Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Darl181 on November 23, 2010, 04:20:29 pm

Title: YAMGT
Post by: Darl181 on November 23, 2010, 04:20:29 pm
(http://darl181.webuda.com/sigproj/index.png)(http://darl181.webuda.com/sigproj/index.png)(http://darl181.webuda.com/sigproj/index.png)(http://darl181.webuda.com/sigproj/index.png)(http://darl181.webuda.com/sigproj/index.png) (http://goo.gl/QMET)
Index stuffs.
Maxwell's Demon (http://www.omnimaga.org/index.php?action=downloads;sa=view;down=625) (ticalc (http://www.ticalc.org/archives/files/fileinfo/451/45138.html)) (post (http://ourl.ca/8025/151372))
Axpirin (http://ourl.ca/8025/166326) screenie is kind of old, but accurate for the most part
Spacerun 3 (http://ourl.ca/8025/167437)
Duel (http://ourl.ca/8025/167790)
OnSlaught (http://ourl.ca/8025/168121) don't ask :P
Latest version of Tio (http://ourl.ca/8025/188395) was never actually completed but blarg
    Levels (http://ourl.ca/8025/191885)
Recon (http://ourl.ca/8025/224085)
Dotrun & Dotrun 2 (http://ourl.ca/8025/229333)
Duel II (http://ourl.ca/8025/260859)
Switch (http://www.omnimaga.org/index.php?action=downloads;sa=view;down=783) (ticalc (http://www.ticalc.org/archives/files/fileinfo/445/44598.html)) (post (http://ourl.ca/8025/282176))
TWHG Reboot (http:///) - TBA


Jetpack thing (http://ourl.ca/4161/103473), it's kind of like a game?  hmm.
TWHG thread (http://ourl.ca/7535)
Dimension Shift (http://ourl.ca/11071/280923)
Essence (http://ourl.ca/12891/294903)


[This thread was previously named "Maxwell's Demon" and after that "Darl181's projects"]

On IRC a couple of days ago (just after I hacked my Casio) i mentioned one of the games I saw on casiocalc.org (look for "BallGame" on this (http://www.casiocalc.org/to/fsdisplay.php?cat2disp=FS.FX-9860G.casm#totitle) page).
The object is to move the gap in the dividing wall up and down to sort the balls: black on the left, white on the right.  Once you win, you can try again with one more ball than before.


It chooses black/white at random so it may be unbalanced.
Collision detection with the wall can be better, I'm kind of at a loss about what's causing the problems for the moment :P
I might spice up some graphics as well.
I also need to come up with a better title...

TWHG is still going, I'm just taking a break from it.

EDIT: Update here. (V2) (http://ourl.ca/8025/145084)
EDIT2: Bigger update. (http://ourl.ca/8025/151372)
Title: Re: Ball Sorting Game
Post by: ztrumpet on November 23, 2010, 04:30:58 pm
This is wonderful!  I really like the concept!  Well done. :)
Title: Re: Ball Sorting Game
Post by: calcdude84se on November 23, 2010, 08:22:11 pm
I agree with ztrumpet, it looks great :)
Can't wait to try it! :D
Title: Re: Ball Sorting Game
Post by: meishe91 on November 23, 2010, 08:22:42 pm
That is actually really sweet :) Good luck with any "spicing up" :)
Title: Re: Ball Sorting Game
Post by: Quigibo on November 23, 2010, 09:44:13 pm
You should call this game "Maxwell's Demon" ;)
Title: Re: Ball Sorting Game
Post by: shmibs on November 23, 2010, 10:06:13 pm
/\agreed, as that is the original title
link (http://www.flasharcade.com/arcade-games/maxwells-demon-game.html)

i like it!
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on November 23, 2010, 10:57:20 pm
Okay, Maxwell's Demon it is ;D

I really got it "spiced up", will post as soon as possible (may be tomorrow):P

It gets intense faster, has pause, and a progress bar on top.
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: ztrumpet on November 23, 2010, 11:19:01 pm
What about "Darl's Demon?"
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on November 24, 2010, 12:14:28 am
What about "Darl's Demon?"
LOL sure
Or "Demon181"

Didn't get to re-name it, but it's updated. ;D
Clear is quit, Mode is pause.  Up/Down move.
The bar on top measures the progress as a whole, I plan to split it later.  The closer they are to touching, the more balls that are correct.

Btw if starting with four balls isn't enough for you, you can edit the #→A in the source--it's the second or third line.  A+1= # of balls
...just found out, there's some sort of limit.  I tried 50→A and it crashed.  So, I guess for now stay in the low numbers :P
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: DJ Omnimaga on November 24, 2010, 01:20:48 am
Awesome! I like the concept and layout. Nice job on this! :thumbsup:
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: AngelFish on November 24, 2010, 01:52:25 am
You should call this game "Maxwell's Demon" ;)

I like the reference ;)

Downloaded

I figured out how to cheat it though. If you wait long enough, Statistics will eventually take over and you'll only have to remove one ball.

/nerd
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Munchor on November 24, 2010, 06:51:27 am
On IRC a couple of days ago (just after I hacked my Casio) i mentioned one of the games I saw on casiocalc.org (look for "BallGame" on this (http://www.casiocalc.org/to/fsdisplay.php?cat2disp=FS.FX-9860G.casm#totitle) page).
The object is to move the gap in the dividing wall up and down to sort the balls: black on the left, white on the right.  Once you win, you can try again with one more ball than before.
It chooses black/white at random so it may be unbalanced.
Collision detection with the wall can be better, I'm kind of at a loss about what's causing the problems for the moment :P
I might spice up some graphics as well.
I also need to come up with a better title...

TWHG is still going, I'm just taking a break from it.

EDIT: Update here. (V2) (http://ourl.ca/8025/145084)


Omg, I love that game!
Awaiting a 8xp to play a lot ;)

Looks very good, congratulations!
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: ztrumpet on November 24, 2010, 10:49:28 am
That's great!  Excellent job on it. ;D
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on November 24, 2010, 12:52:40 pm
Thanks for the suppost, all :)
 
Quote from: ScoutDavid
Awaiting a 8xp to play a lot ;)
Look at the bottom of the post it links to ;)

Have an update, just need to screenshot and post a poll.

@Querty: Yes, you can do that (I've done it as well) but where's the fun in that though? :P
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Munchor on November 24, 2010, 12:58:46 pm
Thanks for the suppost, all :)
 
Quote from: ScoutDavid
Awaiting a 8xp to play a lot ;)
Look at the bottom of the post it links to ;)

Have an update, just need to screenshot and post a poll.

@Querty: Yes, you can do that (I've done it as well) but where's the fun in that though? :P

Yes, when will a beta come?

God, I really want this game, it looks very cool, really!

It may not be as expert-level as RPGs but it's a mixture of puzzle, strategy and fun, can't wait to play!
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: FinaleTI on November 24, 2010, 01:00:03 pm
There's an 8xp below the screenshot.
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Munchor on November 24, 2010, 01:00:59 pm
There's an 8xp below the screenshot.

Oooh sorry didn't see it, NOW I CAN PLAY!
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on November 24, 2010, 01:12:21 pm
Okay, that would be the wrong post :P
Will edit the poll and post screenies for the poll.

I've been doing some graphic work.
Two options...
(http://img.removedfromgame.com/imgs/Ball_Game_V3_Variation_1.gif) (http://img.removedfromgame.com/imgs/Ball_Game_V3_Variation_2.gif)
...see poll

The gameplay's exactly the same for both, it's just the bar that's different.
And btw I can easily take out/add the dots in the middle of it.

I feel like I'd better clarify about what the bar does.
It's split into the value of the number of balls (so if there's 4 balls, it's split into 4 parts, each ball having one part).
Black balls are on the left of the meter, white balls on the right.  You can probably tell where the division is.
From the side to the division (normally in the middle, but it chooses at random so more than likely it will be off to one side or another), it shows the number of balls that are correct by varying the length.
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Munchor on November 24, 2010, 04:25:49 pm
it looks like the one on the right is better, and I very much agree too.

Just tried game, very fun, very hard, a bit addicting
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: DJ Omnimaga on November 24, 2010, 09:19:18 pm
I like the right one better, although it took me a while to understand it for some reasons. Nice, though!
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: shmibs on November 24, 2010, 09:41:51 pm
i like the one on the left better, just because it's a bit less chaotic and more intuitive.
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Quigibo on November 24, 2010, 10:53:48 pm
Oh wow, I didn't even realize that's what it was actually called. :P

Fun game though!  One idea (but it would be a hard difficulty) is to have a vertical and horizontal slider, so 4 regions and 4 colors/shapes of balls.
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on November 25, 2010, 01:15:08 am
One idea (but it would be a hard difficulty) is to have a vertical and horizontal slider, so 4 regions and 4 colors/shapes of balls.
I actually had an idea like that at first, maybe if I add menus it could be an extreme mode or something ;)
I would probably have to take out the bar on top, and I would need four types of balls :P 4-level grayscale makes this possible, but still...time for me to learn about Pt-Mask(


Wow, 4-4 votes...maybe I'll just upload both :P

VAR 1 and VAR 2 are the two variations, in the order of the screenies in the poll.
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: DJ Omnimaga on November 25, 2010, 01:44:40 am
Cool I'Ll try it when I have more free time :)
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Munchor on November 25, 2010, 02:10:30 pm
I'm already trying. Great, a new update!
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on November 25, 2010, 06:20:41 pm
Planned for next update: a menu, hopefully with some options (hole can go off the field, two walls going through the middle, ability for full speed mode)

If I get really into this, I might also do power-ups or something ;)
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: DJ Omnimaga on November 25, 2010, 10:58:40 pm
Cool, power ups would be nice :D
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Munchor on November 27, 2010, 06:43:42 am
Planned for next update: a menu, hopefully with some options (hole can go off the field, two walls going through the middle, ability for full speed mode)

If I get really into this, I might also do power-ups or something ;)

Hum.. Have you thought about an option to make balls colide with each other?

That would be interesting too :)
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: DJ Omnimaga on November 27, 2010, 01:29:44 pm
THat would actually be cool. I wonder how hard it would be to implement?
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Munchor on November 27, 2010, 01:41:45 pm
THat would actually be cool. I wonder how hard it would be to implement?

I think a collison code wouldn't be hard, but make an option that turns it on or off could be harder. Even though, I'd like it because it would make the game slightly harder :D
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on November 27, 2010, 02:48:17 pm
collison code
Do you mean with the center wall, and the perpendicular center wall going horizontal?
Or do you mean the balls would bounce off each other?

edit..I plan on making mockups sometime soon
Possible plans for making three parts or four parts...

Btw, before somebody asks, those were not made on the calc
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Munchor on November 27, 2010, 02:50:03 pm
What happens first:

BallA ---------><---BallB

What results:

<---BallA       BallB------->


You think you could make something like this.

It's basically the same thing that happens between balls and walls, except that walls stay still, otherwise the game would go crazy hahahaha
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on November 27, 2010, 03:04:56 pm
Um...the walls kind of have to move for the concept of the game to work.
Unless...
I don't plan on making the actual walls to move, it would kind of be overkill.
Just the holes.
Making the balls collide with each other would probably seriously slow down the gameplay, think about the amount of times it would have to draw each frame to pxl-Test them all...especially when the person starts getting to 10-something balls.

The way axe always rounds down is killing me with the bar on top now...time for me to learn the floating-point or whatever it is :P
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Munchor on November 27, 2010, 04:35:35 pm
Um...the walls kind of have to move for the concept of the game to work.
Unless...
I don't plan on making the actual walls to move, it would kind of be overkill.
Just the holes.
Making the balls collide with each other would probably seriously slow down the gameplay, think about the amount of times it would have to draw each frame to pxl-Test them all...especially when the person starts getting to 10-something balls.

The way axe always rounds down is killing me with the bar on top now...time for me to learn the floating-point or whatever it is :P

I meant, the walls on borders -.-


My idea is, when two balls collide, each one goes it way, but it looks like it's not possible.

Anyways, how's the menu and options going?
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on November 27, 2010, 06:18:07 pm
I've kind of made a sort of universal menu in a subroutine so I don't have to code the same menu 5-10 times :P
It's in the Axe parser thread.
I'm working on options, which will have to involve an appvar or SMC.  And that kind of stuff can get complicated really fast if you don't plan ahead of time and know exactly what you want to add before you add it...
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Munchor on November 27, 2010, 06:20:02 pm
I've kind of made a sort of universal menu in a subroutine so I don't have to code the same menu 5-10 times :P
It's in the Axe parser thread.
I'm working on options, which will have to involve an appvar or SMC.  And that kind of stuff can get complicated really fast if you don't plan ahead of time and know exactly what you want to add before you add it...

Great then! Good luck!

Also, I gotta check some already-made-by-other-members-of-community menus :)
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: ASHBAD_ALVIN on November 27, 2010, 07:25:36 pm
this looks really cool so far, dude!  keep up the great work on this!
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Munchor on November 27, 2010, 07:27:53 pm
this looks really cool so far, dude!  keep up the great work on this!

I love to play it, but when I get to third level I give up.

