Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: leafy on May 25, 2011, 06:13:34 pm

Title: Tag
Post by: leafy on May 25, 2011, 06:13:34 pm
Tag
You have a paint gun. When you shoot paint, it hits blocks. The blocks then change attributes. Each attribute will contribute in some way to finishing puzzles.

This game is part of the Spring Coding Competition, and is written in 15MHz Axe.

Controls
Fire paint: Directions determined by keys forming a circle around the XT0n key
Move: Arrow keys
Switch paint color: +/-
Pick up/put down objects: Enter
Quit: Clear

Screenshots

(http://img.removedfromgame.com/imgs/052511.gif)
Bounce paint demo

(http://img.removedfromgame.com/imgs/0525112.gif)
Demo puzzle involving speed and bounce paints

(http://img.removedfromgame.com/imgs/052811.gif)
Demonstrating objects, switches, and doors interacting with paints.

And...more difficult puzzles! Solution to this one is very cool, but I don't show it to avoid spoilers. Demonstrates new blood splatter and non-paintable tiles. (The goal is at the top left.)
(http://img.removedfromgame.com/imgs/0528112.gif)

(http://img.removedfromgame.com/imgs/053011.gif)
Demonstrating movable walls.

(http://img.removedfromgame.com/imgs/060111)
A veja du menu appears.

(http://img.removedfromgame.com/imgs/060811.gif)
Launchers. Clearly they are nothing like aerial faith plates.
Title: Re: Tag
Post by: yunhua98 on May 25, 2011, 06:15:42 pm
aw...  Bipolar seemed really cool...

oh well, good luck!
Title: Re: Tag
Post by: leafy on May 25, 2011, 06:18:50 pm
Don't worry you'll all get the source to Bipolar so you can see how awesome the CODE is.
Title: Re: Tag
Post by: Darl181 on May 25, 2011, 06:46:17 pm
Interesting idea.  Does it cycle through block types, or does it switch from one type to another?
Title: Re: Tag
Post by: leafy on May 25, 2011, 06:47:30 pm
You switch which type the block will become by pressing a key.
Title: Re: Tag
Post by: SirCmpwn on May 25, 2011, 06:54:30 pm
That reminds me of repulsion gel from Portal 2, in the screenie.  This looks pretty cool, can't wait to see how it turns out.
Title: Re: Tag
Post by: leafy on May 25, 2011, 08:57:24 pm
Hehe that is where I got the idea ^^ There'll be a variety of paints, and a variety of puzzles that phenomist blatantly refuses to help me with xD
Title: Re: Tag
Post by: Darl181 on May 25, 2011, 09:07:43 pm
Just noticed: was the dollar sign for the level layout intentional? :P

Never played any version of portal except for a flash one and builder's xlib one, but this is looking promising :)
Title: Re: Tag
Post by: leafy on May 25, 2011, 09:11:29 pm
Sure. The dollar sign was completely intentional. Right./me pulls out a diamond cigar
Title: Re: Tag
Post by: leafy on May 26, 2011, 02:44:49 am
(http://img.removedfromgame.com/imgs/0525112.gif)

Got some swag in here with speedy and bouncy gels.
Title: Re: Tag
Post by: DJ Omnimaga on May 26, 2011, 02:49:58 am
Nice but I'm not sure if I understand the concept. Will there be like multiple kind of paint so you can access different areas of puzzles and stuff?

I also hope you don't switch entries again, else people will probably lose interest, because they'll expect every entry you star to die and never make it to the contest :/

I hope you don't give up, good luck!
Title: Re: Tag
Post by: leafy on May 27, 2011, 01:24:01 am
Basically you can shoot a paint gun that fires paint bullets in all directions. When the paint hits a wall, it covers that wall in a specific type of paint. Each paint has its own attributes, which will be used to solve puzzles.

