Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: parserp on December 27, 2011, 03:20:55 pm

Title: Swords 2
Post by: parserp on December 27, 2011, 03:20:55 pm
Spoiler For Origional Post:
Heyo, me again.

Well, here is the long anticipated screenies of Swords 2.

Level editor in action: (yes, there will be a save/load level option)
(http://img.removedfromgame.com/imgs/s2edit.gif)


Player movement:
(http://img.removedfromgame.com/imgs/sword2mov.gif)

P.S. Don't ask me about why the sword is squatty, will there be enemies, etc., because I'll explain that later. (When I have an explanation :P)

And if you're wondering why this is Swords 2, check this out. (http://ourl.ca/13637)

Final version posted on 6/25/12


Spoiler For old screenshots:
Screenshots:

Main Menu:
(http://img.removedfromgame.com/imgs2/swords2menu.gif)

Level Editor:
(http://img.removedfromgame.com/imgs/s2edit.gif)

Player Movement:
(http://img.removedfromgame.com/imgs/sword2mov.gif)

Level Select screen:
(http://img.removedfromgame.com/imgs/grylvlselect.gif)

More from Levels:
(http://img.removedfromgame.com/imgs/swords2demo.gif)

(http://img.removedfromgame.com/imgs/swords4-5-12.gif)

(http://img.removedfromgame.com/imgs/s2eyecandy.gif)

(http://img.removedfromgame.com/imgs/5-24-12.gif)

(http://img.removedfromgame.com/imgs/5-24-12%282%29.gif)

(http://img.removedfromgame.com/imgs/screenie00402.gif)

(http://img.removedfromgame.com/imgs/screenie00403.gif)
Title: Re: Swords 2
Post by: Sorunome on December 27, 2011, 03:40:49 pm
Cool! You have already quite a lot done! :)
Title: Re: Swords 2
Post by: parserp on December 27, 2011, 04:43:00 pm
Cool! You have already quite a lot done! :)
Thanks! although there is still a lot more to go! XD
Title: Re: Swords 2
Post by: saintrunner on December 27, 2011, 06:56:50 pm
This looks good :) can't wait to play it
Title: Re: Swords 2
Post by: Yeong on December 28, 2011, 12:10:29 pm
I actually expected this to be happen O.O
Good luck, parser ;D
Title: Re: Swords 2
Post by: annoyingcalc on December 28, 2011, 02:41:54 pm
I cant wait for more
Title: Re: Swords 2
Post by: epic7 on December 28, 2011, 04:46:53 pm
Is the one in the screenie a mini-sword because you can level up and make it better?
Title: Re: Swords 2
Post by: Blue Raven on December 28, 2011, 06:13:53 pm
And why a sword ? Although it's pretty original.
Look very nice anyway.
Title: Re: Swords 2
Post by: parserp on December 28, 2011, 06:28:09 pm
Is the one in the screenie a mini-sword because you can level up and make it better?
ehh, no.
In the game, it is the swords 1 guy's son, and he's only 5 years old, so he's not as tall, or as sharp.
I decided to make that the story because the sword sprite I chose was the best for a 6*6 tilemap. :P

EDIT: the swords name is now Sammy. :)
Title: Re: Swords 2
Post by: annoyingcalc on December 28, 2011, 06:46:50 pm
I like that storyline
Title: Re: Swords 2
Post by: saintrunner on December 28, 2011, 09:31:27 pm
And why a sword ? Although it's pretty original.
Look very nice anyway.

Play the first one...the idea was your character is a regularly inanimate object
Title: Re: Swords 2
Post by: parserp on December 29, 2011, 04:26:28 pm
And why a sword ? Although it's pretty original.
Look very nice anyway.

Play the first one...the idea was your character is a regularly inanimate object
lol yeah, swords 1 actually started out with me fooling around and making a menu with the title "swords", and then I thought, "I should make a game to go with this menu". XD
Title: Re: Swords 2
Post by: saintrunner on December 29, 2011, 05:19:25 pm
Thats how most of my games are made
Title: Re: Swords 2
Post by: Yeong on December 29, 2011, 06:39:25 pm
I actually get game ideas by just messing around with new function or testing some random stuffs.
Title: Re: Swords 2
Post by: LincolnB on December 29, 2011, 07:08:23 pm
Very nice! And honestly, whenever I come up with cool graphic effects and stuff like that, 99% of the time it's completely by accident, and I meant to do something totally different.
Title: Re: Swords 2
Post by: parserp on January 02, 2012, 09:01:37 pm
Bump