So... make it easier in the next version, please :)
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on November 27, 2010, 07:38:44 pm
I'll probably make it slower, and the player can select the speed to go at through the Options menu.  Normal speed="fast"
Full isn't ruled out yet either...

Unfortunately, I may end up having to take out the bar altogether because as of yet I can't think of a good way (read: easy) to implement them in the ideas (mockups above (http://ourl.ca/8025/146338))
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Munchor on November 27, 2010, 07:40:54 pm
I'll probably make it slower, and the player can select the speed to go at through the Options menu.  Normal speed="fast"
Full isn't ruled out yet either...

Unfortunately, I may end up having to take out the bar altogether because as of yet I can't think of a good way (read: easy) to implement them in the ideas (mockups above (http://ourl.ca/8025/146338))

A lot to add then. I recommend releasing everything in a single version, instead of releasing several versions with few updates.
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on November 28, 2010, 08:28:42 pm
Most of the time, I prefer to do small updates so if people want something in particular the development can kind of swerve from one thing to another, but it looks like I won't be able to do much of that on this, so, big updates :P

On a different note, what would people like to see in the options menu?  So far I have speed, initial # of balls, # balls added each game, and amount of types of balls (2-4 planned)...maybe "difficulties" which set all the options to different levels...
Anything else?
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Munchor on November 28, 2010, 08:30:01 pm
Most of the time, I prefer to do small updates so if people want something in particular the development can kind of swerve from one thing to another, but it looks like I won't be able to do much of that on this, so, big updates :P

On a different note, what would people like to see in the options menu?  So far I have speed, initial # of balls, # balls added each game, and amount of types of balls (2-4 planned)...maybe "difficulties" which set all the options to different levels...
Anything else?

I prefer to set each option instead of a dificulty level. Will you use AppVar's to retain options?

Also, I agree with you, make less updates, but that's just in this case because I really wanna play this in a better version :)
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: DJ Omnimaga on November 29, 2010, 05:24:49 pm
Ball collision between each others migth be kinda hard to implement for the ones that are not black. I worry about the amount of pxl-test detection that would be needed for white balls.

Anyway keep up the good work!
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Munchor on November 29, 2010, 05:25:59 pm
Ball collision between each others migth be kinda hard to implement for the ones that are not black. I worry about the amount of pxl-test detection that would be needed for white balls.

Anyway keep up the good work!

I have no idea of how to make collisions, but if he succeeded colisions with walls, I'm sure he will in ballsVSballs too :)
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on November 29, 2010, 06:45:25 pm
In the past, I tried to make an effect like this to see how it would turn out...RAM clear.  Instantly.
And for a game like this, which can get pretty complex...
It's possible, just highly impractical :P
Think about it.  How many times would I have to make the program loop through (TWHG loops to 96 ~4 times, which slows it down tremendously) to pxl-test all of the balls, and adjust any directions and such accordingly?  On top of that, I would have to put in a separate loop to find if something changed or not and update the positions.  The thing about walls...they're static.  The balls aren't.
(not to mention how much space it would take...:P)

I plan on adding some rather simpler stuff than that.
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Munchor on November 29, 2010, 06:46:46 pm
In the past, I tried to make an effect like this to see how it would turn out...RAM clear.  Instantly.
And for a game like this, which can get pretty complex...
It's possible, just highly impractical :P
Think about it.  How many times would I have to make the program loop through (TWHG loops to 96 ~4 times, which slows it down tremendously) to pxl-test all of the balls, and adjust any directions and such accordingly?  On top of that, I would have to put in a separate loop to find if something changed or not and update the positions.  The thing about walls...they're static.  The balls aren't.
(not to mention how much space it would take...:P)

I plan on adding some rather simpler stuff than that.

Yes, it's okay if there isn't collision. Hope to see an update soon :)
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on November 29, 2010, 06:54:07 pm
What you'll probably see is little things on other boards that are part of it...like the menu thing was my attemt at making a menu sysem that didn't take up a huge amount of space, or the character explorer which I've been using for months and it just occured to me yesterday to post it.
The update may not come for a few weeks for all I know...but it will probably be an unfortunately big one...I plan on doing something like the mockups as soon as I'm done with the menus.
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Munchor on November 29, 2010, 06:56:37 pm
What you'll probably see is little things on other boards that are part of it...like the menu thing was my attemt at making a menu sysem that didn't take up a huge amount of space, or the character explorer which I've been using for months and it just occured to me yesterday to post it.
The update may not come for a few weeks for all I know...but it will probably be an unfortunately big one...I plan on doing something like the mockups as soon as I'm done with the menus.

EDIT speaking of mockups...look what I found


:O Fail
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: DJ Omnimaga on November 30, 2010, 02:18:28 am
yeah I think it's best to not think about collision between balls. I think it will be fine as it is. Also I love the concept screenshots. :D

The amount of views is kinda obscene, though. <.<
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on November 30, 2010, 10:32:00 am
I was busy last night, and I think I have the menu done, the backgrounds for the different modes done, and the game about menu-ready.  So now, I just need to put it all together ;D

In the next few days...coordinates inflated by 64 take me a while to work with for some reason...
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: DJ Omnimaga on November 30, 2010, 02:47:06 pm
coordinate inflated by 64... what do you mean? Do you mean ball positions is 64 times larger than it appears on screen for more accurate collision detection?
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Munchor on November 30, 2010, 03:58:37 pm
I was busy last night, and I think I have the menu done, the backgrounds for the different modes done, and the game about menu-ready.  So now, I just need to put it all together ;D

In the next few days...coordinates inflated by 64 take me a while to work with for some reason...

yay! I hope a menu comes soon, what options available at the moment?
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on November 30, 2010, 06:37:25 pm
coordinate inflated by 64... what do you mean? Do you mean ball positions is 64 times larger than it appears on screen for more accurate collision detection?
Not quite.  It was how I figured out to do the varying angles the balls go at.  The speed is an inflated number as well.

yay! I hope a menu comes soon, what options available at the moment?
See for yourself ;) ↓↓↓
The first one is the menu interface, doesn't store anything yet.
The second one has potential backgrounds for the different types.

And yes, these ones are real :P

At this point, I'm planning on taking out the progress bar altogether.  I tried adding something like it to the four-part field and it bugged and slowed down quite noticeably...

Any other options ideas?
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Munchor on November 30, 2010, 06:39:11 pm
coordinate inflated by 64... what do you mean? Do you mean ball positions is 64 times larger than it appears on screen for more accurate collision detection?
Not quite.  It was how I figured out to do the varying angles the balls go at.  The speed is an inflated number as well.

yay! I hope a menu comes soon, what options available at the moment?
See for yourself ;) ↓↓↓
The first one is the menu interface, doesn't store anything yet.
The second one has potential backgrounds for the different types.

And yes, these ones are real :P

At this point, I'm planning on taking out the progress bar altogether.  I tried adding something like it to the four-part field and it bugged and slowed down quite noticeably...

Any other options ideas?

Loks really good, but doesn't the program quit when you set options?
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on November 30, 2010, 06:44:19 pm
You select quit.  After setting an option, it goes to the options menu.

On another note, how does one remove a poll from a topic?
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Munchor on November 30, 2010, 06:48:34 pm
You select quit.  After setting an option, it goes to the options menu.

On another note, how does one remove a poll from a topic?

Remove (http://Remove), on the right I think.

If not, tried 'Add a Poll' :)
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on November 30, 2010, 08:03:36 pm
Wow, some of the buttons are just put in the most obscure places :P

Anyway, I'm starting work on putting them together.  Hopefully by tomorrow.
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Builderboy on November 30, 2010, 11:21:09 pm
This is looking great!  I think ball collision would actually *detract* from the experience, since 4 or more balls it might become really difficult to predict where they are going to be traveling, and it gets very difficult x.x I am liking the balls moving at different angles though :D Everything is looking awesome! ^^
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: DJ Omnimaga on December 01, 2010, 04:29:26 am
Looks nice indeed. I hope selecting the type will be through a menu, though, not like in the 2nd screenshot, otherwise it might not be that user-friendly, since the person might just type random stuff (assuming you use some sort of input routine)
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on December 01, 2010, 06:39:34 pm
The second screenshot waits until the person press any key, and if it's not 2, 3 or 4, it quits.
The menu is planned, I just did the thing in the second one to clarify which mode went with which type.  In the menu, it's determined by the option "Types of balls".

It looks like I'll have to change the code so it redraws everything every frame, unless there's a way to do two extra buffers or store a greyscale background externally...;)
Or i can have it xor the balls back into nothing, I'm trying to think of a fast way to do it so what happened to TWHG (3-4 giant loops per frame) won't happen to this.

Update: I just need to fix the display issue ↑, involve an appvar and put the game in the menu.
The bar on top is done with, it slowed it down too much (now with greyscale and such) and it interfered with the design of the 3-type/4-type fields.>:(  It looks a lot cleaner without it.
(One would hope the person would know when they're close to winning, anyway :P)
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Munchor on December 01, 2010, 06:43:51 pm
The second screenshot waits until the person press any key, and if it's not 2, 3 or 4, it quits.
The menu is planned, I just did the thing in the second one to clarify which mode went with which type.

It looks like I'll have to change the code so it redraws everything every frame, unless there's a way to do two extra buffers or store a greyscale background externally...;)
Or i can have it xor the balls back into nothing, I'm trying to think of a fast way to do it so what happened to TWHG (3-4 giant loops per frame) won't happen to this.

Update: I just need to fix the display issue ↑, involve an appvar and put the game in the menu.
The bar on top is done with, it slowed it down too much (now with greyscale and such) and it interfered with the design of the 3-type/4-type fields.>:(  It looks a lot cleaner without it.
(One would hope the person would know when they're close to winning, anyway :P)

That looks close. Putting the game in the menu doesn't look hard, the Appvar not too.

EDIT: grayscale was not really needed, I think
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on December 01, 2010, 06:49:33 pm
Greyscale is needed to allow for more than two types unless different sprites were used, then it would be hard to tell what type is what because they're moving.

"was not"...it is now
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: squidgetx on December 01, 2010, 07:23:58 pm
As for having a space for two more buffers, you can just create a temporary appvar at the beginning of your game: GetCalc("appvTemp",1536)->P To copy to these 3rd and 4th buffers, you could do Copy(L6,P,768):Copy(L3,P+768,768) to save the both the buffer and backbuffer to these buffers. you can also use the pt-on/off/change/mask commands to these buffers with Pt-On(Y,X,Pic)->P for normal and Pt-On(Y,X,Pic)->P+768 for grayscale
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on December 01, 2010, 08:01:40 pm
How would I recall it, without it overwriting what's currently there?
Would it be something like this...
Code: [Select]
GetCalc("TempBuff",1536)→P
For(A,0,767
!If {P+A}
{P+A}→{L6+A}
.or
.{P+A+768}→{L3+A}
End
End
DispGraph
.or with r or rr modifiers
...?
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: squidgetx on December 01, 2010, 08:37:23 pm
So you would want to do something similar to TI-BASIC RecallPic, where it writes whats on the 3rd/4th buffer to what's on the screen?
Code: [Select]
.# represents the 16-bit or operation
L₆→A
While -768-L₆
{A}ʳ#{A+P-L₆}ʳ→{A}ʳ+1→A
End

and repeat subbing in L3 for L6 and P+768 for P for the backbuffer
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on December 01, 2010, 08:43:10 pm
Umm...what?
Might you be able to explain how that works, please?
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: squidgetx on December 01, 2010, 08:50:51 pm
lol, sorry if I wasn't too clear.

The code is some crazy optimized thing that Quigibo came up with so I'm not too sure why it works either :x. But what it will do is take the buffer located at P and 'or' it over what's on the screen (in L6), just like how in BASIC you can do 'recallpic 1' and it will draw Pic 1 over what's already on the screen (which is what I think you're trying to do, right?)
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on December 01, 2010, 09:35:30 pm
I thought it kind of looked familiar... :P

Would the code I came up with earlier work?
Or is there something wrong with it?
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: DJ Omnimaga on December 01, 2010, 11:38:39 pm
The second screenshot waits until the person press any key, and if it's not 2, 3 or 4, it quits.
The menu is planned, I just did the thing in the second one to clarify which mode went with which type.  In the menu, it's determined by the option "Types of balls".

It looks like I'll have to change the code so it redraws everything every frame, unless there's a way to do two extra buffers or store a greyscale background externally...;)
Or i can have it xor the balls back into nothing, I'm trying to think of a fast way to do it so what happened to TWHG (3-4 giant loops per frame) won't happen to this.

