
For my menus, I draw them on Paint, save as 96x64 monochrome bitmap, then upload to calc via Ti connect's screen capture thingy.
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He means Bitmaps. :P Typo fail.
Check out the commands list that is in the folder you downloaded Axe in, and look for the "Bitmap" command. It's pretty useful for 25*40 sized graphics.
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I need to check out bitmaps. I've never used them but I'll need that size for my floating... Creature... Demon... Thing :P
Edit: Wait... So what do I put for the third argument?
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Edit: Wait... So what do I put for the third argument?
The pointer to the bitmap. It's like the third argument for regular sprites, only it's formatted a little differently.
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What do I put for that pointer?
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What do I put for that pointer?
Try this (or something like it):
: [0203 FFFFFFFFFFFFFFFF 0000000000000000 FFFFFFFFFFFFFFFF FF818181818181FF FF818181818181FF FF818181818181FF]->Pic1
: ClrDraw
: Bitmap(10,20,Pic1)
: DispGraph
: Pause 1000
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Hmm... a 2x3 pixel sprite only takes up 2 bytes. Did you mean a 6x64 pixel sprite maybe?
: [0640 FFFFFFFFFFFFFFFF 0000000000000000 FFFFFFFFFFFFFFFF FF818181818181FF FF818181818181FF FF818181818181FF]->Pic1
: ClrDraw
: Bitmap(10,20,Pic1)
: DispGraph
: Pause 1000
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By the way, any bits that are in the bitmap data that are NOT displayed (the right edges for sprites with widths that are not multiples of 8 ) must be set to zero. It might be possible to corrupt memory or see sprite glitches without this.
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What are the first four numbers for?
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I'm fixing my jumping problem in seeker (which I remind you is what this thread is for) by making it more 'moon gravity' like. faster up then down. but just a little
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wait. so I need the space between those hex?
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ok so seeker screenie! (I changed my mind on not showing it) also I'm not sure if I'll finish this project so if anyone wants to work on it just ask :)
also wabbit was a tad slow, and it looks a lot better on calc
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wait. so I need the space between those hex?
For bitmaps? Well, mine totally screwed up :P
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hey, that looks pretty nice. Good job!
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Thanks! and like I said...it's getting tedious....
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Making levels?
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yep. in order to not confuses variables, I'm using multiple loops......it takes a while.
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Multiple loops? Like wut?
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wait. so I need the space between those hex?
No. You don't want spaces there; I included them only to make it easier to look at on the computer.
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like I'm simply making adjustments to variables lines and sprites for each level on one loop, but since variables are getting confusing as I use more and more, I'm just going to use a lbl to get to a new loop with new variables and stuff.
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Copying the main loop?
Well, for levels with a few unique vars
GAME(arg,arg,arg
Use some subroutine arguments,
Or, maybe use L1 and do this
GAME(level number)
In the loop, maybe use
{r1*amt_of_vars+L1}
{r1*amt_of_vars+L1+1}
{r1*amt_of_vars+L1+2}
And so on so you can use the same code and start out with new variables rather than re-making the loop
wait. so I need the space between those hex?
No. You don't want spaces there; I included them only to make it easier to look at on the computer.
That's rather misleading; I almost put spaces :P
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Hmmm ill try that thanks :)
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ok so I added double lines at some points....it looks A LOT nicer! lol just goes to show how a little tweaks here and there can change an entire look.....That and a giant head...! O.O
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Planning on making a double sized head?
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lol you'll see! :)
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So i wrote a level engine that will make level creating so much faster
This should be done in like two-three weeks :w00t:
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Why do games have to get tiring.... lol I'm hitting like a game designing block, and I don't know how to add to this weird and bizarre story I have in seeker!
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wow, only I have posted like the past three times.....anyways, for all my faithful followers lol, I have made EXTREME improvement on the games design. Like stuff where the only way to win is to find ALL of the
hidden stuff....that and no controls will be given....you learn as you go, so you could have a rocket launcher and not know it till you beat the game :) I'd like to post a screenie, but I don't want to give away how to win yet. *.* .....well I might send epic7 one because he's helped me a bunch already
edit: Oh and the levels are interacted, so don't move on too quickly!
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/me faithful follower has returned
:P
Sounds cool!
I'd be honored to test a new version :P
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ok, I'll get that two you tomorrow....also, epic, since you've seen the menu parts and the first three levels, do you think that it's a bad thing that the memory is already at 6000 and it's only level four...the menu is big!
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If 3 levels take up 5000 kilobytes, that's a lot O.O
What part of the menu takes up the most?
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well four levels technically, and thats when it is all compiled (before that its just 30000) and I think it is the whole seeker/by/saintrunner appearing thing
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30000, you mean 3000, right?
Seeker by saintrunner... Does that do something that take up a lot like
Text(0,,"S
Pause 100
Text(0,6,"E
Pause 100
Text(0,12,"E
Pause 100
Or something super long like that :P
I think personally that should just include "seeker by saintrunner" in the main menu
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yeah it does that whole pause stuff...I like it, but its a lot of space...I guess I don't need it...how low do you think I should get the memory to for a menu and 4 levels?