Got all but a few bugs out of player movement, now working on collisions :D
Title: Re: Swords 2
Post by: annoyingcalc on January 02, 2012, 09:03:06 pm
Great!
Title: Re: Swords 2
Post by: saintrunner on January 03, 2012, 01:35:52 pm
Sounds like it will be a good sequal! May i make a suggestion, why don't (when swords 2 is finished) you offer them both in a pack!? Like have an opening menu screen that gives you the option of which game to play, swords 1 or 2! Good luck with this one, it sounds promising :)
Title: Re: Swords 2
Post by: parserp on January 03, 2012, 04:35:07 pm
Sounds like it will be a good sequal! May i make a suggestion, why don't (when swords 2 is finished) you offer them both in a pack!? Like have an opening menu screen that gives you the option of which game to play, swords 1 or 2! Good luck with this one, it sounds promising :)
That would be awesome, but with both of them compiling into 1 program, I would run out of RAM before it was done :P
Title: Re: Swords 2
Post by: saintrunner on January 03, 2012, 05:33:57 pm
Hmmm, maybe, you might be able to do it on computer then archive it. And send on calc
Title: Re: Swords 2
Post by: saintrunner on January 03, 2012, 05:34:29 pm
Compile it on wabbitemu?


Edit: sorry to double post
Title: Re: Swords 2
Post by: parserp on January 03, 2012, 05:35:13 pm
Hmmm, maybe, you might be able to do it on computer then archive it. And send on calc
maybe, but I'm not an asm person, so I don't know if that's even possible. asm people, is it possible?
Title: Re: Swords 2
Post by: aeTIos on January 05, 2012, 10:13:31 am
Looking a lot more playable then the previous version! Great stuff!
Title: Re: Swords 2
Post by: C0deH4cker on January 05, 2012, 10:20:30 am
Code: [Select]
Menu("Pick a game","Swords 1",1,"Swords 2",2

Lbl 1
Asm(prgmSWORDS1

Lbl 2
Asm(prgmSWORDS2


This would work...

Also, I believe that the small sword is like mario, and it should grow with a power up (no dirty minds, now...)
Title: Re: Swords 2
Post by: Nick on January 05, 2012, 12:22:53 pm
i don't think that manner would be really useful, would it?

since then you need to have 3 programs; the menu one, and swords1 and 2.. so 3 programs instead of one, while you could just pich it out of the list of programs

and that powerup is a great idea, would be very nice to see that happen :)
Title: Re: Swords 2
Post by: parserp on January 05, 2012, 04:45:05 pm
Also, I believe that the small sword is like mario, and it should grow with a power up (no dirty minds, now...)
hmm, maybe, but what would be the function of that? (what "power" would you get) ?
Title: Re: Swords 2
Post by: saintrunner on January 05, 2012, 04:52:48 pm
A mushroom? lol jk how bout a rock? some rocks sharpen swords lol
Title: Re: Swords 2
Post by: parserp on January 05, 2012, 04:54:23 pm
A mushroom? lol jk how bout a rock? some rocks sharpen swords lol
ok, but what would be the benefit from getting it?
Title: Re: Swords 2
Post by: saintrunner on January 05, 2012, 04:56:54 pm
I have know idea...it would take to big of a back story...maybe a hilt or something
Title: Re: Swords 2
Post by: parserp on January 05, 2012, 05:49:58 pm
I have know idea...it would take to big of a back story...maybe a hilt or something
hmmmm, I'll think of something...


anyway, I want this game to have internally supported levels, but I'm not sure how many. I was thinking maybe 30? or 25?

Also note that each level will take ~176 88 bytes :D
Title: Re: Swords 2
Post by: C0deH4cker on January 06, 2012, 06:20:25 pm
how about just an up arrow as the power up?
Title: Re: Swords 2
Post by: parserp on January 06, 2012, 06:55:25 pm
how about just an up arrow as the power up?
I'm having a little trouble understanding you, could you repeat that?