Update: I just need to fix the display issue ↑, involve an appvar and put the game in the menu.
The bar on top is done with, it slowed it down too much (now with greyscale and such) and it interfered with the design of the 3-type/4-type fields.>:(  It looks a lot cleaner without it.
(One would hope the person would know when they're close to winning, anyway :P)
I see, good luck. For extra buffers you can add a buffer at the end of your game, but that means the game would be 768 bytes larger for each additional screen buffers.
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on December 02, 2010, 06:33:21 pm
Unexpected setback.
For some reason, Calcutil's screwed up big-time and pretty much every ASM program or archived program (read: source) run from the homescreen throws "ERR: UNDEFINED".  At this point, I've pretty much given up on trying to figure out wtf is going on, just get everything off of it and re-send the OS.  The programs aren't lost, they just don't run from outside of a shell (I've been trying all day, so yeah :P)... :mad:

On an unrelated note, the alt text for this smiley :hyper: from the Post Reply window contains quite the bold statement.  And I lost.
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: DJ Omnimaga on December 03, 2010, 01:57:38 am
Can they be recovered with something like CalcSys? ??? I hope you don't lose any progress due to corruption or something. Either way don't give up on this project. Do you have any backups on a computer or something?
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on December 03, 2010, 02:05:54 am
The programs aren't corrupted, they just don't run.
The OS is corrupted.  What I need to be is get everything off the calc (backup), re-send the OS, restore the stuff, and get back on my feet with this stuff.

Which brings me to my next question.  84PBE.  Extra RAM pages.  Need to backup to re-send OS.  TiLP's built-in backup feature doesn't work (idk why).

...Need backup utility.
Are there any good for the purpose?
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: DJ Omnimaga on December 03, 2010, 02:16:51 am
Oh do you mean Asm(prgmNAME) just says Done? I had this happen before and I had to clear the entire mem :(

As for backup utilities I'm not too sure. Do you mean you may not be able to send the files to your comp? :(
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on December 03, 2010, 02:22:10 am
It doesn't say done, it says ERR:UNDEFINED.
Another thing.  Every time it does that, about 2K of RAM disappears.

OS is definitely corrupted.  Just tried graphing Y=2 and it just showed the run indicator on top.  For minutes on end.


I'll probably be able to send stuff (MSD8X works) I'm just trying to think of a simple and practical way to do it.
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: DJ Omnimaga on December 03, 2010, 03:08:55 am
Wow, that seems really bad. I would avoid running anything at all costs. You will have to re-install the OS, hoping you're not facing any linking issues like ASHBAD_ALVIN did...
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Munchor on December 03, 2010, 05:27:37 pm
It doesn't say done, it says ERR:UNDEFINED.
Another thing.  Every time it does that, about 2K of RAM disappears.

OS is definitely corrupted.  Just tried graphing Y=2 and it just showed the run indicator on top.  For minutes on end.


I'll probably be able to send stuff (MSD8X works) I'm just trying to think of a simple and practical way to do it.

Put the latest file on the PC if you can and then reinstall OS
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: ztrumpet on December 03, 2010, 05:55:18 pm
Oh, wow.  This could be bad, but at least you can transfer stuff.  Good luck Darl!  ;D
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on December 03, 2010, 06:27:40 pm
Thanks, I'm installing TiLP now.
If I can't use the built-in backup feature, I'll just copy all of the files.
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: DJ Omnimaga on December 03, 2010, 10:50:55 pm
I hope it works out well. I didn't use TiLP much lately because this computer runs 64 bit Windows and I don't want to deal with driver hassle for now.
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on December 04, 2010, 03:40:08 am
I got the files on the comp, I just wasn't able to get to sending the OS yet./me glances at the library's timed sessions
This might mean a delay in development for a short while...
 :banghead:
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: DJ Omnimaga on December 04, 2010, 03:51:50 am
:( I hope you can actually send the OS again X.x. What is the library session time limit?
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on December 04, 2010, 03:59:44 am
up to 60 minutes, then available 5-minute extensions for another half-hour if nobody reserves the computer.  If someone reserves it, you can't extend your session any more and it times out.
Anyone with a card can reserve...
Personally I call it "The Library Game", because it's never the same...it gets interesting too :P
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: DJ Omnimaga on December 04, 2010, 04:16:37 am
I just lost, sort of :(

But good to hear because I was worried it was 15 minutes. Sometimes, sending a calc OS takes a bit longer...
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Munchor on December 04, 2010, 06:19:42 am
I got the files on the comp, I just wasn't able to get to sending the OS yet./me glances at the library's timed sessions
This might mean a delay in development for a short while...
 :banghead:

I don't understand this... Like 20 of people in Omnimaga program and go the Internet in school computers???

I hate them and I almost never go there, even though they're good computers... We have no time limit whatsoever, no pages blocked whatsoever, no parent control whatsoever, and I still don't use them :P
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: DJ Omnimaga on December 04, 2010, 03:51:39 pm
It's because a lot of Omni users got restrictive patents that won't allow them to go on any website related to games. In USA it got 10x worse in the past 3 years. Back in the Omnimaga Invisionfree days, I don't recall that many people on calc forums having parent filter problems.
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Munchor on December 04, 2010, 03:52:59 pm
It's because a lot of Omni users got restrictive patents that won't allow them to go on any website related to games. In USA it got 10x worse in the past 3 years. Back in the Omnimaga Invisionfree days, I don't recall that many people on calc forums having parent filter problems.

In portugal, no parents do that #Blocking children's websites.

But it's all because of advertisement, right? TV Ads "PROTECT YOUR SON NOW!!!! 20$!"
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: DJ Omnimaga on December 04, 2010, 07:57:09 pm
I doubt it, I think school is just more demanding and parents absolutely want their kid to major in what they want and want them to have scores of 100% so they prevent them from doing anything they like. Some parents are also paranoid about the Internet and will block any site where people program/hack games.
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on December 06, 2010, 06:24:30 pm
Finally, able to fix the blasted OS.  :P
Provided i don't run into any more calc and/or TiLP problems, progress will continue.
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Munchor on December 06, 2010, 06:25:48 pm
Finally, able to fix the blasted OS.  :P
Provided i don't run into any more calc and/or TiLP problems, progress will continue.

Great news! Any update/release soon?
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on December 06, 2010, 06:28:58 pm
Well, it depends on what the problem is that corrupted my OS.  It only got really bad after I put in the appvar, but it may just be a coincidence.  After all, TWHG is a lot more complex external-variable-wise and I didn't get these problems.  My guess is it tried to store a zero and it became 65535 (like what happens to pause) and the second byte overflowed into just the wrong spot in the OS.
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: DJ Omnimaga on December 06, 2010, 11:51:51 pm
Good luck Darl181! I hope your calc won't mess up again. X.x
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on December 07, 2010, 06:54:50 pm
What's wrong with this picture?
Code: [Select]
"MAXWELL"→Str1
GetCalc(Str1,5)→P
:banghead:
So that's why it messed en royale before--it was writing to something that wasn't an appvar.

And to add on to that, my 84 thinks it's an 83 for some reason, and will only take a limited number of apps, which seems to fluctuate at random...even after I re-sent the OS./me RAWRS at TI

Things are kind of progressing well program-wise, I just need to update the win conditions and incorporate it with the appvar and menu.
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: DJ Omnimaga on December 08, 2010, 02:36:59 am
Wow I definitively think your calc is bricked or it has an hardware issue. ANyway I hope it won't hinder your programming in long terms...

Also I still find dealing with appvars incredibly hard in Axe. I just can't remember when to do Getcalc(PTR,SIZE), Getcalc(PTR,SIZE)->VAR, Getcalc(PTR,SIZE)->PTR, Getcalc(PTR), Getcalc(PTR)->PTR or Getcalc(PTR)->VAR, even after checking the example programs. O.O
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on December 08, 2010, 06:28:04 pm
Wow I definitively think your calc is bricked or it has an hardware issue. ANyway I hope it won't hinder your programming in long terms...
I don't think it's bricked, it just may have been written differently early on (BOOT code 1.02, letter on back is B) and it's probably just TI being TI.
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Builderboy on December 08, 2010, 07:26:49 pm
And to add on to that, my 84 thinks it's an 83 for some reason, and will only take a limited number of apps, which seems to fluctuate at random...even after I re-sent the OS./me RAWRS at TI

Yikes, how many apps can it take?  (or how much space of apps can it hold?)
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: DJ Omnimaga on December 08, 2010, 11:58:27 pm
10, according to what he said on Cemetech once. However, I think once it would only take 2. Even a full mem clear + OS reinstall won't fix it. O.O
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on December 09, 2010, 06:36:06 pm
I don't think it's ever been as bad as 2, but the 10 it'll take is nowhere close to the >90 it's supposed to be able to take...

Anyway...
UPDATE!!!
A ton of stuff added!

Controls for game...
2-type
[↑] [↓]         Move hole in wall up/down

3-type
[↑] [↓]         Move hole in RIGHT wall up/down
[2ND] [ALPHA]   Move hole in LEFT wall up/down

4-type
[↑] [↓]      Move hole in VERTICAL wall up/down
[←] [→]      Move hole in HORIZONTAL wall left/right

ALL
[CLEAR]      Quit
[X,T,Θ,n]    Pause


SMAXWELL is the source.

IMPORTANT.  IDK why, but it doesn't seem to compile correctly in version 0.4.6...works fine with 0.4.5.  A good part of the stuff using Disp is messed up somehow...:P

EDIT update since...
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Munchor on December 09, 2010, 06:36:41 pm
I think I got first download YAY!!!!! looks really good!
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on December 09, 2010, 06:38:58 pm
Oh, forgot something.  In the menu, I tried to make it so the Full option under Speed only shows up on 15 mhz-compatible calcs.  Can someone confirm that it doesn't show up?
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Munchor on December 09, 2010, 06:39:30 pm
Oh, forgot something.  In the menu, I tried to make it so the Full option under Speed only shows up on 15 mhz-compatible calcs.  Can someone confirm that it doesn't show up?

Gotta put it in calc which only can do tomorrow. Sorry.
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: DJ Omnimaga on December 09, 2010, 06:40:02 pm
Awesome! I'm glad this is progressing again! :D Are you planning to upload this and TWHG on Omnimaga archives and ticalc soon? I'm gonna have to try this soon :) It looks quite challenging.
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on December 09, 2010, 06:49:38 pm
Yeah, I'm thinking of uploading this once I'm sure it's (at least mostly) bug-free...something TWHG doesn't seem to be...but i spent quite a bit of time last night "testing" it and I didn't run into any problems...

something I plan on doing with this is difficulty levels which set the options to certain numbers...then high scores might be possible.  I still have about 900 bytes to work with ;D
What options, at which values, would work for difficulties Easy, Medium/Normal, and Hard?
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: DJ Omnimaga on December 09, 2010, 06:51:02 pm
Good question, I would need to try it first to tell. Would difficulty levels simply be presets of options? You could have a custom difficulty settings mode in that case, too.
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on December 09, 2010, 07:06:39 pm
Would difficulty levels simply be presets of options?
Correct.  This would make the criteria for the high scores fair.
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: DJ Omnimaga on December 09, 2010, 08:18:06 pm
Ah ok. What if someone wants custom settings, though? Would it just have highscores disabled?
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on December 10, 2010, 06:34:06 pm
High scores would only be enabled on the preset settings, so yes.
What I can do to add on to that is allow it so if the person happens to set the options manually so it's the same as a given difficulty level, the program would detect that and go into the difficulty mode.
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: meishe91 on December 10, 2010, 09:18:56 pm
Wow, that was a lot to read to catch up on this thread. (The bad part about having a sporadic activity :P)

But this seems to be coming along great :) I like how some of the games are and such. For a scoring idea you could time it. Then different high scores for each difficulty. The faster you beat it the higher you are in rank. Or you could make it so every time a ball enters it's correct zone you get ten points but every time a ball crosses an opposing color you lose ten. I don't know how well that'd work considering I'm really tired and I kinda just came up with it on the spot (I didn't think about end result or anything). Just a couple ideas.

But great work on this :)

On a side note...what does TWHG stand for?
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: ztrumpet on December 10, 2010, 11:11:17 pm
This is wonderful.  Great job Darl!  Excellent game. ;D
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: DJ Omnimaga on December 11, 2010, 01:10:16 am
High scores would only be enabled on the preset settings, so yes.
What I can do to add on to that is allow it so if the person happens to set the options manually so it's the same as a given difficulty level, the program would detect that and go into the difficulty mode.
That would be a nice idea. What about adding bonus points for enabling options that increases difficulty, like in Forza Motorsport series for Xbox 360?
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on December 14, 2010, 06:53:43 pm
TWHG stands for "The World's Hardest Game" (see the spoiler in my sig)

A minor update, not much added.
Added a check so it would run faster.  And it does. ;D
Added in "Help" thing: "See readme for control help".

Any more stuff would have to fit in under ~300 bytes :P

YES, IT FINALLY WORKED!  It says there's already a file under the name "MAXWELL.8XP", "SMAXWELL.8XP" or the readme thing.  I ended up having to re-name them :P
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: DJ Omnimaga on December 15, 2010, 04:45:53 am
Awesome, I'll have to try this when I have time! Glad this is progressing again. :)
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: DJ Omnimaga on December 18, 2010, 08:46:38 pm
I just tried this on-calc and it was pretty great although it was really hard. I pretty much gave up on the 3 type of balls mode. X.x
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Munchor on December 19, 2010, 11:26:59 am
I just tried this on-calc and it was pretty great although it was really hard. I pretty much gave up on the 3 type of balls mode. X.x

it is damn hard, I think I managed to make 3 levels... It's really hard, and it makes me give up :( However, we can set the options to make it easier :D
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: DJ Omnimaga on December 19, 2010, 12:30:05 pm
Yeah true, I kinda prefer 4 balls and two types. I like all the options, though. Some people will enjoy them a lot.
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on December 31, 2010, 06:46:46 pm
IMHO, the 3-type is the hardest.  I guess everyone's at different levels though.