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Idk, it varies.
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well from what you saw..I just need to know how much to trash and or optimize
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so here are some screenies
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you should speed the opening scene up. No matter how awesome it is, the otdm (open the damn menu) factor in that effect is super high. Looks nice btw.
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Lol, I actually cut out the whole opener.....lol it took up a whole thousand of my memory, And I wasn't a huge fan of it anyways...Oh and As far as level interaction I've made some big changes//additions :)
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update again:
interactive levels mostly complete (If you don't understand what I mean by that, I mean....You have to do EVERYTHING in a level or else when you move on....your stuck :P)
also I am working on A LOT of animation/effects
thats probably why it's so huge.....like 6100 huge!
Is that too much?
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it's not. :D
Considering my silence 2 will gonna be around 20~40k big without datas
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ok good :) also, what do you think of the screenies? I'm trying to get as much criticism as possible so it can be improved to it's best potential. And just so you know level three and four are interactive, so it doesn't just end with a big robot in your way :)
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As much criticism as possible. Well, you've never released a download to the public, that might help people :P
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Silence 2 will be 20,000 to 40,000 bytes without any level data? That's huge!
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Indeed that is crazy large O.O What is taking up all the space?
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ok...here is a test run for anyone interested....it's only the first 4 levels though
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Cool game. I think it's great. Great job saintruner.
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Thanks :) did you play it or look at the screenies? if you played it I'm curious on whether you got all the way through all four levels :)
edit: also I didn't notice this but 700+ posts :)
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This might get a little big, considering I just noticed that my level engine is 560 and my current game with a menu and 5 levels is 7000..... hmm And I want at least 10 levels...
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Have a huge program, maybe optimize levels, or you can throw some levels into an appvar.
20,000 bytes is a big game :P
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well it would be more like 13,000..... but yeah.... How do I throw a whole main loop into appvars? I didn't know I could do that! and if I did that, the whole game would still be the same size just in a bunch of pieces
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Math fail. I read the engine as 5600 instead of 560 :P
I don't think you can store code in app variables. I was thinking to add data if you have a bunch for each level.
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Yeah thats what I thought, oh and Have you gotten past level 3? on the new one? I think 4 is awesome
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I'll try the download :)
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By the way, it looks A LOT BETTER on calc! so to get a good feel (it's also easier to play) I'd suggest using a calc
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So here's where I need some help. I'm having trouble designing levels...so if someone is bored and doesn't mind drawing some levels and posting screenies I'd greatly appreciate it!
What I need:
since the game is supposed to be challenging and random (if you played my demo ^^ you know), I want the levels to be a reflection of that! I just need ...basically line based pictures, and I'll figure out how you win them :) any help I use and I'll be sure to give special credit
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*cough*
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Hm...
For(Z,0,4
Line(42+Z,0,42+Z,64)
End
That should be tricky to win :P
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..can you screenie that?
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A thick vertical black line through the middle of the screen.
(not very creative)
I'll try to think of some actual levels, too xp
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You can make them in paint :) like 96x64 is good, single pxl border, with one door on one side and you start on the other
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ok so levels 5 and 6 are coming along, still working on a better design for them, but I know how I want them to interact... I'd still appreciate any design help, paint images in black and white size 96x64 is good.
And I was wondering for the people that tried the demo above, Was anyone able to get all the way through level 4? I don't want it too hard yet.
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update:
I have relative designs for the next few levels, but the problem is I don't kno how to implement the 'challenge' factor....I want all the levels to look simple, but once you jump into it it becomes challenging :P ughh
on a side note, I hope i get a better laptop for christmas!
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You should put the level pictures up here and let us comment ^^
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Hmmm... I will in a bit i guess
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ok so I have one level will look like this....I want it to be challenging, and I will add like buttons and stuff to get out, but as far as my creativity, I'm stuck. the box in the bottom right is represented as the character and the bottom left is the door..... I just need help figuring out where to put buttons and levers and things so it is possible to get out but hard too. any ideas? feel free to use paint to draw over it.
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i modified your level somehow, but it needs some explanation, whch i will send you in pm, otherwise everyone will now hos to solve the level :)
(http://img.removedfromgame.com/imgs/newlevel.JPG)
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Thats, awesome, thanks, I'll post a screenie when its done!
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oh, and can i use circles in my design? (if i would design some other levels)
because i think i have an idea
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I'll be very grateful if you do! I'm gonna go add this in
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ok here is an update, with a new level and some other cleaned up stuff! let me know what you think!
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It is Super FUN
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you tried it already? lol thanks! Oh and it looks a lot better on calc!
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please can I haz the source?
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maybe when its done....why?