Also, 1K post :P
Title: Re: Swords 2
Post by: saintrunner on January 06, 2012, 07:32:47 pm
I think he means having an arrow pointing up as the object for the mini sword to hit and 'grow'

And congrats!
Title: Re: Swords 2
Post by: parserp on January 06, 2012, 07:38:26 pm
I think he means having an arrow pointing up as the object for the mini sword to hit and 'grow'

And congrats!
thanks!

and, an up arrow is allready taken for the power "speed up" :P
Title: Re: Swords 2
Post by: saintrunner on January 06, 2012, 07:47:00 pm
How about a .... Ugh I don't know what there called but those things you use to craft medal on! An anval I think!
Title: Re: Swords 2
Post by: LincolnB on January 06, 2012, 08:01:40 pm
If you're discussing powerups, anything that launches you is always cool.
Title: Re: Swords 2
Post by: saintrunner on January 06, 2012, 08:04:01 pm
I think he wants some thing to symbolize the growth of his sword.... I think an anval is Perfect
Title: Re: Swords 2
Post by: C0deH4cker on January 06, 2012, 10:05:52 pm
I was thinking about an anvil, but i thought that it would be difficult to draw as a 6*6 sprite and may confuse the user...
Title: Re: Swords 2
Post by: saintrunner on January 06, 2012, 10:11:21 pm
Want me to give it a try? I've been told I'm good with sprites :)

edit: Here is an attempt number one, what do you think? 6x6 is small lol
the second is it blown up a bit...don't worry it will look bigger on calc if you use it
Title: Re: Swords 2
Post by: parserp on January 07, 2012, 02:15:54 pm
If you're discussing powerups, anything that launches you is always cool.
I've allready added one to make you jump high, but would left/right be needed?
Title: Re: Swords 2
Post by: LincolnB on January 07, 2012, 05:44:21 pm
I would do up, up-left and up-right. also, left/right/down might be good for some puzzles, mostly those that deal with exact and really fast timing of avoiding certain moving enemies or something like that.
Title: Re: Swords 2
Post by: parserp on January 08, 2012, 07:55:44 pm
I would do up, up-left and up-right. also, left/right/down might be good for some puzzles, mostly those that deal with exact and really fast timing of avoiding certain moving enemies or something like that.
added. :)


also, 4 lvl grey level select :D  (flickerless) :P
(http://img.removedfromgame.com/imgs/grylvlselect.gif)
Title: Re: Swords 2
Post by: saintrunner on January 08, 2012, 07:56:40 pm
nice! looks good!
Title: Re: Swords 2
Post by: annoyingcalc on January 08, 2012, 07:57:12 pm
that is a nice menu!
Title: Re: Swords 2
Post by: NanoWar on January 09, 2012, 07:34:04 am
Single letter numbers should be right aligned. The lock symbol should be 5 pix high, but could be 6 pix long. You should remove the grey dots in the four corners of the selection rectangle. 2ct.

Edit: Cool jump method you have! :)
Title: Re: Swords 2
Post by: LincolnB on January 09, 2012, 09:48:42 am
Impressive! Maybe a DrawInv on either L6 or L3 would be nice but otherwise looks good.
Title: Re: Swords 2
Post by: saintrunner on January 10, 2012, 05:54:17 pm
Want me to give it a try? I've been told I'm good with sprites :)

edit: Here is an attempt number one, what do you think? 6x6 is small lol
the second is it blown up a bit...don't worry it will look bigger on calc if you use it

Hey Parser, did you like my anvil? or are you doing a different power up/thing to grow the sword?
Title: Re: Swords 2
Post by: parserp on January 10, 2012, 05:58:24 pm
Want me to give it a try? I've been told I'm good with sprites :)

edit: Here is an attempt number one, what do you think? 6x6 is small lol
the second is it blown up a bit...don't worry it will look bigger on calc if you use it

Hey Parser, did you like my anvil? or are you doing a different power up/thing to grow the sword?
I did like your anvil very much, thank you.

But If I was going to write that in, I would have to rewrite the whole most of the player movement.

Also, I don't have space for any more tiles anyway, as I want to store each tile as a half-byte.

...although I did add something that is totally AWESOME, IMO. If I figure stuff out soon I'll post a screenie. :)
Title: Re: Swords 2
Post by: saintrunner on January 10, 2012, 06:02:00 pm
Awesome! I can't wait to see it!! :) And it's cool, I understand how tedious it is to add stuff in lol
Title: Re: Swords 2
Post by: Nick on January 11, 2012, 05:07:31 pm
that's a lot Ö and will we be able to make levels containing all of them? nice, really nice, i'm looking forward to this :)
Title: Re: Swords 2
Post by: parserp on January 11, 2012, 05:08:01 pm
Incase anyone's interested, here's the tiles I'll be using in the game:
(Just to make you more curious I'm not going to tell you about the stuff you don't know.  >:D