I'm not going to give up, don't worry ^^
Title: Re: Tag
Post by: Freyaday on May 27, 2011, 03:23:35 am
Ohoho, I'm looking forward to this one. >:-)
Title: Re: Tag
Post by: yunhua98 on May 27, 2011, 11:00:46 am
nice, also, Builder boy really made a impact with his portal X sprite.   XD
Title: Re: Tag
Post by: Builderboy on May 27, 2011, 03:36:51 pm
I really like the puzzling promise this shows >:D I think this looks awesome :D Are you going to keep the dude bicycle kicking in the air or are you gonna change the animation?
Title: Re: Tag
Post by: leafy on May 27, 2011, 04:23:58 pm
Nope he's going to bicycle kick ^^ Gives a feel for how fast he's going.
Title: Re: Tag
Post by: leafy on May 28, 2011, 02:38:35 pm
Yes! I've gotten objects working, switches and doors, and it's working fantastically. Screenshots later today. And I've made some pretty epic puzzles to boot ^^

EDIT: Awww yeah.
(http://img.removedfromgame.com/imgs/052811.gif)
Demonstrating objects, switches, and doors interacting with paints.

And...more difficult puzzles! Solution to this one is very cool, but I don't show it to avoid spoilers. Demonstrates new blood splatter and non-paintable tiles. (The goal is at the top left.)
(http://img.removedfromgame.com/imgs/0528112.gif)
Title: Re: Tag
Post by: ztrumpet on May 28, 2011, 10:25:33 pm
This.  is.  epic.  Wonderful job; I'm greatly anticipating this game. :D
Title: Re: Tag
Post by: Freyaday on May 29, 2011, 12:53:16 am
I especially like the door animation. Hey, is it possible to go through a closing door or no?
Wow, that spatter looks cool./me needs to make his game prettier
Title: Re: Tag
Post by: leafy on May 29, 2011, 12:56:05 am
It's not possible to go through a closing door. It's also possible to get crushed by a closing door ^^
Title: Re: Tag
Post by: Freyaday on May 29, 2011, 12:58:22 am
LOL. I think I'm gonna add in the circles from xy, people really seemed to like those.
Title: Re: Tag
Post by: ztrumpet on May 29, 2011, 01:06:22 am
It's also possible to get crushed by a closing door ^^
lol
I can't wait. XD
Title: Re: Tag
Post by: leafy on May 30, 2011, 05:47:31 pm
So basically I was rewriting my object routines to store objects into level data, and I was like, if I'm going to change my code anyways, why not make it even better?
Ladies and germs...I give you moving walls! The elevators of tomorrow!

Here's a cool little demo demonstrating some stuff I did with the new engine:

(http://img.removedfromgame.com/imgs/053011.gif)
(Note that switches are still glitchy and the moving walls will look different from normal walls in the future.)
This was also a test to see how well it would run with a large number of objects.
Title: Re: Tag
Post by: ztrumpet on May 30, 2011, 06:19:02 pm
That's epic.  Wonderful stuff you have there, leafiness.  That's awesome.

What if you made the moving walls grey?
Title: Re: Tag
Post by: Freyaday on May 31, 2011, 04:07:58 am
Holy crap, that looks epic. Man, i can't wait to get my hands on this one. Good luck, leafiness!
Title: Re: Tag
Post by: Munchor on May 31, 2011, 06:10:24 pm
Booyah elevators, just great =D The level in the GIF also looks a bit challenging, perfect!
Title: Re: Tag
Post by: leafy on May 31, 2011, 09:47:33 pm
(http://img.removedfromgame.com/imgs/tag.png)

Awesome.
Title: Re: Tag
Post by: aeTIos on June 01, 2011, 09:40:37 am
How. Do. You. Do. THAT EPIC SCREEN!?!?!?!?!
Title: Re: Tag
Post by: Darl181 on June 01, 2011, 11:21:37 am
Looks to me like another font, with some effect or another on the side..
Either way, looks great
Title: Re: Tag
Post by: leafy on June 01, 2011, 07:05:21 pm
It's some graffiti font I found on my computer somewhere. The paint splatter was a brush inverted and composited with the text.
It looks pretty good in 4-mode greyscale.
Title: Re: Tag
Post by: leafy on June 02, 2011, 12:05:30 am
Demonstrating this totally swank menu.