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I look at the code and try to make sense of it to be a better programmer
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oh, well it might be hard to make sense of....It's rather confusing lol, remind me when it is finished, and I'll send you a 'annotated' copy of it :)
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ok thanks
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sure thing :) It's just confusing right know cause its all random and reused variables....are there parts in the game right now you'd like to learn how to do? I could show you that :)
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Anyone else want to help with level design? lol
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Ok so (thanks to Nick) I have 3 new levels ready to throw out for testing! :)
Also I think my only 'serious' bugs are with the movement engine, which won't take long to fix! Thanks for all the support and and help this far! I really appreciate it.
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Update:
so Seeker got big. REALLY BIG. and now it's an App :)
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how much levels do you have by now? and do you need some more?
yeah, it doesn't really matter which format it is, as long as it works :)
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6 I think, two of them your designs! And yes I good use some more, I want at least ten :P and I still haven't put in two of your designs yet.
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ok my faithful followers! I have found a little bit of time, and seeker is JUST ABOUT DONE!!! I just have to write the end script :) and success! A game filled with stressful puzzles, cool animations and effects, odd storyish thing, AND HEAD! I hope you enjoy
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w00t! I can't wait to try this game out! Congrats, saintrunner!
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Thanks :) yeah, I think when (if) you get the end....your in for a little surprise :) at least I think it is :) (and I did purposely put in a random fun Easter egg)
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Okay cool! Completely off topic: Does anyone know how to get past level 3 on the original Tag? It is impossible.
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I'll go try :) post a link?
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Right here:
http://www.omnimaga.org/index.php?action=downloads;sa=downfile&id=708
It is absolutely impossible, if you get past it, you are a god.
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I'll let you know how it goes
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Okay
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Ok so I think I have it done...hint: there is a reason why at the bottom it says that you can access the in game menu with clear.... ;) lol the in game has a restart cause it takes a while to get it lol...you'll get it
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Oh wow you succeeded? Is it an easter egg?
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No...just don't fall....or let the block fall lol..you'll get it :)
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I have played the game a few times and I can confirm that level 3 is indeed impossible.
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I just beat it...even on wabbit emu... do you guys want a screenie?
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Nah, I dun just beat it. I feel better now. I'm on level 8 now....
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I beat the game :) really sweet game!
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You beat the entire game that fast? Liesss
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....I had played it before like when it was released, I just hadn't remembered which level 3 was :) so I beat it...then
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im on level 11 and on a more related note any new progress
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check my post aways above for progress details
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where is the current demo?
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No demo! :) I'm releasing it!
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and where can we find it? i've looked for it, but found it nowhere
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I'm uploading it in about 3 minutes, I'm making a few fixes
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It's released now :)
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that were a short 3 minutes.. lol
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It's was about 15 I think
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yay, i was the first one to download :) but it has only 5 levels? didn't you say it were about 7/8?
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no it has like 7 I think?!?!?!
And you beat it FAST!!! Did you get all of the easter eggs???!!!
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euh, easter eggs? i didn't see any easter eggs i think Ö bu yeah, i knew both the hardest levels :)
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We'll you designed them lol :) I guess that helps
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Sooooo. if you didn't notice, the end has a to be continued.....so Seeker 2 AND 3 are coming!
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lol, good luck on them :) if you need some more levels, just ask xp
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Sure thing :) and I won't work on 2 and 3 for a while, but they are coming :)
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I just played this game and it was nice :D
just one thing: there are only 7 levels? (including the body one). It's a nice concept, but I beat it in 5 minutes. :-\
but otherwise looks good :D
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Too be honest I got lazy, sorry, BUT You can expect a sequel (from the perspective of the body) hopefully with a more levels lol. I might add more to this one later, but I'm busy with Metal Slug right now :)
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I'm confused, I'm trying it in WabbitEmu (OS2.41) and I can only shoot to the left, I cannot shoot to the right which leaves me stuck at level 3.
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Try is on a real calc.....it set so you shoot in the direction you last moved
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Does the character sprite change to show the direction (It's fine if it doesn't)?
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Unfortunately, I don't own a TI-83/4+ atm, so I can't go past level 3.
@buttsfredkin No the character sprite doesn't change when moving in a different direction, the view of the character is head-on, or symmetrical.
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Yeah, I don't think I spent to much time on cleaning stuff up. I was thinking about going back and optimizing a lot as it is pretty huge for its game quantity. But sorry about the emu problem. I usually ask testers to use the real thing because wabbit messes a few things up sometimes :P
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Yeah, it's ok. From what I got from the game, it seemed pretty good, and well programmed. There's always the optimisation thing, but yeah it looks pretty polished and completed.
Now of course, to look at your other projects...
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Well thank you and have fun skimming through some of my other projects :) and just so you know, if you check out Caedes, know that is is unfinished and it doesn't work well on wabbit emu :P but you can see the screenies for an idea on how it is supposed to play. Also the Zelda game is still a work in progress, but all the other games I believe I finished :)
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Hey jonius7! I figured out what was wrong, I forgot that 2nd shoots left and Mode shoots right! Now you can get past level 3 :)