EDIT: deleted my post above and reposted it because it was being weird. :)

And @Nick: I probably won't use all of them in one level, most likely I'll use different ones throughout different levels to solve different puzzles. (that was a mouthfull)
Title: Re: Swords 2
Post by: saintrunner on January 11, 2012, 05:22:38 pm
Cool! Cant wait :)
Title: Re: Swords 2
Post by: parserp on February 05, 2012, 05:35:01 pm
Well, it's official. I'll have removed the tiles for speed up/down in order to make room for the moving platform tiles. (there will be 2 different platforms, one that you move with, and one that you don't). And for those of you who will ask, moving platforms will be available to use in the level editor. :D
Title: Re: Swords 2
Post by: LincolnB on February 05, 2012, 06:38:35 pm
Hm...If I were you, I wouldn't make the moving platforms tiles, necessarily, maybe seperate objects. That would be easier to allow smooth platform movement.
Title: Re: Swords 2
Post by: parserp on February 05, 2012, 07:11:43 pm
oh yeah, I guess, I haven't really made them tiles, I just added a few more bytes onto the end of each level.
Title: Re: Swords 2
Post by: parserp on February 06, 2012, 05:26:43 pm
well, not much, but here's some main menu and stuff:  (inverted level select looks BOSS on calc :P)

(http://img.removedfromgame.com/imgs2/swords2menu.gif)

EDIT: whoops, forgot it had my name on it :P
Title: Re: Swords 2
Post by: saintrunner on February 06, 2012, 06:11:47 pm
Lookin really good... JARED!!
Title: Re: Swords 2
Post by: LincolnB on February 06, 2012, 07:09:10 pm
oh yeah, I guess, I haven't really made them tiles, I just added a few more bytes onto the end of each level.

Then you wouldn't need to get rid of the launcher tiles, would you?
Title: Re: Swords 2
Post by: parserp on February 07, 2012, 04:40:53 pm
oh yeah, I guess, I haven't really made them tiles, I just added a few more bytes onto the end of each level.

Then you wouldn't need to get rid of the launcher tiles, would you?
?
I never got rid of the launcher tiles, it is the speed up/speed down tiles that I have taken out. (I don't really need to take them out, I'm just using it as an excuse to :P)
Title: Re: Swords 2
Post by: LincolnB on February 07, 2012, 04:53:45 pm
Oh, sorry I thought speed up and speed down tiles were the same thing as the launchers.
Title: Re: Swords 2
Post by: Stefan Bauwens on February 14, 2012, 03:03:06 pm
well, not much, but here's some main menu and stuff:  (inverted level select looks BOSS on calc :P)

(http://img.removedfromgame.com/imgs2/swords2menu.gif)

EDIT: whoops, forgot it had my name on it :P
I like the black version more. It's looks very pretty by the way.  :)
Title: Re: Swords 2
Post by: LincolnB on February 14, 2012, 05:15:00 pm
Do you think you could make the 2 in Swords 2 look better? on the main screen.
Title: Re: Swords 2
Post by: parserp on February 14, 2012, 05:16:31 pm
Do you think you could make the 2 in Swords 2 look better? on the main screen.
Yeah, I never really liked that... I'll try to use my *cough*amazing*cough* art skills. :)
Title: Re: Swords 2
Post by: hellninjas on February 15, 2012, 03:31:53 pm
GAH Quit making me wait parser!
Title: Re: Swords 2
Post by: DJ Omnimaga on February 16, 2012, 12:05:47 am
And why a sword ? Although it's pretty original.
Look very nice anyway.

Play the first one...the idea was your character is a regularly inanimate object
YEah I wondered about that since the beginning, since I noticed it was a sword in tyhe first one. However then I lost track of projects updates so I didn't check those topics until now or recently. I see now. It looks nice, though, and I like the menu as well.
whenever I come up with cool graphic effects and stuff like that, 99% of the time it's completely by accident

This is almost how I discovered how to make flickerless grayscale in BASIC with Omnicalc in Reuben Quest series. :P
Title: Re: Swords 2
Post by: parserp on February 22, 2012, 08:06:47 pm
Hooray! I got the moving platforms done, one moves you, one doesn't. They can both, however, push you and crush you between them and the wall. :D (You can also fall off if there is something in your way)

Screenie will be coming soon. :)
Title: Re: Swords 2
Post by: parserp on March 05, 2012, 05:51:43 pm
I don't know about you, but I think it's demo time!!!!