(http://img.removedfromgame.com/imgs/060111)

Yes I cannabalized my menu code but c'mon, it's a menu, not a game. Unless you consider mashing the arrow keys up and down to move the cursor a game.
Title: Re: Tag
Post by: ZippyDee on June 02, 2011, 12:16:25 am
Gee, that menu sure is familiar.... >.> Nevertheless still totally AWESOME! Keep it up, this is gonna be a fantastic game!
Title: Re: Tag
Post by: leafy on June 02, 2011, 12:18:36 am
Familiar? I think you're just experiencing Veja du.
Title: Re: Tag
Post by: leafy on June 03, 2011, 02:39:30 am
Alright I think I'll go with 40 levels. There won't be unlocking of levels, it'll be based on completion. Upon completing 30/40 levels you'll unlock the boss, and other fun stuff along the way.
Title: Re: Tag
Post by: Freyaday on June 03, 2011, 03:15:52 am
Cool beans, leafiness, but what about the other ten levels?
PS:I'm starting to think my Level Pack Idea is actually an original idea :P
Title: Re: Tag
Post by: leafy on June 03, 2011, 11:19:23 am
Some levels might be difficult for people to complete; therefore, I'm giving a bit of room for people to skip the levels they really don't like.
Title: Re: Tag
Post by: DJ Omnimaga on June 08, 2011, 12:36:33 am
Darn this looks great leafiness0. I like the title screen and level select part. We would never think this would be possible on calcs before, considering even on the NES we couldn't have such translucency. Also nice concept for the game. :)
Title: Re: Tag
Post by: leafy on June 08, 2011, 08:57:50 pm
(http://img.removedfromgame.com/imgs/060811.gif)
Stuff.
Title: Re: Tag
Post by: ztrumpet on June 08, 2011, 09:26:49 pm
Stuff = Wow = Epic = Wonderful = I want this on my calculator. Now! ;D
Title: Re: Tag
Post by: Freyaday on June 08, 2011, 11:57:27 pm
What's the spinny thing?
Title: Re: Tag
Post by: leafy on June 09, 2011, 12:32:57 am
That, good sir, is the exit vortex. I know, the sprites are a bit confusing and are subject to change.
Title: Re: Tag
Post by: Hayleia on June 09, 2011, 03:47:18 am
In one word this game is gonna be: Woah !
I would even pay to play it (not to give bad ideas). Some games are too expensive but this one will never be. There is only one question: does this game fit in the calc mem ? Because generally, the more a game is good the more place it takes, soooo... this one should take estimately 2TB.
Wait a minute, I give you +1.
This game makes me think about a flash game: Ngame. You should try it if you never did.
Title: Re: Tag
Post by: leafy on June 09, 2011, 09:29:11 pm
Hokay. Faith plates version 2.0.
(http://img.removedfromgame.com/imgs/6911.gif)
Also showing off the in-game menu, which is not really major but still cool. And paint notifications.
(I fixed that box glitch today but ram clear ><)
Title: Re: Tag
Post by: ztrumpet on June 09, 2011, 09:43:39 pm
That's awesome.  Wonderful job there. :D
Title: Re: Tag
Post by: Freyaday on June 09, 2011, 10:40:57 pm
Whoo, faith plates :)
Title: Re: Tag
Post by: Darl181 on June 09, 2011, 10:51:05 pm
Hmm, gameplay idea--maybe if you're hit by the block/ball thing while it's moving at high velocity you go boom.  Maybe when they're moving at a slow pace, they bump you around.  How many objects can be out, btw?/me predicts a "battlefield" level...and if there isn't going to be one built in then /me pokes to make a level editor
Also, are the closing walls or whatever they are deadly if you find yourself underneath them?