For after the break, I finished Space Sun...monday...
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: DJ Omnimaga on December 31, 2010, 06:59:40 pm
Well 4 level was actually hard too because I was playing on a regular 83+ and both grays for the balls were exactly the same, kinda. Also nice to hear you finished Space Run :D

Nice to see you again by the way
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on January 05, 2011, 11:00:25 am
It's nice to be back.
I've been kind of busy over the break, and other than spacerun I've also made "Axpirin" and a graphic thing called beziers.

Over the break, I was wondering if I should just make a thread for all the things I make, instead of a new topic for each one...
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: DJ Omnimaga on January 05, 2011, 08:00:57 pm
Nice to hear, I can't wait to see them. As for topics you might want to create one, since if you upload them in the archives, new ones will be created anyway.
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Darl181 on January 21, 2011, 02:40:12 pm
When i get the time, I'll re-name this thread something like "Darl181's projects" or something rather than make a new one...
I don't have the means to upload my programs I've been making (stupid pxoxy--it's not working properly--still looking for an alternative :P) but I was able to go through RFG.
Have a screenshot.  Hopefully more to come.
(http://img.removedfromgame.com/imgs/axpirin.gif)

EDIT: found one ;D

more to come on monday...
Title: Re: "Maxwell's Demon" Port (Axe)
Post by: Munchor on January 21, 2011, 02:42:15 pm
Nice to see you're still working on this Darl ;D Now this is not just maxwell demon's :D
Title: Re: Darl181's Projects
Post by: Darl181 on January 24, 2011, 10:36:13 am
Spacerun, with menus.

Things are pretty much explained in-game.
Now complete with a poorly-written sci-fi themed conflict :P
Title: Re: Darl181's Projects
Post by: DJ Omnimaga on January 24, 2011, 03:57:38 pm
I love these games, you should write a quick readme or short explanation+description and put them in the archives (and on ticalc/cemetech maybe) so they get more attention. Nice work :D
Title: Re: Darl181's Projects
Post by: Darl181 on January 25, 2011, 02:52:29 pm
This game, Duel, is probably my favorite one so far, over Maxwell and TWHG.

Arrows, move
2nd, shoot
Mode, pause
Clear, quit
Enter held at beginning, :crazy:

Hint: the enter held thing only works on 15mhz calcs.  No prizes for guessing :P

Now that I've updated to a more recent version of axe, I'll be able to use an icon.  I'm not very good at large sprites...if someone can make one, it would be appreciated.  :)

Random idea just occured to me...AI vs AI...that wouldn't be too hard...
Title: Re: Darl181's Projects
Post by: jnesselr on January 25, 2011, 10:36:10 pm
That's actually pretty cool looking! +1
Title: Re: Darl181's Projects
Post by: ztrumpet on January 25, 2011, 10:41:57 pm
That looks epic.  I can't wait to put it on my calc. ;D
Title: Re: Darl181's Projects
Post by: Darl181 on January 25, 2011, 10:53:08 pm
Thanks for the support ;D

What I'd like to do with this is whenever one of the players is hit, there's a small explosion, kind of like at the end of the screenie, but smaller.  Believe it or not, every pixel in the explosion is 16 bytes since it's inflated x10 and the velocity can be negative, so I can't get too extravagant.

Another option is to make it two player via i/o link, but I only have one calc so I can't easily do that :(
Doesn't mean I won't try though...
Title: Re: Darl181's Projects
Post by: DJ Omnimaga on January 26, 2011, 01:08:15 am
Looks nice Darl181!
Title: Re: Darl181's Projects
Post by: Darl181 on January 26, 2011, 05:05:30 pm
Onslaught.
There's a bunch of helicopters shooting at a random person for some reason, and you try to keep the guy alive as long as possible.
The health bar on the bottom regenerates, but not very fast.
The bullets or whatever progressively move faster as the game goes on.
I think I was feeling stressed out or something when I started this game.

Controls are the norm.

There are some random bugs and I have no idea towards what causes them, but it works.

edit: forgot to record in 9fps, but now it is.
edit2: i'm in IE, and the screenshot looks horrible :P  It looks better on the real calc.
Title: Re: Darl181's Projects
Post by: Darl181 on January 29, 2011, 12:28:19 am
Okay, I'm pretty much out of game ideas...are there any simple game ideas floating around?
And preferably something dynamic...and not puzzle-related, which I'm not good at as I've learned from experience (read: lite 3 (http://www.ticalc.org/archives/files/fileinfo/107/10770.html))
Title: Re: Darl181's Projects
Post by: ztrumpet on January 29, 2011, 01:51:46 am
You could base a game off of a name I saw somewhere and thought was epic: Killdozer (Killer Bulldozer)
Title: Re: Darl181's Projects
Post by: DJ Omnimaga on January 29, 2011, 02:31:33 am
That last one looks great too. It's a shame that you are refusing to release any of your stuff on ticalc or even here in the archives, though, because you would get more downloads and these games are great. Otherwise if you leave the site for several months this topic will get lost in the pile of project updates. :/ You don't have to put a massive readme as long as controls and short help are explained somewhere.
Title: Re: Darl181's Projects
Post by: Darl181 on January 29, 2011, 02:43:40 am
Yeah, I really need to get some readmes written :P
It's not that I'm refusing, just need to finish things...

Now that I think about it, I think i wrote a readme for maxwell, I can get that out finally.

@ztrumpet thanks for the idea ;D  Hopefully it turns out better than my attampt at lite :P

Turns out I did: http://ourl.ca/8025/153727
Now just need to package.
Title: Re: Darl181's Projects
Post by: DJ Omnimaga on January 29, 2011, 02:50:05 am
Ah ok good to hear. Some games got huge readmes, but I think screenshots are self-explanatory. If they aren,t enough or if they're large, then just quickly explain what is the game and the controls and if necessary, how to run the game and you can even put an Omni/Cemetech link in it. Otherwise you can put the instructions in the description. :P

For the games with many options, it might be best to have a larger readme, tho.

Good luck!
Title: Re: Darl181's Projects
Post by: Darl181 on January 29, 2011, 03:18:36 am
That's why I try to explain things in-game, and pretty much say somewhat the same thing in the readme :P

Maxwell's Demon is now waiting approval on ticalc.org ;D
Will upload here in a sec...
Title: Re: Darl181's Projects
Post by: DJ Omnimaga on January 29, 2011, 03:20:13 am
Cool, but if you put it here, navigate to the very directory you want to upload it in. Make sure it's located inside the category with pink description. If you just click upload the select a directory through the drop down it might either fail or get uploaded at the wrong place.
Title: Re: Darl181's Projects
Post by: Darl181 on January 29, 2011, 03:25:56 am
Will upload here in a sec...
Done.
Title: Re: Darl181's Projects
Post by: DJ Omnimaga on January 29, 2011, 03:30:10 am
Cool it worked! I'll prbly put a screenshot up, though, for those who want to see before downloading.
Title: Re: Darl181's Projects
Post by: Darl181 on January 29, 2011, 03:32:39 am
Awesome, thanks ;D
I'll need to throw something together for axpirin, i guess...will do tonight
Title: Re: Darl181's Projects
Post by: DJ Omnimaga on January 29, 2011, 03:35:13 am
THat will most likely make news too. I wanted to post one but then I forgot, plus I wasn't sure if Axpirin would get another update right afterward. Not tonight, though, due to the Eee Zor thing.
Title: Re: Darl181's Projects
Post by: Darl181 on January 29, 2011, 03:39:16 am
Speaking of which, I seem to have forgotten to post axpirin.  Will be in dl section shortly ;)

Wait nvm I did.  oops
Title: Re: Darl181's Projects
Post by: DJ Omnimaga on January 29, 2011, 03:41:22 am
Which game are you uploading by the way? I don't remember if THE world hardest GAME and Spacerun were finished so I was wondering...
Title: Re: Darl181's Projects
Post by: Darl181 on January 29, 2011, 03:43:21 am
Spacerun was finished, twhg is...idk...i might finish it :P
I still have the levels as ~700-byte appvars and the source as backup files on my calc, so there's the opportunity.

Sey, I tsol eht emag.

Old screenie is old, and axpirin screenie is old.  So, not uploaded tonight :(
Gives me time to compose a readme though :D
Title: Re: Darl181's Projects
Post by: DJ Omnimaga on January 29, 2011, 03:45:08 am
I see, I hope you finish it ^^
Title: Re: Darl181's Projects
Post by: Darl181 on January 31, 2011, 01:43:18 am
Readmes sometime this week and/or tonight.
I need to write them for axpirin, spacerun, onslaught and duel.

Tentatively, TWHG is being continued.  I spent a good part of the day trying to fix a minor display bug in the level editor.  So yeah, in a week or so there might be an update ;)

EDIT: Before somebody asks what TWHG is, look at the sig.  "TWHG stands for The World's Hardest Game" :P
Title: Re: Darl181's Projects
Post by: DJ Omnimaga on January 31, 2011, 11:18:15 pm
Cool to hear, I hope there's an update soon. :D
Title: Re: Darl181's Projects
Post by: Darl181 on February 01, 2011, 02:25:17 am
Yeah, it's so random and hard to read the source that I think I'm just going to re-write it.
What I had been doing was modding the source to add something,  but it's getting to the point where it can't be modded much more. :P

Which leaves open how I'm going to write the level select GUI.  Suggestions will be appreciated.


Another idea i got was to port Zero Wing to axe, and no, not for the all your base thing, though it would probably include it ;D
Title: Re: Darl181's Projects
Post by: DJ Omnimaga on February 01, 2011, 03:14:39 am
Lol ok. Just one thing to remember: If you ever work on a massive project like an RPG, try to not end up rewriting over and over, because I saw people fall into that endless loop before and take years to finish a project. X.x

And LOL it would be cool to have a Zero Wing clone. After all, the game was not that bad, but it has to include the engrish XD. One thing I thought about is having two versions included, where at the beginning you select "New english translation" and "Original english translation". Otherwise you could just make two executables. People would be able to see how crappy the original English translation was. :P
Title: Re: Darl181's Projects
Post by: Darl181 on February 02, 2011, 11:29:55 pm
Okay, IDK what's wrong with this.
Spoiler For code:
Code: [Select]
:.TIO Turn it off
:[F0F0F0F000000000]→Pic1
:DiagnosticOff
:ClrDraw
:0→C→M-1→D
:For(A,0,23
:A*4→X
:For(B,0,15
:D+1→D
:B*4→Y
:If rand^9^2
:Pt-On(X,Y,Pic1
:2→{L1+D}
:C+1→C
:Else
:1→{L1+D}
:End
:End
:End
:rand^23→X
:rand^15→Y
:Y*24+X→D
:Lbl 1
:!If C
:ClrHome
:Disp "WIN"
:Pause 1900
:Return
:End
:Repeat getKey(15)
:Repeat getKey(0)
:ReturnIf getKey(15)
:For(A,0,9
:Pt-Change(X*4,Y*4,Pic1
:DispGraph
:ReturnIf getKey(15)
:End
:If getKey(54)
:ClrHome
:Disp "C",C►Dec," D",D►Dec,i,"X",X►Dec," Y",Y►Dec,i,"L1+D",{L1+D}►Dec
:While getKey(54):Pause 10:End
:End
:End
:If getKey(2) and (X>0)
:While getKey(2):Pause 10:End
:D-1→D
:X-1→X
:sub(D)
:Goto 1
:End
:If getKey(3) and (X<23)
:While getKey(3):Pause 10:End
:D+1→D
:X+1→X
:sub(D)
:Goto 1
:End
:If getKey(1) and (Y<15)
:While getKey(1):Pause 10:End
:D+24→D
:Y+1→Y
:sub(D)
:Goto 1
:End
:If getKey(4) and (Y>0)
:While getKey(4):Pause 10:End
:D-24→D
:Y-1→Y
:sub(D)
:Goto 1
:End
:End
:Return
:
:
:Lbl D
:If {L1+D}=1
:2→{L1+D}
:C+1→C
:End
:If {L1+D}=2
:1→{L1+D}
:C-1→C
:End
:Pt-Change(X*4,Y*4,Pic1
.Return
Theoretically, C should change.  ++ every box every time a box turns black, -- for every box turned white.  Thing is, a good part of the time it doesn't.
C is the remaining number of black blocks to be turned off.  Clearly, it's not accurate.
I think there's a problem with it storing in L1.  but it's always worked fine before ???
If you hold 2nd, data comes up.  C is explained above, and the game ends when getkey(15) or C=0[zero].
D is the pointer's location.  The formula is Y*24+X→D.  ie if the selector is in the 9th row and the 3rd column, D is 3*24+9=81.  The xy coordinates are next.  (When drawn to the screen, they're inflated by 4.)
"L1+D" should be the status of the block beneath the selected square.  1 is off, 2 is on.