Included is the level editor and demo (includes 3 levels). S2MOV is the demo file, it also has an option to load a saved level. :D
SEDIT is the level editor.

Cautions/instructions for the level editor:
Do not press X-1 or X2 unless you want to place a moving platform.

keys to press:
2ND-Solid block
Alpha-empty block
Math/3 keys next to it-spikes
Log-Key (each level can have up to 5 keys, and you have to get them all to pass)
Ln-lvl up thingy
STO-another block
Y=-erase a tile
Window-bounce up tile
zoom-bounce right tile
trace-bounce left tile
Mode-put starting place
Del-place AI

Moving platforms
press X2 or X-1 for 2 different types of platforms. Each level can have one of each.
Place the platform in the middle of it's course, never on the left or right side. Hold the key down and press the right arrow key until you have the desired length of platform. Then, go to the left side of where it will change directions, and press ^. then, go to the right and press the same key. you now have a moving platform.

Saving a level: Press ENTER to save a level. type in a name, and press enter. if you saved a level with moving platforms, after you save it, the platforms will not be visible, however they are really there.

Recalling a level: Press -. enter in the name of the level, and press enter. again, if you had moving platforms, they are still there, they just aren't visible.

Press . (as in 1.5) to remove all moving platforms in a level.

anyways, have fun! and if you make any cool levels, be sure to tell me! :D

also, this is a very rough sketch of what I was thinking the AI should be. as of yet, it doesn't kill you, so that you can see how you like it.



Screenie:

(http://img.removedfromgame.com/imgs/swords2demo.gif)
Title: Re: Swords 2
Post by: hellninjas on March 05, 2012, 05:57:29 pm
FREAKING AWESOME!
After years of waiting </exageration>
It has finally become the truth!
I love it parser :D/me is working on an awesome set of levels
Title: Re: Swords 2
Post by: parserp on March 05, 2012, 06:11:02 pm
FREAKING AWESOME!
Thanks! :D

After years of waiting </exageration>
>.> It hasn't been that long, has it? :P

/me is working on an awesome set of levels
and if you make any cool levels, be sure to tell me! :D
;)
Title: Re: Swords 2
Post by: hellninjas on March 05, 2012, 11:36:34 pm
Ok, i'm working on some SOMEWHAT difficult levels :D
I might have them all finished by the end of this week but for some reason...
When I save and wait a while, the save file gets all messed up D:
Other than that... Here is a screenie :D (hopefully appears)
Im not showing any other levels! Just this ONE :D
Title: Re: Swords 2
Post by: leafy on March 06, 2012, 02:13:05 am
Wow, you actually got moving platforms working! Nice! :D
Title: Re: Swords 2
Post by: shmibs on March 06, 2012, 02:26:54 am
how did you manage them moving/crushing the player?
do the platforms check for the player or the player for platforms?
Title: Re: Swords 2
Post by: parserp on March 06, 2012, 01:43:11 pm
Ok, i'm working on some SOMEWHAT difficult levels :D
Thanks! I love how you made the moving platforms loop around each other. :D
Wow, you actually got moving platforms working! Nice! :D
Thanks!
how did you manage them moving/crushing the player?
do the platforms check for the player or the player for platforms?
Since each platform is rectangular, I decided to just do it the hard way, like this:
Code: [Select]
:If X/256>[left side of platform] and X/256<[right side of platform] and Y/256>[top of platform] and Y/256<[bottom of platform]
:Do stuff
:End



Also, how is the AI? questions? complaints? death threats?
Title: Re: Swords 2
Post by: Stefan Bauwens on March 13, 2012, 08:43:52 am
That screenshot looks very nice. Just the sword-sprite looks a bit smashed imo.
Title: Re: Swords 2
Post by: nxtboy III on March 13, 2012, 09:08:21 am
I like the death part. It looks cool. :)
Title: Re: Swords 2
Post by: aeTIos on March 13, 2012, 04:38:05 pm
I love the sword :D
Title: Re: Swords 2
Post by: hellninjas on March 28, 2012, 07:24:12 pm
I JUST BUMPED THIS BABY, OOOH YEAAH!