EDIT: the thing that catapults the stuff across the screen--what happens if there isn't bounce paint beneath it?
Title: Re: Tag
Post by: leafy on June 09, 2011, 11:42:57 pm
1) No, I don't really want boxes flying around killing people :P Ima leave them as just objects for now.
2) There will be a level editor. Not with the contest submission, however.
3) Doors do indeed crush you.
4) The bouncy paint under the faith plate is just a sprite. I could change it to whatever and it would still work.
Title: Re: Tag
Post by: Hayleia on June 10, 2011, 05:00:31 am
What about making the pause like that or something ?
With the menu coming from the right !!!
Would be epic, in my opinion.
Title: Re: Tag
Post by: ZippyDee on June 10, 2011, 12:34:35 pm
That does look pretty good, Hayleia. Leafiness, do you already have a DispGraphr or rr?
Title: Re: Tag
Post by: leafy on June 10, 2011, 03:53:25 pm
Hayleia, it's done ^^ Looks fairly nice too.
Title: Re: Tag
Post by: Hayleia on June 11, 2011, 04:20:50 am
I can't wait to see it !!
Glad to be helpful.
Title: Re: Tag
Post by: DJ Omnimaga on June 11, 2011, 02:39:18 pm
Wow I can't imagine what kind of chain reaction will be possible in some of those levels! O.O
Title: Re: Tag
Post by: leafy on June 11, 2011, 05:03:55 pm
Oh, did someone mention chain reactions? Because I've begun designing the boss :3
Title: Re: Tag
Post by: ztrumpet on June 11, 2011, 07:25:04 pm
Oh, did someone mention chain reactions? Because I've begun designing the boss :3
boss? O.O
Title: Re: Tag
Post by: leafy on June 11, 2011, 11:53:04 pm
Oh and also? I changed my mind. A level editor will be packaged with this release. I think I've figured out stuff pretty well but it might be a bit painful ^^ I'll have a couple of screenshots with the next update.
Title: Re: Tag
Post by: leafy on June 13, 2011, 01:07:42 am
Updates! I've fully implemented menus, 100% complete. Transparency has been enabled on the pause screen per Hayleia, and I've revised one level fully 34 times before I was satisfied >< Level design is coming along nicely, I'm worried about size but not too worried, and a level editor is beginning to be worked on.
Explosives.
Title: Re: Tag
Post by: leafy on June 14, 2011, 12:31:41 am
Okay triple post! I've fully fixed the box glitch where boxes would get stuck in walls/floors and not react properly to bouncy gel, and I've implemented the transparent pause screen.

(http://img.removedfromgame.com/imgs/061311.gif)
Title: Re: Tag
Post by: Runer112 on June 14, 2011, 12:36:14 am
The title screen is 4-level grayscale, is it not? In which case I suggest you use 4-level grayscale for the pause screen as well, which would save you 66 bytes. :)
Title: Re: Tag
Post by: leafy on June 14, 2011, 12:37:27 am
66 bytes? Pshaw. I don't think there's a text writing routine to back buffer anyways.
Title: Re: Tag
Post by: aeTIos on June 16, 2011, 03:35:52 am
Wooo. You're epic, leafiness.
Title: Re: Tag
Post by: leafy on June 18, 2011, 01:10:28 pm
Fuuuuu I just realized I'm leaving for a 6-week residential program and I'll have very little time to program. I'll try to finish, but it might not be the polished product I want it to be. ><
Title: Re: Tag
Post by: XVicarious on June 18, 2011, 02:23:26 pm
So is this pretty much a remake of Tag: The Power of Paint (I think its called this)? The students at Digipen who made that game, made the gel system in Portal 2.
Title: Re: Tag
Post by: leafy on June 20, 2011, 01:02:11 am
I'm considering optimizing my laser code a bit and bringing it back into the game. That would be kinda interesting ^^ Yes jkag, I've been basically telling everyone throughout this entire thread that it's based off Tag.
Title: Re: Tag
Post by: leafy on June 25, 2011, 12:27:53 pm
I know I haven't posted in a while, so here's a screenie to keep you guys happy:

(http://img.removedfromgame.com/imgs/062511.gif)
Title: Re: Tag
Post by: ZippyDee on June 25, 2011, 12:40:14 pm
HOT DAMN. This looks so awesome!! Keep it up!
Title: Re: Tag
Post by: shmibs on June 25, 2011, 12:41:31 pm
/\i second that motion!

the floor catapults look fantastic.
Title: Re: Tag
Post by: ztrumpet on June 25, 2011, 12:44:32 pm
Oh my.  That's incredible.  I think that next to Builderboy, leafiness is the best puzzle game designer for calcs.  Wow.
Title: Re: Tag
Post by: ZippyDee on June 25, 2011, 01:07:03 pm
I definitely have to agree with that. That level there is so intuitive! I love it!
Title: Re: Tag
Post by: leafy on June 25, 2011, 01:09:26 pm
Thanks everyone ^^ Just saying, this is level 18 or so. That being said, it's on the lower medium rating on the awesomeness scale. :P I have a lot of cooler concepts waiting to be inputted.
Title: Re: Tag
Post by: ZippyDee on June 25, 2011, 01:11:57 pm
:O WAAAAAAAATTTT??? I can't wait!!!
Title: Re: Tag
Post by: leafy on June 26, 2011, 01:15:41 pm
Okay I finally got boxes to get crushed properly when they're smashed by doors ^^