Can't make screenie now, if someone can make one it would be great.  :)

[note to concerned people: yes, twhg is in the works.  it's not going very well, though]
[note/edit/whatever2: 8xp removed due to similar names]
Title: Re: Darl181's Projects
Post by: DJ Omnimaga on February 03, 2011, 07:12:34 pm
I made a screenshot, although I wasn't too sure what to do. Is it a game where you must turn OFF all blocks successfully? Also sorry to hear about TWHG :(
Title: Re: Darl181's Projects
Post by: Darl181 on February 04, 2011, 12:18:17 am
Is it a game where you must turn OFF all blocks successfully?
Yes.  Tio stood for turn it off.
I actually kind of liked the sound of 'tio' (say it out loud, it just sounds like a good game name) so I changed this one to lightoff.
Tio the platformer is somewhat physics-based.  So far I have rudimentary gameplay and a level editor.  And only about 3.5K ;D
Title: Re: Darl181's Projects
Post by: DJ Omnimaga on February 04, 2011, 03:43:23 am
I see, good thing it wasn't TIA because in #TI channel someone used it for "tits in action" instead of "thanks in advance" once :P

I am curious about your platformer. Will you post any screenshots soon? :D
Title: Re: Darl181's Projects
Post by: Darl181 on February 04, 2011, 01:00:41 pm
Tio, the platformer.
The controls are simple enough.  In the editor, 2nd/alpha toggle frontbuffer/backbuffer.  Frontbuffer makes platforms/walls, backbuffer makes 'bouncy' tiles, kind of like the block in mario with the note on it.  Del deletes a block, mode allows one to clear all.  For now, only one level at a time.  Clear goes to main menu.
In game: left/right move, 2nd jump, down go down a hole or off an edge (if you're partly above one) clear quit.  You try to get to the right side of the screen on the bottom.
There are no preset levels, you'll have to make one first.

This took me about a day, but more is probably to be added.
Title: Re: Darl181's Projects
Post by: yunhua98 on February 04, 2011, 02:01:28 pm
wow!  that looks great!  do you have physics implemented?
Title: Re: Darl181's Projects
Post by: Darl181 on February 04, 2011, 02:26:35 pm
The physics are kind of basic, and just the y-velocity (7 different y speeds: from -3 to 3).  In trying to keep the "arcade" feel, the x coordinate is controlled directly by the keys.
What I'd like to do with this is smooth scrolling...but as of yet i've no idea how to do that :P

later edit: okay, I have a few smoothscrolling tilemappers to attempt to learn from on my msd8x drive, but any others would be appreciated ;)

edit2: Lightoff works now :D
Title: Re: Darl181's Projects
Post by: DJ Omnimaga on February 04, 2011, 11:00:58 pm
Looks nice! What will be the goal of the levels? Will you have to hit switches and stuff to unlock the door? One suggestion I have, though, would be to slow it down a bit, because at this speed it seems like it's gonna be hard to control.
Title: Re: Darl181's Projects
Post by: Darl181 on February 04, 2011, 11:04:49 pm
There's a lot to be added + I'm not very good at optimizing = eventual slowdown :P
As for now, the goal is to get to the bottom-right corner of the screen.  Seeing as (for now) you have to make the levels yourself, it's not very hard  Among the things that will be added will be start/finish blocks, so the user can define where it starts and ends.  I'm attempting smoothscrolling, so that will be another asset and slowdown.

EDIT: asset=something helpful != what some people probably think it is
Title: Re: Darl181's Projects
Post by: DJ Omnimaga on February 05, 2011, 03:46:08 am
Sounds cool. Will there be power ups/items?
Title: Re: Darl181's Projects
Post by: ztrumpet on February 05, 2011, 11:37:30 am
Sounds neat!  I can't wait for this to develop into a full-fledged game. :)
Title: Re: Darl181's Projects
Post by: Darl181 on February 05, 2011, 12:07:24 pm
I don't think I'm going to do enemies, that's kind of what really screwed TWHG, but items/p-ups aren't out of the question ;)

though, the final version probably won't be grayscale.  Tilemapping's proving kind of tricky...
Title: Re: Darl181's Projects
Post by: DJ Omnimaga on February 05, 2011, 11:59:41 pm
Grayscale isn't necessary IMHO. Stuff can look pretty fine even in monochrome sometimes.
Title: Re: Darl181's Projects
Post by: Darl181 on February 06, 2011, 04:54:23 pm
Stuff can look pretty fine even in monochrome sometimes.
Wow, the timing's just perfect...
Speaking of graphics, check out the *unintended* effects that spontaneously happen as you play!

edit: And no ram clear.... O.O   I think the more you have in VAT the weirder it looks.  Methinks I misplaced a pointer :P
edit2: it's all monochrome now btw


Sprite request: a 4*4 that implies 'bouncy".  My current attempt looks like a brick wall (pretty much the only thing that doesn't move in the screenie)
Title: Re: Darl181's Projects
Post by: Darl181 on February 06, 2011, 10:41:46 pm
UPDATE
Bugs fixed, now uses full mode.
Can be really optimized.  Big time.
Added: Start/finish, respawn blocks, 'death' blocks
Some GUI and sprite changes
Pause (MODE)
Level is included

Still need:
to optimize :P
pause
maybe some counters--number of deaths, jumps, etc.

Yes, it's full speed mode, and yes, that's greyscale.  Woot for animated sprites :w00t:
Title: Re: Tio
Post by: Munchor on February 07, 2011, 04:27:13 pm
Looks great Darl! First time I check this project and it looks great!

I have a suggestion, though.

In your ball game, Maxwell Demon, you had a menu very similar to this game's. I believe you used the same code or maybe not, but it looks the same.

It's a good menu, easy to use, but I suggest a more attractive menu if you can ;D

On the other hand, the platform engine looks a blast.
Title: Re: Tio
Post by: Ashbad on February 07, 2011, 04:57:30 pm
this looks great!  nice work on this :D
Title: Re: Tio
Post by: Darl181 on February 07, 2011, 06:48:02 pm
True, the menu isn't the greatest :P  but it's not like an official release yet...
As for it being similar, it has sort of the same code, but it's rewritten.  What I plan on doing eventually is a graphscreen-based menu, but I'm working on content first.

And thanks ;D

Another idea I got: multiple levels (maybe 10?)...but the gui would get a bit more complex...
Title: Re: Tio
Post by: Builderboy on February 07, 2011, 06:56:33 pm
I really like it :D the physics you implemented look very fun to play with :] are you still looking for some small arcade games to generate? cause I have some ideas ;)
Title: Re: Tio
Post by: ztrumpet on February 07, 2011, 07:15:03 pm
That looks really cool!  Nice job! ;D
Title: Re: Tio
Post by: Darl181 on February 07, 2011, 10:02:41 pm
Thanks, all :D
@Builderboy: Tio's probably going to keep me busy for a while, esp. smoothscrolling and optimizing, but whenever I get ideas I write them down in my programming notebook ;)
Title: Re: Tio
Post by: Builderboy on February 07, 2011, 10:16:35 pm
Alright gotcha, just asking :) Good luck with Tio!  Can't wait to see some more progress :]
Title: Re: Tio
Post by: souvik1997 on February 07, 2011, 10:42:06 pm
This looks very cool!
Spoiler For offtopic:
Tio means "uncle" in Spanish.
Title: Re: Tio
Post by: Darl181 on February 08, 2011, 02:25:49 pm
Yeah, i just learned about that in spanish yesterday...not intended tho.
Originally, it was an acronym, but it sounds better as a whole word...

I just tested the FPS of this during math and it's something like 9  :w00t:
Test was inaccurate.  It's something like 14.
Title: Re: Tio
Post by: JosJuice on February 08, 2011, 02:27:22 pm
Tio means ten in Swedish. :P
Title: Re: Tio
Post by: Darl181 on February 08, 2011, 02:28:40 pm
/me opens up google translate to see what else comes up

hmm..."in combination" in filipino...

EDIT: anyway, i need to optimize.
Title: Re: Tio
Post by: Darl181 on February 08, 2011, 08:07:54 pm
Argh, typing on my calc gets more and more annoying, some of the keys keep on sticking :mad:
How do you open a calc?  I can get the screws out, but I dont want to make some sort of stupid mistake trying to open it :P so I'd rather be sure.
Thi is kind of urgent...
Title: Re: Tio
Post by: Darl181 on February 10, 2011, 02:43:18 pm
Triple post..oh well :P

(another) UPDATE
Tio 4.
Now has...

Slight optimizations (runs ~16FPS now) :w00t:
A small sprite change (bouncy blocks in-game)
Pause! (press [mode] in-game)
While paused, press ON ;) (don't worry, it's not a rickroll or anything)
When you complete the level, it shows the # of frames you took and how many times you died.

I think that's pretty much it.

Pausing isn't shown in the screenie, but it sets contrast to zero.  Pressing ON does a ClrHome:Shade{E8447}+24:Return so it looks a lot like TIOS booting up.  Works great on the teachers I've tried it on  :evillaugh:

BTW the level from before (v3 I think) works with this version; no format changes like TWHG :P
Title: Re: Tio
Post by: Munchor on February 10, 2011, 02:44:42 pm
Oh my god, the editor looks fabulous! And so does the engine, must download!


EDIT: HOLY LORD ON CALC IT LOOKS SO MUCH AWESOMER!
Title: Re: Tio
Post by: Darl181 on February 10, 2011, 02:53:54 pm
I don't think I've explained the editor controls yet...
[Y=] Start block
[WINDOW] Finish block
[ZOOM] Respawn block (if you die or press Alpha)
[TRACE] Enemies, static but if you touch them you die
[DEL] Delete block
Title: Re: Tio
Post by: Munchor on February 10, 2011, 02:57:14 pm
I don't think I've explained the editor controls yet...
[Y=] Start block
[WINDOW] Finish block
[ZOOM] Respawn block (if you die or press Alpha)
[TRACE] Enemies, static but if you touch them you die

I figured them out by my self, except for Enemies.


This looks so good, you should put this in ticalc.org so it gets featured.

Me and my friends will be so addicted, but stuff can get better:

1: The editor sometimes I want to scroll 1 block and it scrolls 2;
2: Scrolling (I know it's planned);
3: List of levels saved (for size stuff, let's have a Max of 5);
4: Highscores for each level?
5: The editor, when I want to paint only one block it won't let me, I can only make rows sometimes.

Try and fix some of these, :D
Title: Re: Tio
Post by: Darl181 on February 10, 2011, 04:34:27 pm
About the editor things...for some reason the calc tends to skip over
Code: [Select]
While getKey(#):Endeven if I put a pause in there.
As for you getting a row instead of a single block:  are you holding down the key?  If you hold it down for too long it will flash back and forth.  Also, [DEL] deletes blocks.

I guess for high scores, I would have to have some pre-made levels.  If anybody wants to make levels and post them, go ahead :D Each level is 384 bytes of data, so it would mean a ~2K levelset (and will get bigger when scrolling comes in) :P so it should probably be optional or something.
Just got an idea: I could compress them using the nibble thing.  Theres's only what, 6 types of blocks so far?  And 16 possible?

And for putting it on ticalc, I'd at least like to get scrolling in before that.


If anybody is good at optimizing, any help getting this to run faster would be appreciated.  I'm aiming for something like 20FPS so when i put in scrolling it slows down to about where it is now.
Title: Re: Tio
Post by: squidgetx on February 10, 2011, 07:39:27 pm
I'll offer my optimizing services (although if Runer112 shows up, give it to him: he'll give back something at like 9000 FPS and half the size....and totally unreadable source XD) :) This looks great btw
Title: Re: Tio
Post by: Darl181 on February 10, 2011, 08:05:32 pm
OK, thanks ;D
The source is attached to the post above on the previous page (http://ourl.ca/8025/172733) when you want to start.

Come to think of it, something like sandland's what I'm shooting for--character locked in middle, smoothscrolling...
Title: Re: Tio
Post by: Ashbad on February 10, 2011, 08:06:25 pm
awesome! :D I think I'll make some tonight
Title: Re: Tio
Post by: Darl181 on February 10, 2011, 08:41:03 pm
I was wondering...which loop structure is more economical?
Code: [Select]
0→D
For(B,0,14
B*4→Y
For(A,0,23
A*4→X
.stuff
D+1→D
End
End
or this...
Code: [Select]
For(D,0,359
D/24→Y
D-(Y*24)4→X
Y*4→Y
.stuff
End

Title: Re: Tio
Post by: Deep Toaster on February 10, 2011, 08:43:46 pm
I'd say the first one. Division is almost always long and complicated, while *4 is just two bytes.
Title: Re: Tio
Post by: Darl181 on February 10, 2011, 08:44:49 pm
Ok, thanks
I don't know much about asm, pretty much just to abuse something called HL :P
Title: Re: Tio
Post by: Deep Toaster on February 10, 2011, 08:46:12 pm
Yeah, the command *4 is basically
Code: (TI-ASM) [Select]
    add hl,hl
    add hl,hl

ADD HL,HL is a one-byte instruction that multiplies HL by two. It's the most efficient way of multiplying anything.
Title: Re: Tio
Post by: Darl181 on February 10, 2011, 08:54:51 pm
So that's why it's better if they're both powers of 2, now I know :D
Title: Re: Tio
Post by: ztrumpet on February 10, 2011, 08:59:18 pm
Yup. :)

This is looking great!  How much do you still have left to do before you call it "finished"? :D
Title: Re: Tio
Post by: Darl181 on February 10, 2011, 09:00:10 pm
Scrolling, some optional level set, storyline(?), better menu.
I think that's it...
Title: Re: Tio
Post by: Ashbad on February 10, 2011, 09:14:10 pm
Mah Tio level
Title: Re: Tio
Post by: Darl181 on February 10, 2011, 09:15:53 pm
thx, will test when possible done

Great ;D
If there's a levelset made before scrolling, this will be included.
I died something like 20 times :P

Actually, playing this level showed me a few glitches in the engine that can impact gameplay...
Like, near the end, where you're jumping from platform to platform.  Don't jump on the last one, but go under it.
Or, how in the part where you go up the screen using the bouncies (I really need a better name for them :P) you have to bounce twice or hit the bouncy on the top to get into the hole on top.