Anyways, hows your progress parserp?
Title: Re: Swords 2
Post by: parserp on March 28, 2012, 07:25:31 pm
Welllll, I've been focused mainly on TI-Concours for the past few weeks, but I do have the first ~10 levels designed.
Title: Re: Swords 2
Post by: hellninjas on March 28, 2012, 07:26:46 pm
yay ^_^
Good luck, as well...
Title: Re: Swords 2
Post by: hellninjas on March 29, 2012, 05:00:02 pm
Yes, double post, but i have to say that I have re-downloaded and am working on some more levels ^_^
1 & 2 are being planned as I type...
Title: Re: Swords 2
Post by: parserp on April 05, 2012, 06:48:43 pm
Alright, I'll start off with the minor stuffs.

Changed the look of moving platforms/various other stuff. (sorry for bad quality)
(http://img.removedfromgame.com/imgs/screenies_10.gif)


Now for more major stuff.
Changed up game-play stuff-Got rid of that stupid chainsaw AI and in it's place put conveyor belts. (may or may not add animation to them)
(http://img.removedfromgame.com/imgs/swordsconveyor.gif)

That's about it.
The next release will be the final one, which will be within a month or two, depending on how busy I am with school/TI-Concours.

Spoiler For MOAR!:
(http://img.removedfromgame.com/imgs/swords4-5-12.gif)
Title: Re: Swords 2
Post by: DJ Omnimaga on April 05, 2012, 06:55:00 pm
Looks very nice.  Did you get any big troubles implementing moving platforms by the way? I often heard they were hard to implement.
Title: Re: Swords 2
Post by: parserp on April 05, 2012, 06:57:55 pm
actually not too hard, I wrote it out on paper and debugged it before I even coded it on calc. XD
But then again, I did do it the LONG way... (they take up like 1.5K in executable D:)
Title: Re: Swords 2
Post by: DJ Omnimaga on April 05, 2012, 06:58:53 pm
Aaah I see. Cheater. (jk) Glad it didn't cause you too much trouble, though.
Title: Re: Swords 2
Post by: saintrunner on April 05, 2012, 07:32:36 pm
Alright, I'll start off with the minor stuffs.

Changed the look of moving platforms/various other stuff. (sorry for bad quality)
(http://img.removedfromgame.com/imgs/screenies_10.gif)


Now for more major stuff.
Changed up game-play stuff-Got rid of that stupid chainsaw AI and in it's place put conveyor belts. (may or may not add animation to them)
(http://img.removedfromgame.com/imgs/swordsconveyor.gif)

That's about it.
The next release will be the final one, which will be within a month or two, depending on how busy I am with school/TI-Concours.

Spoiler For MOAR!:
(http://img.removedfromgame.com/imgs/swords4-5-12.gif)
I very much like the physics :) Nice Job
Title: Re: Swords 2
Post by: Yeong on April 05, 2012, 08:22:46 pm
It looks really nice! :D
Title: Re: Swords 2
Post by: hellninjas on April 06, 2012, 04:42:36 pm
And when the final release is out, i can make the 25 levels I drew out on paper >:D
not kidding...
Title: Re: Swords 2
Post by: parserp on April 06, 2012, 04:44:54 pm
O.O you have made more levels than I have! :D
Keep up the good work! :D
Title: Re: Swords 2
Post by: hellninjas on April 06, 2012, 04:45:52 pm
I told you I would be making a level pack!
I had 15 done on paper, and now with conveyor belts, im going to do 10 moar ^^!
Title: Re: Swords 2
Post by: parserp on April 12, 2012, 11:42:23 pm
BUMPITY BUMP BUMP BUMP
1/2 of levels are done, and this is my entry for TI-Concours 2012. :D
Also made pause/death screens in 4 level greyscale. :D

Spoiler For Spoiler:
I might be done with this project before round 3 "officially" starts XD
Title: Re: Swords 2
Post by: Yeong on April 14, 2012, 04:09:43 pm
I can't wait to play the full version. :)
Title: Re: Swords 2
Post by: parserp on April 28, 2012, 03:52:18 pm
Update (ish): removed moving platforms that don't move you with them, and made the other ones unlimited! :D They also take 5 bytes instead of 6! :)
although after about 20 or so of them things start to get a little screwy.. >.>
Title: Re: Swords 2
Post by: DJ Omnimaga on May 01, 2012, 06:54:41 pm
What do you mean by removing moving platforms? Do they disappear completely/stop moving when not standing on them? ??? That might look a bit glitchy if that's the case, not to mention make it hard to create puzzle levels that involves jumping from a moving platform to another ???
Title: Re: Swords 2
Post by: parserp on May 01, 2012, 07:36:10 pm
Removed them completely, as in, they are not available for use in the level editor/game. The only ones you can actually put in a level is ones that move you with them, but I made it so that you can have as many of those as you want. (although after about 20 the game gets a bit laggy :P)
Title: Re: Swords 2
Post by: DJ Omnimaga on May 01, 2012, 07:39:44 pm
Oh ok I thought you meant while in the game they would disappear. Thanks for clarifying :)
Title: Re: Swords 2
Post by: hellninjas on May 04, 2012, 12:16:00 pm
Unlimited platforms! WOOT! uh.. wait.. umm.. shit../me lost
Title: Re: Swords 2
Post by: hellninjas on May 09, 2012, 03:19:42 pm
Bump, I demand progress!
Title: Re: Swords 2
Post by: parserp on May 09, 2012, 06:57:50 pm
(http://www.signmonster.com/catalog/images/w8-1_LG.jpg)