(http://img.removedfromgame.com/imgs/062611.gif)
(Thanks runer!)
Title: Re: Tag
Post by: Anima on June 26, 2011, 01:27:00 pm
Oh wow, this looks very awesome. When do you think to publish it?
Title: Re: Tag
Post by: DJ Omnimaga on June 26, 2011, 02:51:38 pm
HOLY CRAP, so much details and realisticness, it's gonna have a huge chance I think for the contest O.O

Make sure we can restart levels, though, so if we get stuck we don't have to pull a battery or exit the entire game like I've seen before. <_<
Title: Re: Tag
Post by: leafy on June 26, 2011, 03:37:39 pm
If you look at the in-game menu there's an option to restart and to return to the main menu ^^
Title: Re: Tag
Post by: leafy on July 01, 2011, 02:37:54 pm
I'm going to be working on an online walkthrough, which should help people through some of those harder levels.
Title: Re: Tag
Post by: DJ Omnimaga on July 01, 2011, 02:42:16 pm
That's good. I mean some games have no in-game menu and the only way to quit is to die. I even remember one game demo where you had to pull a battery when you were stuck O.O

And a walkthrough seems nice. :D
Title: Re: Tag
Post by: yunhua98 on July 01, 2011, 02:53:23 pm
O.O/me lost, between yours, Ashbad's, Builderboy's (if he comes back), I'm doomed.
Title: Re: Tag
Post by: Darl181 on July 01, 2011, 02:54:45 pm
/me limps in, hunchbacked and waving a cane
"I'm not finished off yet!"

:P
Title: Re: Tag
Post by: leafy on July 01, 2011, 03:37:37 pm
^^ Darl I'm really looking forward to your entry - it combines a ton of elements in a really awesome way.
Title: Re: Tag
Post by: Freyaday on July 03, 2011, 12:31:54 pm
/me walks into the Circus Maximus, head held high, and roars a challenge to all that can hear.
Title: Re: Tag
Post by: leafy on July 04, 2011, 12:59:38 am
While I figure out how to get this storyline working, here's (http://nuclearsalad.co.cc/?page_id=110) the page where everything will eventually be posted! Check back when the contest's over for goodies like walkthroughs and possibly cool developer stuff.
Title: Re: Tag
Post by: leafy on July 05, 2011, 08:25:21 pm
Roadmap for the next 9 days:

Fix bullet detection (trivial)
Polish text routine (slightly trivial)
Add tutorial text (trivial)
Make 15 levels (not so trivial)
Order levels (very not trivial)
Beta testing (very trivial)
Packaging (extremely trivial)
???
Profit!
Title: Re: Tag
Post by: Hayleia on July 06, 2011, 03:20:22 am
So now, we only wait 9 days to play your game ?
*Hayleia checks the calendar and put a ;D in nine days
Title: Re: Tag
Post by: leafy on July 07, 2011, 10:36:48 pm
Text routine: Done.
Tutorial text: Done.
Tutorial levels: Done.
35/40 levels: Done.

(http://img.removedfromgame.com/imgs/070711.gif)
By holding down a key, you can make it scroll faster.
Title: Re: Tag
Post by: ztrumpet on July 08, 2011, 10:55:59 am
That looks awesome.  I can't wait to play it. ;D  It'll sure be some strong competition.
Title: Re: Tag
Post by: leafy on July 09, 2011, 03:18:33 pm
I slightly modified how the speed paint looks, so it looks a bit better and it doesn't look like the non-paintable tiles when you paint isolated tiles.
(http://img.removedfromgame.com/imgs/070911.gif)
Title: Re: Tag
Post by: ztrumpet on July 09, 2011, 03:20:30 pm
Wow, that looks awesome!  Nice job, leafiness.  I can't wait to play it. :D
I like the look of the new speed tiles a lot.
Title: Re: Tag
Post by: Freyaday on July 09, 2011, 06:44:24 pm
Looks sick and makes sense (somehow)!
Title: Re: Tag
Post by: leafy on July 09, 2011, 07:04:32 pm
I'm going to try and add a little paint splatter when the paint hits the wall. This is kind of a low priority thing though.
Title: Re: Tag
Post by: Freyaday on July 09, 2011, 07:07:57 pm
Sounds cool. You should definitely do it if you have time.
Title: Re: Tag
Post by: ztrumpet on July 09, 2011, 09:14:42 pm
I'm going to try and add a little paint splatter when the paint hits the wall. This is kind of a low priority thing though.
That'd be tight.
* ZTrumpet wants! ^-^
Title: Re: Tag
Post by: leafy on July 14, 2011, 02:34:11 am
At this time Tag is now complete. Sadly, I was only able to package 24 levels into this release, but after the contest if I have time I'll make sure you guys get the complete 40, as well as a level editor.