I'm not sure whether I should fix these, or leave them as is...


Another idea I got was to split the game and level editor into separate programs.  Right now, the (unoptimized) executable is ~5K...it's getting uncomfortably close to the 8811 limit.
Title: Re: Tio
Post by: Munchor on February 11, 2011, 10:18:08 am
Darl181, could you please make it so that if I try to draw a certain type of block over the same type of block, the one below won't be deleted?

Also, when I press right, left, up or down on the borders it won't reappear on the other side?

These are personal options, but my friends agreed, so...
Title: Re: Tio
Post by: Darl181 on February 11, 2011, 10:57:42 am
Quote
so that if I try to draw a certain type of block over the same type of block, the one below won't be deleted?
So, you mean nothing would happen, it would just skip over it?

And take out the wraparound, I can do that.  Maybe when I split the game and level editor apart, I can make an options menu for each or something.

Actually, come to think of it, in the next release i can put comments in the source telling what part does what, say instead of If X>>24:0→X:End it would be If X>>24:24→X:End
Title: Re: Tio
Post by: Munchor on February 11, 2011, 11:19:17 am
Quote
so that if I try to draw a certain type of block over the same type of block, the one below won't be deleted?
So, you mean nothing would happen, it would just skip over it?

And take out the wraparound, I can do that.  Maybe when I split the game and level editor apart, I can make an options menu for each or something.

Actually, come to think of it, in the next release i can put comments in the source telling what part does what, say instead of If X>>24:0→X:End it would be If X>>24:24→X:End

Yeah, skip it would be perfect!

I also think that we could be able to make maps without the black blocks below. Not sure if others agree, though. What I think is, if you fall, you die.

Also, the wrapping around would be perfect too.
Title: Re: Tio
Post by: squidgetx on February 11, 2011, 05:25:58 pm
Here ya go. It runs at about 22 FPS....

at 6mhz ;D

btw STIOE is the level editor..i put it in a separate source file for convenience
Note there is a small bug with the jumping in the screenie, but it is fixed in attached src
Title: Re: Tio
Post by: Darl181 on February 11, 2011, 07:00:33 pm
Ok thanks ;D
I'll *try* to learn from it/understand it.
Wow, normal speed...

@scout
It's possible that I could make it an option to change whether the bottom is floor or instant death, tho it would necessitate a format change b/c the bottom row isn't poart of the level data.
Another thing.   These friends of yours (that decided upon things in the editor), see if they could like to contribute.  So far, i have one non-developer-made level (ashbad's) but a level pack of just one level isn't a lot...an editor's built in, they might want to make some of their own. ;)


EDIT: ERR:PARENTHESIS when I try to compile...methinks it's stuck at the realloc thing ???
EDIT2: changed
Code: [Select]
#Realloc(12,to
Code: [Select]
#Realloc(12) and it worked fine, except for the menu
Title: Re: Tio
Post by: squidgetx on February 11, 2011, 11:08:44 pm
Btw I already changed the level format to include the bottom row. The big thing that I changed that gave us such speed was changing all the collision stuff to memory reads instead of Pxl tests
Title: Re: Tio
Post by: Darl181 on February 12, 2011, 12:30:56 am
Yeah, about that.  It doesn't seem to detect the bottom row, the character just falls through it ??? nvm had to delete the old appvar, size is different now
Also, how significant is the #Realloc(12) ?  It seemed to break the main menu (I made them comments, disabling them, and it worked fine)
btw check edit2 above

Just noticed, the loops go to 360, which is 24*15.  I'll try changing that to 384, 24*16 and I'll see if it detects the bottom row then. see above
Title: Re: Tio
Post by: Builderboy on February 12, 2011, 02:30:10 am
The Realloc() rearranges the variables in memory doesn't it? o.O Seems like that could mess up lots of stuff
Title: Re: Tio
Post by: Darl181 on February 12, 2011, 02:31:14 am
So I guess there's >52 bytes free after byte 12...at least hopefully :P
Title: Re: Tio
Post by: Builderboy on February 12, 2011, 02:31:58 am
byte 12?  That seems like... a bad place to put your variables?  Isn't the RAM at 12 not RAM at all but part of the OS?  Or am I misunderstanding how Realloc() works?
Title: Re: Tio
Post by: Darl181 on February 12, 2011, 02:35:48 am
IDK, you'd have to ask squidgetx :P
I took it out and it works fine...
This is the way he put it in (http://ourl.ca/8025/173160), IDK if a comma works different .
Title: Re: Tio
Post by: Builderboy on February 12, 2011, 02:37:52 am
Hmmm yeah taking it out sounds like it would make things work better, although what happens if you put in say Realloc(L4) or something of the like?
Title: Re: Tio
Post by: Darl181 on February 12, 2011, 02:39:19 am
I'm not sure, I don't want to take any risks on hardware right now (not with Tio coming this far and fast), and I don't have my flash drive with wabbitemu on...
Title: Re: Tio
Post by: Builderboy on February 12, 2011, 02:40:37 am
ah gotcha, thats understandable, just play it safe for now, at least until you have a backup of everything :)
Title: Re: Tio
Post by: Darl181 on February 12, 2011, 02:41:55 am
Well, I have msd8x but still x.x
Anyway, it seems to work fine w/o it.
Title: Re: Tio
Post by: Builderboy on February 12, 2011, 02:42:51 am
yeah, it sounds to me like he was trying to use the realoc() command to make the menu not screw with the same variables as the game or something
Title: Re: Tio
Post by: Darl181 on February 12, 2011, 02:44:30 am
I guess so, but the way I wrote it any variable pretty much to E or something gets recycled continuously :P
You could call Tio environmentally friendly I guess XD
Title: Re: Tio
Post by: squidgetx on February 12, 2011, 08:03:32 am
Did I put a ReAlloc in? I didn't mean to at all.... ??? Did the file get corrupted or something?
Title: Re: Tio
Post by: Darl181 on February 12, 2011, 11:59:59 am
I don't know, there were two of them, both saying #Realloc(12, ...
I guess that settles it :P
Do you know what was supposed to be in it's place?  There was one on like the second line and one just before the menu, each one the same.

A question about the tile detection.  Before, all the player had to do was touch a bouncy block with even a pixel and the character would jump.  Is there an optimized way to do that?  The same was for the finish and enemy blocks.

Quote
so that if I try to draw a certain type of block over the same type of block, the one below won't be deleted?
So, you mean nothing would happen, it would just skip over it?

And take out the wraparound, I can do that.  Maybe when I split the game and level editor apart, I can make an options menu for each or something.

Actually, come to think of it, in the next release i can put comments in the source telling what part does what, say instead of If X>>24:0→X:End it would be If X>>24:24→X:End

Yeah, skip it would be perfect!

I also think that we could be able to make maps without the black blocks below. Not sure if others agree, though. What I think is, if you fall, you die.

Also, the wrapping around would be perfect too.
If I take out the bottom row, is there a way for it to detect if it's on the ground, Y=60?  Before, the bottom row was needed for pixel testing, but now...
Actually, The level stores in L1 right? If it does that, i can just add ones (floor blocks) or sixes (enemy blocks) to the end of it...nvm ;D
Title: Re: Tio
Post by: squidgetx on February 12, 2011, 12:11:52 pm
Ok, it seems Tokens was auto tokenizing a few things it shouldn't have been (like ...) which might explain the ReAlloc() thing.

Here is a version that *should* behave like the original in terms of tile detection...

edit: oh wait, I see that if you hit an enemy block from above you won't die until you've fallen a couple pixels into it...
Title: Re: Tio
Post by: Darl181 on February 12, 2011, 12:26:53 pm
Okay, thanks.
I've tested it, and the way it detects the finish is kind of what I'm looking for with the um, boost tiles (something other than bouncies :P).  If it touches, it activates.  Is there a way to do that?  I tried taking out the +24 on both so it says If {F}=2 or ({G}=2) but it still doesn't seem to detect...
Title: Re: Tio
Post by: squidgetx on February 12, 2011, 12:30:06 pm
It should work, as long as 2 is the correct tile number you're trying to detect. (Isn't 2 the bouncy's though)?
Title: Re: Tio
Post by: Darl181 on February 12, 2011, 12:34:22 pm
Correct, and that's what I'm trying to detect.  So you could touch the bouncy 'boost' tile from any side, be it top, bottom or side--and it jumps.
Title: Re: Tio
Post by: squidgetx on February 12, 2011, 12:53:06 pm
In addition to removing the +24, you'd have to move the section of code dealing with boosties after the section that deals with gravity/downward collision detection, otherwise if you have a boost tile on top of a solid tile and you walk into it nothing will happen :)
Title: Re: Tio
Post by: Darl181 on February 12, 2011, 01:13:03 pm
So I moved it to just above the If Z just above the getKey(54) detection and it flew into the air, then up through the ground...

EDIT nvm Move it to just before Lbl 9 and it works fine now ;D

Okay, I've made the bottom row definable just like the other 360 squares.
What am I doing wrong, though?
Code: [Select]
Copy(P,L1,384)
1→{L1+384}r
Fill({L1+384},24)
This should make the bottom row of the screen like the ground but it doesn't work ???
I'm this close to releasing Tio 5...
Title: Re: Tio
Post by: squidgetx on February 12, 2011, 03:42:41 pm
Get rid of the braces, Fill() takes the pointer as input not the value of the pointer :) Also you'll note that I already had that in my Tio4.1 :P (it copied to P, but then P copied to L1)
Title: Re: Tio
Post by: Darl181 on February 12, 2011, 05:45:09 pm
Did that, works now ;D
It's about ready for release, just need to screenshot.

Changed the level format so the bottom row is editable, that's why the above was needed.
Title: Re: Tio
Post by: Darl181 on February 12, 2011, 10:52:21 pm
Ok, i'm open for requests as to what people would like to see added to Tio.  Keep it reasonable though please :P
Title: Re: Tio
Post by: leafy on February 12, 2011, 10:55:40 pm
Water tiles.
Title: Re: Tio
Post by: Darl181 on February 12, 2011, 10:57:13 pm
That is possible...I'll look into that./me is getting sprite ideas already

*A few hours later*
Okay, water's implemented completely.
Anything else?

Whoa, just noticed this project's only like a week old and it's already this far...I kind of like going at this speed ;D
Title: Re: Tio
Post by: Munchor on February 13, 2011, 10:21:23 am
Darl181, in response to our previous IRC discussion, I'll be making a level pack as soon as I can.
Title: Re: Tio
Post by: Darl181 on February 13, 2011, 04:35:35 pm
Ok, thanks.

New tiles added: Conveyor belt tiles.  They act like ground tiles, but if you're on top of them you move left/right.
As for the water tiles, you kind of float around.  Think of the super mario 2.0 from way back.
Also, the level editor's gone through a GUI change.  Now, you press ALPHA to select a block.

Pending tile type is collapsing. clarification: The next type of tile I plan on adding are collapsing tiles.

Oh and the format has changed.  Now the bottom row is editable.  I'll add something to the source that automatically fixes it.
Just to confirm, look at the code below
Code: [Select]
"appvEXAMPLE"→Str1
GetCalc(Str1)→P
{P-2}r→A
.two-byte number
A is the size of the appvar, IIRC?
Title: Re: Tio
Post by: DJ Omnimaga on February 13, 2011, 11:58:21 pm
Argh, typing on my calc gets more and more annoying, some of the keys keep on sticking :mad:
How do you open a calc?  I can get the screws out, but I dont want to make some sort of stupid mistake trying to open it :P so I'd rather be sure.
Thi is kind of urgent...
You might want to ask this in another thread, so people won't miss this again. X.x

This project looks nice by the way. I also like how there's a level editor. I love platformers :D
Title: Re: Tio
Post by: Darl181 on February 14, 2011, 12:11:37 am
Yeah, at the time I wasn't able to find a hardware topic.  Not that I searched thoroughly though :P

And thanks :D
Title: Re: Tio
Post by: DJ Omnimaga on February 14, 2011, 12:13:12 am
Well when there aren't any relevant thread you can create a new one I guess.
Title: Re: Tio
Post by: Darl181 on February 14, 2011, 12:21:53 am
Which board would work better, other calc discussion and news or calc programming and support?
Title: Re: Tio
Post by: DJ Omnimaga on February 14, 2011, 12:22:18 am
support.
Title: Re: Tio
Post by: Darl181 on February 14, 2011, 12:22:33 am
kk will do
Title: Re: Tio
Post by: Darl181 on February 14, 2011, 02:32:41 pm
Tio 5.
Added:
major optimizations (thanks go to squidgetx ;D)
conveyor belt tiles
water tiles
level editor GUI change.  Now, press alpha to select tiles.
bottom row is editable
included is a format fixer to add the bottom row to the appvar

important: STIO5E is needed to compile as well as STIO5.
TIOLVLFX is source code.