Woohoo!!!!! All the levels are completed, and currently I am working on smooshing all of the programs into one!
I should be done in about a week or so if things go well. :D
Title: Re: Swords 2
Post by: Yeong on May 09, 2012, 08:03:19 pm
Nice job! I can't wait to play the official release. :)
Title: Re: Swords 2
Post by: hellninjas on May 11, 2012, 11:25:49 am
Yay!
Then I can get to making my bombardment level pack!

@Parser Padwan did you get that cool menu of yours in there?
Title: Re: Swords 2
Post by: parserp on May 11, 2012, 06:25:17 pm
Yay!
Then I can get to making my bombardment level pack!

@Parser Padwan did you get that cool menu of yours in there?
:D
Yeah, everything that you have seen so far is in there. With the main menu, level editor, the game, and internally supported levels, the total program reaches about 16.8K. (Although hopefully I can make it fit into one app spot)

Also to celebrate I made a little screenie. :D
Spoiler For OPEN ME:
The greyscale is much better in game...
(http://img.removedfromgame.com/imgs/s2eyecandy.gif)
Title: Re: Swords 2
Post by: BalancedFury on May 11, 2012, 06:33:25 pm
It's... So HARD D:
Title: Re: Swords 2
Post by: parserp on May 11, 2012, 06:35:13 pm
It's... So HARD D:
Well, those are levels 19 and 24, so naturally they are hard. (You should see levels 30-32 >:D)
But don't worry, levels 1-10 are ridiculously easy x.x
Title: Re: Swords 2
Post by: blue_bear_94 on May 11, 2012, 06:37:19 pm
Is it in TI-Basic?
Title: Re: Swords 2
Post by: BalancedFury on May 11, 2012, 06:38:11 pm
You just made me look stupid cause I was stuck in like 4 or 5 X.X
Title: Re: Swords 2
Post by: parserp on May 11, 2012, 06:41:09 pm
You just made me look stupid cause I was stuck in like 4 or 5 X.X
lol :D
Is it in TI-Basic?
Nah, Axe Parser :D (otherwise physics would be epically slow XD)
Title: Re: Swords 2
Post by: blue_bear_94 on May 11, 2012, 06:51:40 pm
I didn't see an Asm( in front.
Title: Re: Swords 2
Post by: parserp on May 11, 2012, 06:56:27 pm
I didn't see an Asm( in front.
DCS7 (http://www.ticalc.org/archives/files/fileinfo/430/43068.html)/zStart (http://www.ticalc.org/archives/files/fileinfo/429/42907.html) ftw :D
Title: Re: Swords 2
Post by: BalancedFury on May 11, 2012, 07:02:22 pm
Lol
I love DCS7 cause I don't have to follow these steps :
1. Turn on Calculator
2. Go to Apps
3. Scroll down to MirageOS
4. Click to open folder
5. Scroll down to game
Instead I only need to follow these steps :
1. Turn on Calc
2. Go to Prgms
3. Click the number of the program or scroll down
4. Press Enter :D
Title: Re: Swords 2
Post by: Hayleia on May 12, 2012, 01:13:35 am
Lol
I love DCS7 cause I don't have to follow these steps :
1. Turn on Calculator
2. Go to Apps
3. Scroll down to MirageOS
4. Click to open folder
5. Scroll down to game
Instead I only need to follow these steps :
1. Turn on Calc
2. Go to Prgms
3. Click the number of the program or scroll down
4. Press Enter :D
With zStart,
1. I click On and keep it pressed
2. Press the shortcut number of the program
That's all :P

Also, this is an epic screenie parser O.O
Title: Re: Swords 2
Post by: parserp on May 14, 2012, 07:32:16 pm
Also, this is an epic screenie parser O.O
Thanks!