I'll write up a readme and send it off early tomorrow. Thanks for all your support, and don't forget to vote for me if you like Tag >:) But seriously, check out the other projects before VOTING FOR ME HAHA
Title: Re: Tag
Post by: XVicarious on July 14, 2011, 02:36:26 am
Good work :D, too bad about not being able to have all 40 levels tho.
Title: Re: Tag
Post by: ztrumpet on July 14, 2011, 10:33:16 am
Awesome!  I can't wait. :D
Title: Re: Tag
Post by: leafy on July 15, 2011, 02:56:18 pm
Introduction:

Tag is a 2D puzzle platformer based off of the famous game Tag: The Power of Paint for the TI-83 series of calculators. It features 24 original levels with a fully-functional physics-based environment, along with creative and challenging gameplay. This game was written for the Omnimaga Axe parser contest.

Requirements:

This game will only run at full speed on a TI-83 SE, TI-84, or a TI-84 SE calculator. It will run at reduced speeds on older calculators, i.e. the TI-83 and the TI-BE. Playing at reduced speed is not recommended, however, as it greatly impacts playability.

This game requires 17551 bytes of RAM, as well as a shell that supports Ion. It is highly recommended that you store this file in archive and use a shell such as NoShell to open it.

Controls:

LEFT/RIGHT: Move
UP: Jump
ENTER: Pick up/drop boxes
keys around XTθN: Shoot paint/paint remover
+: Change paint type

Website:

For walkthroughs, development behind-the-scenes, and more, check out the official project site at http://nuclearsalad.co.cc/?page_id=110

Post Mortem:

Runer112 - Crushed by a closing door - massive optimization help
BuilderBoy - Launched into a spike pit - physics/logic help
SirCmpwn - Deleted after the 23rd revision - sprite editor creator
DJ_O - Forced to restart - Amazing forum master, brilliant guy
thepenguin77 - Used speed gel and launched into a spike - random Q&A
Omnimaga community - Exterminated via neurotoxin- support and help

(http://img.removedfromgame.com/imgs/1.gif)

(http://img.removedfromgame.com/imgs/3.gif)

(http://img.removedfromgame.com/imgs/10.gif)
Title: Re: Tag
Post by: Freyaday on July 15, 2011, 03:39:30 pm
JustCause: Loved to death by a horny catgirl-He will be missed. By darts.
Freyaday: Died of self-dissapointment, revived by hungry catgirls-Useless guy. Don't know why he's here
Iambian: We're not sure-We shall always love him
I'm sorry, I couldn't resist.
Great job on getting it done!
Title: Re: Tag
Post by: yunhua98 on July 15, 2011, 03:43:52 pm
Introduction:

Tag is a 2D puzzle platformer based off of the famous game Tag: The Power of Paint for the TI-83 series of calculators. It features 24 original levels with a fully-functional physics-based environment, along with creative and challenging gameplay. This game was written for the Omnimaga Axe parser contest.

Requirements:

This game will only run at full speed on a TI-83 SE, TI-84, or a TI-84 SE calculator. It will run at reduced speeds on older calculators, i.e. the TI-83 and the TI-BE. Playing at reduced speed is not recommended, however, as it greatly impacts playability.

This game requires 17551 bytes of RAM, as well as a shell that supports Ion. It is highly recommended that you store this file in archive and use a shell such as NoShell to open it.