Weird...it'll only accept up to three attachments :P
Screenshots in the next post.
Title: Re: Tio
Post by: Darl181 on February 14, 2011, 02:33:41 pm
Screenies.
Attachments above.
Title: Re: Tio
Post by: Munchor on February 14, 2011, 04:24:59 pm
Quote
Added:
major optimizations (thanks go to squidgetx )
conveyor belt tiles
water tiles
level editor GUI change.  Now, press alpha to select tiles.
bottom row is editable
included is a format fixer to add the bottom row to the appvar

Nice, the bottom row is editable ;D The Editor changes such as wrapping and not deleting the same type of blocks, did you do that too?
Title: Re: Tio
Post by: Darl181 on February 14, 2011, 04:39:54 pm
The wrapping is out, but the deleting thing I haven't gotten to yet :P
I'll make a seperate source for STIO6E which has it disabled.
Also, I've added a new thing since.   Instead of having to select the block type every time, you can put the selector over the tile, press a button, and it selects that tile type.  Much faster ;D
Also, probably not neseccary to say, but there was a sprite change.  The bouncy tiles.  I've since changed it again :P because it looked too much like the enemy tiles.

EDIT: I'm trying to do something like this now, but the conditions are different.
http://ourl.ca/7535/141835
Now, I'm going for two digits, and they'd just be appvars.
Do I have this right?
Code: [Select]
"appvTIOLVL00"?Str1
L+48?{Str1+7}
.L is level #
GetCalc(Str1)->D
.D is pointer
Title: Re: Tio
Post by: SirCmpwn on February 14, 2011, 09:35:31 pm
Text wrapping or word wrapping?  Cause I have a word wrapping routine lying around somewhere...
Title: Re: Tio
Post by: Darl181 on February 14, 2011, 09:38:13 pm
The idea is to change the contents of the string to point to a different appvar.
Also, is there a way to do this with two digits?
That or letters...when Axe references an appvar, it's case-sensitive right?  If so, I could enable up to 62 levels. uppercase letters(26)+lowercase letters(26)+numerals(10)=62

Okay, it looks like I'm doing the one-char designation.  Before, I haven't been able to get string editing working.  Hopefully this time it's different...
Actually...see poll which will be up in a bit is up now
Title: Re: Tio
Post by: Darl181 on February 15, 2011, 01:55:48 am
Squidgetx, I was wondering how you have this handling collision detection.  It looks like what it does is it takes a pixel in the sprite (actually, two of them, F and G being the pointers) and checks what square it's in somehow.  How is this done?
I plan on tackling smoothscrolling this week, and I can tell already that it's going to get pretty complex :P

Another thing that kind of confused me was how it detects a respawn point.  It's an If block containing InData( but the hex is only 6 chars long...
Title: Re: Tio
Post by: DJ Omnimaga on February 15, 2011, 04:43:46 am
Tio 5.
Added:
major optimizations (thanks go to squidgetx ;D)
conveyor belt tiles
water tiles
level editor GUI change.  Now, press alpha to select tiles.
bottom row is editable
included is a format fixer to add the bottom row to the appvar

important: STIO5E is needed to compile as well as STIO5.
TIOLVLFX is source code.

Weird...it'll only accept up to three attachments :P
Screenshots in the next post.
Strange, the forum is setup to accept 10 ???. Your computer definitively have lots of issues. X.x

Also that looks nice Darl above. I like the animated tiles. However, could you explain what are the plain grey ones?
Title: Re: Tio
Post by: squidgetx on February 15, 2011, 07:15:37 am
The plain grey ones kill you instantly :D. The thing that's really cool about them is that they actually aren't grey, they're really a 2 frame animated checkerboard tile! That's really a pretty cool way to do it, Darl, props. Also, when I post it tells me that the max number of attachments is 50 :o

Anyway. Yeah, so if you look at the code, it's basically an optimized version of
Code: [Select]
Y/4*24+(X/4)+L1->G
Y/4*24+(X+3/4)+L1->F
Basically what it does, is it reduces your pixel coordinates to tile coordinates (the divide by 4). The Y value is multiplied by 24 because that's how wide the map is (It's now treated as a simple array). I use two values to check which tile the left and right side of the character is in. And now you can add or subtract from F and G to get different tiles; eg {F+24} is like adding one row's worth, and hence one tile down.

inData is a smaller way of doing If var=something or (var=something else) I believe the line reads If inData({F}+1,[040600])? So since both values 3 and 5 are respawn points, it checks if the current tile is either 3 or 5. But the data needs to be zero-terminated, which is why I added the +1 there. (and then scaled up the appropriate values)
Title: Re: Tio
Post by: Darl181 on February 15, 2011, 10:27:40 am
So that's pretty much the same as If {F}+1=3 or ({F}+1=5) ?

And about the attachments, I was using geekboy's proxy at the time, I'm pretty sure that might have had something to do with it :P

Btw, I kind of failed at my smoothscrolling attempts last night :(  It kept on pushing out random junk, and I can't seem to get the pointers right...
Title: Re: Tio
Post by: Darl181 on February 15, 2011, 02:30:02 pm
Okay, i got it somewhat better...but it still doesn't work quite right :P
This uses the [old] tio lvl for data.
Code: (attached below) [Select]
:.DTILEMPR
:[F0F0F0F000000000]→Pic0N
:[A0A0505000000000]→Pic1J
:[6040206000000000]→Pic1S
:[6040604000000000]→Pic1F
:[9000009000000000]→Pic1R
:[A050A05000000000]→Pic1D
:[000C030000000000]→Pic1W
:DiagnosticOff
:"vTIOLVL"→Str1
:GetCalc(Str1)→P
:Return!If P
:conj(P,L1,384
:0→N→O→I→J-1→E
:.I and J are coordinates of top left corner
:.N and O are tile offsets
:
:ClrDraw
:.draw init image
:For(Y,0,15
:Y*4→T
:For(X,0,23
:X*4→S
:E+1→E
:sub(DRW
:End
:End
:DispGraph
:Repeat getKey(15)
:Repeat getKey(0):End
:If getKey(54)
:ClrHome
:.display stuff
:Disp "random info",i,"I",I►Dec," J",J►Dec,i,"N",N►Dec," O",O►Dec
:While getKey(54):Pause 10:End
:End
:
:If getKey(1) xor (getKey(4))
:.vert movement
:O+getKey(4)-getKey(1)→O
:If O>>3:J-1→J:O-4→O:End
:If O<<0:J+1→J:O+4→O:End
:If getKey(4)
:.up
:Vertical +
:For(A,0,23
:A*4-N→S
:0-O→T
:J*24+I+A→E
:sub(DRW
:End
:End
:If getKey(1)
:.down
:Vertical -
:For(A,0,23
:A*4-N→S
:64-O→T
:J*24+I+A+360→E
:sub(DRW
:End
:End
:End
:
:If getKey(2) xor (getKey(3))
:.horiz movement
:N+getKey(2)-getKey(3)→N
:If N>>3:I-1→I:N-4→N:End
:If N<<0:I+1→I:N+4→N:End
:If getKey(2)
:.left
:Horizontal +
:For(A,0,15
:0-N→S
:A*4-O→T
:J*24+I+(A*24)→E
:sub(DRW
:End
:End
:
:If getKey(3)
:.right
:Horizontal -
:For(A,0,15
:96-N→S
:A*4-O→T
:J*24+I+(A+1*24)→E
:sub(DRW
:End
:End
:
:End
:DispGraph
:End
:
:
:Lbl DRW
:Pt-On(S,T,Pic0N
:Pt-Change(S,T,Pic0N
:.pt-on stuff
:!If {L1+E}-1
:Pt-On(S,T,Pic0N
:Else!If {L1+E}-2
:Pt-On(S,T,Pic1J
:Else!If {L1+E}-3
:Pt-On(S,T,Pic1S
:Else!If {L1+E}-4
:Pt-On(S,T,Pic1F
:Else!If {L1+E}-5
:Pt-On(S,T,Pic1R
:Else!If {L1+E}-6
:Pt-On(S,T,Pic1D
:Else!If {L1+E}-7
:Pt-On(S,T,Pic1W
:End
:.Return

btw I got string editing working, see poll
EDIT 8xp removed, see next page
Title: Re: Tio
Post by: DJ Omnimaga on February 15, 2011, 03:52:17 pm
The plain grey ones kill you instantly :D. The thing that's really cool about them is that they actually aren't grey, they're really a 2 frame animated checkerboard tile! That's really a pretty cool way to do it, Darl, props. Also, when I post it tells me that the max number of attachments is 50 :o

Anyway. Yeah, so if you look at the code, it's basically an optimized version of
Code: [Select]
Y/4*24+(X/4)+L1->G
Y/4*24+(X+3/4)+L1->F
Basically what it does, is it reduces your pixel coordinates to tile coordinates (the divide by 4). The Y value is multiplied by 24 because that's how wide the map is (It's now treated as a simple array). I use two values to check which tile the left and right side of the character is in. And now you can add or subtract from F and G to get different tiles; eg {F+24} is like adding one row's worth, and hence one tile down.

inData is a smaller way of doing If var=something or (var=something else) I believe the line reads If inData({F}+1,[040600])? So since both values 3 and 5 are respawn points, it checks if the current tile is either 3 or 5. But the data needs to be zero-terminated, which is why I added the +1 there. (and then scaled up the appropriate values)
Yeah I know. When I made Reuben Quest I actually did grayscale like that: by swapping a checkered pattern extremly fast to create an illusion of gray. That's similar to Axe's 3 lv grayscale actually.
Title: Re: Tio
Post by: Darl181 on February 15, 2011, 04:35:51 pm
Ok, I've gotten string editing implemented.  The tilemapping thing is still a confusion though ???
Should I ask in a different topic?
Title: Re: Tio
Post by: squidgetx on February 15, 2011, 05:18:28 pm
I didn't take too close of a look at your code, but here is what I can suggest:

In SandLand, the way I moved from not-scrolling to scrolling was actually very simple. What I did was simply use the player's X and Y as offsets to figure out by how much to shift the tilemapper's window, and draw the character in the same place the whole time. Here is the tilemapping code...(unoptimized for readability, and btw these are 8x8 tiles)
Code: [Select]
For(A,0,12)  //For 13 columns...
For(B,0,8)    //For 9 rows...
{Y/8          //Take the Y position, divide by 8 to get the tile offset
-4           //But the character is in the middle of the screen, so -4 tiles worth
+B*32     //Add tilemapper's Y value, then multiply by 32 because that's how many tiles wide my maps are
+(X/8+A)-6 //Same as before but with X
+L1}->C  //Level data is stored in L1
Pt-On(A*8-(X^8),B*8-(Y^8),C-1*8+Pic1 //X^8 and Y^8 are the pixel offsets of the player
End
End
End
Title: Re: Tio
Post by: Darl181 on February 15, 2011, 06:25:47 pm
Yeah, I think I have the prob figured out (it was re-drawing the row/column every time it shifted), and have kind of an idea of how to fix it.
THere was another part in tio that had me confused for a while...in the editor, the min( token somehow limited the selector.  How doea that work?
Title: Re: Tio
Post by: squidgetx on February 15, 2011, 06:30:58 pm
All right people, listen up! Awesome optimization tip right here ;D (Thanks to Runer112)

The most efficient way to limit selectors is as follows:
Code: [Select]
getKey(3)-getKey(2)+A //If right, +1. If left, -1
!If +1  //If A+1=0, that is, if A = -1. Right now, hl=A+1
+1      //+1 to value in HL
End
-1  //Before, hl=A+1. So we have to -1 to it. If A=-1 before, now the value in HL=0
min(,max value)->A  //Leaving the first argument blank inserts hl in. So basically, this compares A and the maximum value and returns the smaller                        one.
Title: Re: Tio
Post by: leafy on February 15, 2011, 06:59:32 pm
I herd you liek hard levels so I raise you one and upload my own.
In the days of Mario 1.2 I used to make a ton of awesomely impossible levels. I lost one of my best works, called "Legendary" when I got ram cleared.
can't wait until you add support in the editor for multiple levels :D
rename it to TIOLVL.8xv i guess.
Title: Re: Tio
Post by: Darl181 on February 15, 2011, 07:01:52 pm
OK, thanks ;D
Still can't figure out the tilemapper though.
When scrolling both horizontally and vertically, there's display issues.
To test: make a tio level using any of the versions, then run this.  It uses the Tio map for data.