Also as a very, VERY small side note, I finished this game with all the bells and whistles and stuff, now I'm working on figuring out why it's working on 84 's, but not working on 83+ 's. After that I will upload it (well, that is, if ti-concours rules let me (but probably not (also these parenthases are killing me (no really, they are)))) Also the total size [including internal levels] is 16.9K, which isn't too bad, but isn't too good either...
Title: Re: Swords 2
Post by: parserp on May 17, 2012, 05:33:18 pm
OK, so, hopefully I'm not breaking any contest rules by uploading this here, but, I need you guys to test this out and tell me what I can improve on. (And please tell me if it doesn't work on your specific calculator, because that is a major problem. (especially you 83+ BE owners ;))) If there are no complaints, then this will [most likely] be the version that I upload to the contest. Also it shouldn't crash your calculator in any way, unless you do something extremely stupid like pull a battery. And yes, the level editor does work as well as saving/loading levels. If you need help using the level editor, please refer to this post. (http://ourl.ca/14635/289337) Other than that, have fun!!!! :D  (Also it may not work in an emulator because it uses Fullrene)

Also the demo is in a post a few down  vvvvvv  ;)
Title: Re: Swords 2
Post by: hellninjas on May 18, 2012, 02:18:04 pm
Bug report! Saving created levels doesn't work! It will save but it saves cOmpletely random tiles :P other than that its perfect! :D
Title: Re: Swords 2
Post by: parserp on May 18, 2012, 04:49:09 pm
fixed. ;) Anything else?
Title: Re: Swords 2
Post by: hellninjas on May 18, 2012, 04:55:43 pm
Yes of course!
Post the download :P
Title: Re: Swords 2
Post by: parserp on May 18, 2012, 06:09:01 pm
Here you go. :D

Also included in the zip is a extremely hard level I made yesterday. (as in, like level 9001 XD)
Title: Re: Swords 2
Post by: parserp on May 22, 2012, 07:53:34 pm
Update: (last one I think) here is the FINAL version of the game: http://ti-concours.com/programmes/1337730431/swords2.zip

Of course, I will release source code as the contest comes to an end. :)


Look at below post vvvv
Title: Re: Swords 2
Post by: parserp on May 24, 2012, 06:03:26 pm
Alright, disregard that last post, I don't know what I was thinking. :P
THIS is the final version, with included source code and app/program version :D
Unless someone finds some horrible bug, this will be the final product. I've attached it here and in the first post.


Spoiler For screenies:
(http://img.removedfromgame.com/imgs/5-24-12.gif)

(http://img.removedfromgame.com/imgs/5-24-12(2).gif)
Title: Re: Swords 2
Post by: squidgetx on May 24, 2012, 06:48:41 pm
Lol
I love DCS7 cause I don't have to follow these steps :
1. Turn on Calculator
2. Go to Apps
3. Scroll down to MirageOS
4. Click to open folder
5. Scroll down to game
Instead I only need to follow these steps :
1. Turn on Calc
2. Go to Prgms
3. Click the number of the program or scroll down
4. Press Enter :D
Actually with Mirage you can do this
1. Turn on calc with On+Apps taking you straight to Mirage
2. Open folder
3. scroll down
4. press enter
which is the same number of steps, but often involves less scrolling because you don't have non-mirage programs cluttering your list =P
Still doesnt beat zstart's shortcut keys, but whatever.

Also looking good parser :D
Title: Re: Swords 2
Post by: parserp on June 25, 2012, 08:44:39 pm
Alright, turns out I lied to you yet again. I:

 -Improved the collision detection engine
 -Made the main game loop run faster
 -Incorporated 8 more levels (now there are 40)
 -Optimized it down to 15864 bytes :D

So there you go. I am fairly sure that this will be the last/final version, unless I come up with some more crazy ideas. :P
Also look for a level pack or two in the near future :D

(http://img.removedfromgame.com/imgs/screenie00402.gif)

(http://img.removedfromgame.com/imgs/screenie00403.gif)


EDIT: forgot the attachment x.x
Title: Re: Swords 2
Post by: parserp on July 20, 2012, 01:43:26 pm
Bump.
Uploaded (http://www.ticalc.org/archives/files/fileinfo/449/44919.html) and featured (http://www.ticalc.org/archives/news/articles/14/148/148031.html?p=0) on ticalc.org!! :D