Controls:

LEFT/RIGHT: Move
UP: Jump
ENTER: Pick up/drop boxes
keys around XTθN: Shoot paint/paint remover
+: Change paint type

Website:

For walkthroughs, development behind-the-scenes, and more, check out the official project site at http://nuclearsalad.co.cc/?page_id=110

Post Mortem:

Runer112 - Crushed by a closing door - massive optimization help
BuilderBoy - Launched into a spike pit - physics/logic help
SirCmpwn - Deleted after the 23rd revision - sprite editor creator
DJ_O - Forced to restart - Amazing forum master, brilliant guy
thepenguin77 - Used speed gel and launched into a spike - random Q&A
Omnimaga community - Exterminated via neurotoxin- support and help

(http://img.removedfromgame.com/imgs/1.gif)

(http://img.removedfromgame.com/imgs/3.gif)

(http://img.removedfromgame.com/imgs/10.gif)

that is scary good.   :crazy:

post mortem is hilarious.
Title: Re: Tag
Post by: leafy on July 16, 2011, 01:45:23 am
Snap it's here. The full demo.
Title: Re: Tag
Post by: jsj795 on July 16, 2011, 09:58:22 am
IMO the control could be a bit better. I think instead of making keys around XT0n to shoot paint, it would be better to change it to numpad, because it's near +/- and enter.

And plus, the character seems to be a bit 'too' responsive, as it took really tiny press for the character to move/slide far.

Otherwise, I'm really really loving the game :D Great job on it!!! I can't wait for more levels to be released *hint hint* ;)
Title: Re: Tag
Post by: Freyaday on July 16, 2011, 02:04:46 pm
Yeah. Another alternate location would be for the paint keys to be around APPS, because the key, being purple, stands out.
Oh, and for the level select menu, make the grey go up all the way. That last bit of background white at the top looks really bad.
Title: Re: Tag
Post by: thepenguin77 on July 16, 2011, 09:13:31 pm
Great game, you got my vote. And a +2 (because I haven't been watching this topic at all)

I also agree that you should do some key remapping :P
Title: Re: Tag
Post by: Silver Shadow on July 17, 2011, 12:13:24 am
Nice! :D
But custom key mapping FTW.
Title: Re: Tag
Post by: leafy on July 17, 2011, 07:26:30 pm
So basically who wants me to revise the controls to this:

2nd: pick up boxes
Mode: Change paint type
keys around Apps: Shoot paint
Arrow keys: Move/jump

Any other suggestions are welcome.
Title: Re: Tag
Post by: ztrumpet on July 17, 2011, 07:27:52 pm
So basically who wants me to revise the controls to this:

2nd: pick up boxes
Alpha: Change paint type
Keys around Apps: Shoot paint
Arrow keys: Move/jump

Any other suggestions are welcome.
Alpha -> Mode:  Alpha's around Apps.
Otherwise it's good. :)  Maybe Del for a Pause key instead of Clear, but Clear's fine.
Title: Re: Tag
Post by: leafy on July 17, 2011, 07:35:12 pm
Ok so here's the compilation of bugs and future corrections. If anyone wants to add anything just add it to the typewithme: http://typewith.me/mqtWFOuVhD
Title: Re: Tag
Post by: Freyaday on July 17, 2011, 08:28:38 pm
how about have the number keys also fire paint?
Title: Re: Tag
Post by: leafy on July 17, 2011, 08:29:32 pm
I could definetely try that. I'll see if I can set up an options panel in the menu screen.
Title: Re: Tag
Post by: Freyaday on July 18, 2011, 07:10:51 pm
I found a bug!
TAG doesn't delete the temporary appvar it creates once it finishes, instead leaving it in RAM
Title: Re: Tag
Post by: Darl181 on July 18, 2011, 07:12:07 pm
I think it does that to save which level it's completed to.  I could be wrong tho.

Speaking of saving, after I beat the game and went to quit, it tried to save and crashed.
Title: Re: Tag
Post by: Freyaday on July 18, 2011, 07:13:13 pm
I think it does that to save which level it's completed to.  I could be wrong tho.

Speaking of saving, after I beat the game and went to suit, it tried to save and crashed.
Nope. I deleted it, and it still opened up at the level I was at.
Title: Re: Tag
Post by: leafy on July 18, 2011, 07:42:53 pm
Okay that 768 byte appvar was a mistake. I intended to use it to back up one of the buffers but never ended up using it. appvTAGTMP is useless.

