Author Topic: The Impossible Game  (Read 60474 times)

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Offline thepenguin77

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Re: The Impossible Game
« Reply #90 on: October 06, 2010, 04:27:38 pm »
v1.1 is out. It has full compatibility with the 83+BE. (At least I hope it does, my current version of wabbitemu can't load apps. So I couldn't test it.) It also is perfectly timed with the music.

Anyways, to give you an idea of how long till I make v2.0. I am 93% of the way through beat level 2 and 69% through level 3. So a few more days :)
« Last Edit: October 06, 2010, 04:41:43 pm by thepenguin77 »
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Offline ztrumpet

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Re: The Impossible Game
« Reply #91 on: October 06, 2010, 05:03:59 pm »
Nice.  Good luck on level 3! ;D

Offline DJ Omnimaga

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Re: The Impossible Game
« Reply #92 on: October 06, 2010, 11:23:51 pm »
v1.1 is out. It has full compatibility with the 83+BE. (At least I hope it does, my current version of wabbitemu can't load apps. So I couldn't test it.) It also is perfectly timed with the music.

Anyways, to give you an idea of how long till I make v2.0. I am 93% of the way through beat level 2 and 69% through level 3. So a few more days :)
Nice to hear! I'll try 1.1 soon. Can't wait for 2.0. Glad you're back into coding :D
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Offline guy6020665

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Re: The Impossible Game
« Reply #93 on: October 09, 2010, 07:49:18 pm »
1.1 bug for 83+ haven;t tried on the others, but when you use [DEL] to exit from the level back to the menu, if you try to check stats it will crash, but otherwise ITS AWESOME!! 82% xbox, 53% Ipod.

Offline calcdude84se

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Re: The Impossible Game
« Reply #94 on: October 09, 2010, 08:53:40 pm »
I think that's DCS-related, and not specifically thepenguin77's fault.
Will play :)
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Offline guy6020665

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Re: The Impossible Game
« Reply #95 on: October 09, 2010, 10:12:03 pm »
Oh ok never mind then.

Offline thepenguin77

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Re: The Impossible Game
« Reply #96 on: October 09, 2010, 10:22:58 pm »
Just as a heads up, I am starting on 2.0. From the looks of it, it should work on 83+'s. At 33 fps and 6,500,000 Hz, thats 200,000 t-states per frame. The screen will steal 60,000 and with my new system of drawing the screen (sprites vs. just pure shifting), it should take 20,000 to render. That leaves me with 120,000 to mess around with, meaning that I should definitely be able to make it work.

I think that's DCS-related, and not specifically thepenguin77's fault.
Lol, I am like DCS's worst nightmare. This is the third time I have made it glitch with this program. First it was the crash on exit (extra ram related), then it was the upside down screen (memory usage differences), and now it is the stats screen crashing (something to do with mirage's fastLine I assume). Oh well, kerm needs something to work on.


Btw, I never finished level 3. I got to 93% several times. The problem is that at 84%, there is a section that has only one frame that you are allowed to jump from. That coupled with this being the hardest level ever have stumped me. Oh well, mine will have more than one frame of success.
zStart v1.3.013 9-20-2013 
All of my utilities
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You can build a statue out of either 1'x1' blocks or 12'x12' blocks. The 1'x1' blocks will take a lot longer, but the final product is worth it.
       -Runer112

Offline DJ Omnimaga

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Re: The Impossible Game
« Reply #97 on: October 09, 2010, 10:28:21 pm »
Cool to hear about more progress :D
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Offline shmibs

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Re: The Impossible Game
« Reply #98 on: October 09, 2010, 11:43:51 pm »
sounds good. 1.0 is already a classic around my campus =D
btw, was there some specific reason that you werent using sprites before now?

Offline Deep Toaster

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Re: The Impossible Game
« Reply #99 on: October 09, 2010, 11:51:25 pm »
This is progressing nicely!

sounds good. 1.0 is already a classic around my campus =D

Same here :D




Offline thepenguin77

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Re: The Impossible Game
« Reply #100 on: October 10, 2010, 12:02:09 am »
btw, was there some specific reason that you werent using sprites before now?
I wasn't using sprites because the way sprites are typically done, I thought it would have taken too long to draw all of them to the screen. I originally thought it would have to run at 50 fps also which makes sprites impractical. The way I'm doing them this time though is to have separate code for each possible alignment on screen. This configuration will take up 260 bytes in ram vs none, but the result is about twice as fast.
zStart v1.3.013 9-20-2013 
All of my utilities
TI-Connect Help
You can build a statue out of either 1'x1' blocks or 12'x12' blocks. The 1'x1' blocks will take a lot longer, but the final product is worth it.
       -Runer112

Offline shmibs

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Re: The Impossible Game
« Reply #101 on: October 10, 2010, 12:13:04 am »
hmm, i did much the same thing for several smooth scrolling xlib games. playability on the 83+ is definitely worth a few extra bytes.

Offline Deep Toaster

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Re: The Impossible Game
« Reply #102 on: October 10, 2010, 12:14:11 am »
hmm, i did much the same thing for several smooth scrolling xlib games. playability on the 83+ is definitely worth a few extra bytes.

Agreed ;D




Offline meishe91

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Re: The Impossible Game
« Reply #103 on: October 10, 2010, 12:39:01 am »
So I just transfered this to my calculator, holy crap that is hard to see without Wabbit.

But anywho, I don't know if it's a glitch or if it is just the sprite fading or something but every time I jump I see a square that is still on the ground that will just go through the obstacles. I'm not sure what it is or if it's just the fading but thought I'd mention it.
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Offline DJ Omnimaga

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Re: The Impossible Game
« Reply #104 on: October 10, 2010, 01:39:43 am »
Mhmm maybe it's due to the LCD blur or something, or collision detection is out-of-sync with the display
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