TAGSAV saves the level you're on.
TAGDAT saves the highest level you completed.

I opted to put them separately in case you delete one, the other will be fine or the other way around, but that's not usually the case o3o
Title: Re: Tag
Post by: leafy on July 20, 2011, 02:08:58 am
(http://img.removedfromgame.com/imgs/tagedit.png)
Now in progress. Exciting stuff.
Title: Re: Tag
Post by: Freyaday on July 20, 2011, 02:41:57 am
whoo, badass menu is badass
Title: Re: Tag
Post by: leafy on July 20, 2011, 04:02:30 pm
For those people that absolutely can't wait for the next build to test their levels - there's hope!
If you open up TAGLEV, that's where all the data is stored. You can make your own maps by replacing the ones there.

But how, you ask?

Tiles:
0 - empty tile
1 - place player starting position
2 - place box
3 - place exit
4 - floor spikes
5 - left spikes
6 - right spikes
7 - ceiling spikes
8 - unpaintable tile
9 - normal tile
A - bounce tile
B - speed tile
C - arrow tile (underneath switches)
D - left flinging catapult (Place on the tile underneath the actual flingy thing)
E - right flinging catapult (Place on the tile underneath the actual flingy thing)

Door and switch info:

Right after the tilemap, you'll have a byte that dictates how many door/switch pairs are in the level. THIS BYTE IS MANDATORY, EVEN IF YOU MUST PUT 00.

E.g.,
[tilemapstuff
[00

To add doors and switches, you use the following format:

[switchx][switchy][doorx][doory][doorwidth,doorheight][opening direction]

Switch position and door positions are zero-indexed - that is, the top leftmost tile is 0,0. Count accordingly. Door width and door height are not zero-indexed.
Switch position refers to the block under where the switch appears. Door position refers to the top leftmost tile of the door.
Opening direction is as follows:
1: Door opens down
2: Door opens left
3: Door opens right
4: Door opens up

For example, if I wanted to add 1 switch/door pair with the following attributes:
Switchx: 7
Switchy: 11
Doorx: 14
Doory: 2
Doorwidth: 5
Doorheight: 1
Opening direction: Up

The map info would look like this:

[tilemap->GDB1
[01
[070B0E025104

Simple enough. If you need sample maps, check TAGLEV, where the levels are stored. Good luck and happy mapping ^^
BTW, there is going to be a level editor.
Title: Re: Tag
Post by: Munchor on July 24, 2011, 10:19:09 am
After finishing the game, I felt very happy, what a wonderful game leafiness0!
Title: Re: Tag
Post by: runeazn on August 17, 2011, 05:43:14 pm
where is the fixed controls version?

btw als thsoe boxes get stuck between that bounce level when you need to go to a button to release the box,
if i release too soon it gets stuck?
Title: Re: Tag
Post by: Darl181 on August 17, 2011, 05:45:04 pm
There is only one released version, the one in the page before this one.

What exactly do you mean by "get stuck"?
Title: Re: Tag
Post by: runeazn on August 17, 2011, 07:00:00 pm
Ok so here's the compilation of bugs and future corrections. If anyone wants to add anything just add it to the typewithme: http://typewith.me/mqtWFOuVhD

there is says the button layout is changed,
but i still only can use the old configuration.
Okay triple post! I've fully fixed the box glitch where boxes would get stuck in walls/floors and not react properly to bouncy gel, and I've implemented the transparent pause screen.

(http://img.removedfromgame.com/imgs/061311.gif)
and that bug still happens at mine..
Title: Re: Tag
Post by: Darl181 on August 17, 2011, 07:03:29 pm
There isn't anything attached to it, it's more of a "to-do list" apparently (not that you can attach to a typewithme, only newer etherpads but still)

EDIT: unless there's a newer version attached somewhere, this (http://ourl.ca/11234/228487) is the only public one.
Also notice that post came around a month before the posted attachment, implying the bugfix is included.
Title: Re: Tag
Post by: Deep Toaster on September 08, 2011, 10:48:24 pm
Played it on a real calculator for the first time today, and I gotta say -- this is the single most epic game I've ever seen on a TI-83 Plus.