If someone can screenshot it that would be great ;)

btw leafiness, that's done, next version (which, if I don't include scrolling, is ready for release save a glitch in the main menu)
levels possible from 00 to 99.

btw @leafiness0 the level's good, aside from the cheap death at the beginning, but it will probably be included as like a final level or something.

attached is (non-playable) level that really shows the graphical problems...yay :P

EDIT have some code
Code: (STILEMPR) [Select]
:.DTILEMPR
:[F0F0F0F000000000]→Pic0N
:[A0A0505000000000]→Pic1J
:[6040206000000000]→Pic1S
:[6040604000000000]→Pic1F
:[9000009000000000]→Pic1R
:[A050A05000000000]→Pic1D
:[000C030000000000]→Pic1W
:DiagnosticOff
:"vTIOLVL"→Str1
:GetCalc(Str1)→P
:Return!If P
:conj(P,L1,384
:0→N→O→I→J-1→E
:.I and J are coordinates of top left corner
:.N and O are tile offsets
:
:ClrDraw
:.draw init image
:For(Y,0,15
:Y*4→T
:For(X,0,23
:X*4→S
:E+1→E
:sub(DRW
:End
:End
:DispGraph
:Repeat getKey(15)
:Repeat getKey(0):End
:If getKey(54)
:ClrHome
:.display stuff
:Disp "random info",i,"I",I►Dec," J",J►Dec,i,"N",N►Dec," O",O►Dec
:While getKey(54):Pause 10:End
:End
:
:If getKey(1) xor (getKey(4))
:.vert movement
:
:If getKey(4)
:Vertical +
:O+1→O
:If O>>3
:J-1→J
:O-4→O
:For(A,0,23
:A*4-N→S
:0-O→T
:J*24+I+A→E
:sub(DRW
:End
:End
:End
:
:If getKey(1)
:Vertical -
:O-1→O
:If O<<1
:J+1→J
:O+4→O
:For(A,0,23
:A*4-N→S
:64-O→T
:J*24+I+A+360→E
:sub(DRW
:End
:End
:End
:
:End
:
:If getKey(2) xor (getKey(3))
:.horiz movement
:If getKey(2)
:Horizontal +
:N+1→N
:If N>>3
:N-4→N
:I-1→I
:For(A,0,15
:0-N→S
:A*4-O→T
:J*24+I+(A*24)→E
:sub(DRW
:End
:End
:End
:If getKey(3)
:Horizontal -
:N-1→N
:If N<<1
:N+4→N
:I+1→I
:For(A,0,15
:96-N→S
:A*4-O→T
:J*24+I+(A+1*24)→E
:sub(DRW
:End
:End
:End
:
:
:
:End
:DispGraph
:End
:
:
:Lbl DRW
:Pt-On(S,T,Pic0N
:Pt-Change(S,T,Pic0N
:.pt-on stuff
:!If {L1+E}-1
:Pt-On(S,T,Pic0N
:Else!If {L1+E}-2
:Pt-On(S,T,Pic1J
:Else!If {L1+E}-3
:Pt-On(S,T,Pic1S
:Else!If {L1+E}-4
:Pt-On(S,T,Pic1F
:Else!If {L1+E}-5
:Pt-On(S,T,Pic1R
:Else!If {L1+E}-6
:Pt-On(S,T,Pic1D
:Else!If {L1+E}-7
:Pt-On(S,T,Pic1W
:End
:.Return
Title: Re: Tio
Post by: DJ Omnimaga on February 16, 2011, 12:04:52 am
It might be good to ask in another thread too, in case people won't see this one.
Title: Re: Tio
Post by: leafy on February 16, 2011, 12:15:03 am
Hm...looks like you're drawing the tileset but with an offset that makes it look glitchy. I'll take a look at it if I have time.
Title: Re: Tio
Post by: Darl181 on February 16, 2011, 12:12:48 pm
I have a feeling that adding amoothscrolling is going to take a while, so I'll post what I have now.

Added:
Level select.  Levels 00-99.
Different method of selecting tiles: move the cursor to the desired block and press ALPHA (the old menu is still available at MATH)
Format fixer: to change the old format (tio5 to tio2) to the new one
STIO6E is now a library program so it won't show up in the axe list anymore

Screenies in the next post.  I'm suspecting this proxy is why I can't have more than three attachments...

EDIT @Scout you were asking about disabling the overwriting.  Scroll through STIO6E, follow directions (just after If getKey(54)) and voíla, overwriting is disabled.
Title: Re: Tio
Post by: Darl181 on February 16, 2011, 12:14:06 pm
Screenies.

okay..I attach 3 screenies, and only two show up...
ofc it works as soon as I say that :P
Title: Re: Tio
Post by: Runer112 on February 16, 2011, 01:04:12 pm
Darl, I think I fixed the smoothscrolling problems! I got it working right literally 4 minutes after you left last night. Here are the things I modified, and I tried my very best not to optimize anything:

With any luck those changes should make it work! I have put a side-by-side comparison of your code and the changed code below so it hopefully shouldn't be too difficult to track the changes I made.

Code: (Original code) [Select]
:.DTILEMPR
:[F0F0F0F000000000]→Pic0N
:[A0A0505000000000]→Pic1J
:[6040206000000000]→Pic1S
:[6040604000000000]→Pic1F
:[9000009000000000]→Pic1R
:[A050A05000000000]→Pic1D
:[000C030000000000]→Pic1W
:DiagnosticOff
:"vTIOLVL"→Str1
:GetCalc(Str1)→P
:Return!If P
:conj(P,L1,384
:0→N→O→I→J-1→E
:.I and J are coordinates of top left corner
:.N and O are tile offsets
:
:ClrDraw
:.draw init image
:For(Y,0,15
:Y*4→T
:For(X,0,23
:X*4→S
:E+1→E
:sub(DRW
:End
:End
:DispGraph
:Repeat getKey(15)
:Repeat getKey(0):End
:If getKey(54)
:ClrHome
:.display stuff
:Disp "random info",i,"I",I►Dec," J",J►Dec,i,"N",N►Dec," O",O►Dec
:While getKey(54):Pause 10:End
:End
:
:If getKey(1) xor (getKey(4))
:.vert movement
:
:If getKey(4)
:Vertical +
:O+1→O
:If O>>3
:J-1→J
:O-4→O
:For(A,0,23
:A*4-N→S
:0-O→T
:J*24+I+A→E
:sub(DRW
:End
:End
:End
:
:If getKey(1)
:Vertical -
:O-1→O
:If O<<1
:J+1→J
:O+4→O
:For(A,0,23
:A*4-N→S
:64-O→T
:J*24+I+A+360→E
:sub(DRW
:End
:End
:End
:
:End
:
:If getKey(2) xor (getKey(3))
:.horiz movement
:If getKey(2)
:Horizontal +
:N+1→N
:If N>>3
:N-4→N
:I-1→I
:For(A,0,15
:0-N→S
:A*4-O→T
:J*24+I+(A*24)→E
:sub(DRW
:End
:End
:End
:If getKey(3)
:Horizontal -
:N-1→N
:If N<<1
:N+4→N
:I+1→I
:For(A,0,15
:96-N→S
:A*4-O→T
:J*24+I+(A+1*24)→E
:sub(DRW
:End
:End
:End
:
:
:
:End
:DispGraph
:End
:
:
:Lbl DRW
:Pt-On(S,T,Pic0N
:Pt-Change(S,T,Pic0N
:.pt-on stuff
:!If {L1+E}-1
:Pt-On(S,T,Pic0N
:Else!If {L1+E}-2
:Pt-On(S,T,Pic1J
:Else!If {L1+E}-3
:Pt-On(S,T,Pic1S
:Else!If {L1+E}-4
:Pt-On(S,T,Pic1F
:Else!If {L1+E}-5
:Pt-On(S,T,Pic1R
:Else!If {L1+E}-6
:Pt-On(S,T,Pic1D
:Else!If {L1+E}-7
:Pt-On(S,T,Pic1W
:End
:.Return
Code: (Modified code) [Select]
:.DTILEMPR
:[F0F0F0F000000000]→Pic0N
:[A0A0505000000000]→Pic1J
:[6040206000000000]→Pic1S
:[6040604000000000]→Pic1F
:[9000009000000000]→Pic1R
:[A050A05000000000]→Pic1D
:[000C030000000000]→Pic1W
:DiagnosticOff
:"vTIOLVL"→Str1
:GetCalc(Str1)→P
:Return!If P
:conj(P,L1,384
:0→N→O→I→J-1→E
:.I and J are coordinates of top left corner
:.N and O are tile offsets
:
:ClrDraw
:.draw init image
:For(Y,0,15
:Y*4→T
:For(X,0,23
:X*4→S
:E+1→E
:sub(DRW
:End
:End
:DispGraph
:Repeat getKey(15)
:Repeat getKey(0):End
:If getKey(54)
:ClrHome
:.display stuff
:Disp "random info",i,"I",I►Dec," J",J►Dec,i,"N",N►Dec," O",O►Dec
:While getKey(54):Pause 10:End
:End
:
:If getKey(1) xor (getKey(4))
:.vert movement
:
:If getKey(4)
:Vertical +
:O+1→O
:If O>>0
:J-1→J
:O-4→O
:End
:For(A,0,24
:A*4+N→S
:O→T
:J*24+I+A→E
:sub(DRW
:End
:End
:
:If getKey(1)
:Vertical -
:O-1→O
:For(A,0,24
:A*4+N→S
:64+O→T
:J*24+I+A+384→E
:sub(DRW
:End
:If O<<⁻3
:J+1→J
:O+4→O
:End
:End
:
:End
:
:If getKey(2) xor (getKey(3))
:.horiz movement
:If getKey(2)
:Horizontal +
:N+1→N
:If N>>0
:N-4→N
:I-1→I
:End
:For(A,0,16
:N→S
:A*4+O→T
:J*24+I+(A*24)→E
:sub(DRW
:End
:End
:If getKey(3)
:Horizontal -
:N-1→N
:For(A,0,16
:96+N→S
:A*4+O→T
:J*24+I+(A+1*24)→E
:sub(DRW
:End
:If N<<⁻3
:N+4→N
:I+1→I
:End
:End
:
:
:
:End
:DispGraph
:End
:
:
:Lbl DRW
:Pt-On(S,T,Pic0N
:Pt-Change(S,T,Pic0N
:.pt-on stuff
:!If {L1+E}-1
:Pt-On(S,T,Pic0N
:Else!If {L1+E}-2
:Pt-On(S,T,Pic1J
:Else!If {L1+E}-3
:Pt-On(S,T,Pic1S
:Else!If {L1+E}-4
:Pt-On(S,T,Pic1F
:Else!If {L1+E}-5
:Pt-On(S,T,Pic1R
:Else!If {L1+E}-6
:Pt-On(S,T,Pic1D
:Else!If {L1+E}-7
:Pt-On(S,T,Pic1W
:End
:.Return


I tried my best not to optimize anything to keep it understandable. But if you want me to try optimizing it, just tell me. :P
Title: Re: Tio
Post by: Darl181 on February 16, 2011, 03:27:19 pm
Awesomeness, it works!!! :w00t:  ;D(http://www.omnimaga.org/Themes/default/images/gpbp_arrow_up.gif)  :hyper:
Thanks ;D
Now I just need to come up with a way to do this in the editor, and prolly by v8 or so there will be scrolling fully implemented!

EDIT: ok, apparently post rating doesn't work in this proxy...:P
Title: Re: Tio
Post by: Darl181 on February 17, 2011, 01:20:54 am
Okay, I'm going to need some input.  What should the size options be for the levels, or should they be able to be defined at custom?
I'm kind of leaning towards 32*32 atm, but I'd like to hear other peoples' opinions.
Thanks in advance :)
Title: Re: Tio
Post by: Munchor on February 17, 2011, 10:22:46 am
Awesomeness, it works!!! :w00t:  ;D(http://www.omnimaga.org/Themes/default/images/gpbp_arrow_up.gif)  :hyper:
Thanks ;D
Now I just need to come up with a way to do this in the editor, and prolly by v8 or so there will be scrolling fully implemented!

EDIT: ok, apparently post rating doesn't work in this proxy...:P

Ohh In the Editor.... That seems tricky. Good Luck ;D
Title: Re: Tio
Post by: Darl181 on February 17, 2011, 10:31:52 am
Thanks...I think I have a way of doing it.but I'd need to come up with some sprite meaning 'outside of level'
Also scout, did you notice the edit above?  It takes care of the overwriting ;)
Title: Re: Tio
Post by: Munchor on February 17, 2011, 11:58:21 am
I just did, WONDERFUL! Immediate download.
Title: Re: Tio
Post by: ferox on February 17, 2011, 03:47:22 pm
i downloaded it, and it was great, but i think there is a bug.
when you compile it in axe as an app (axe version 0.4.8) and run it, you should not try to do a mathprint fraction into a function. i do not have a screenie yet, but i'll think i have one tomorrow. anyway, when you do 1 mathfrac in a function in does something weird to the lcd, actually it changes something in the os. so when you have run it as an app, the os gets messed with, and can't properly disp the lcd. btw, when you try 2 mathfrac functions, it turns the lcd off, but not the calc. it only happens when drawing the graph.

or may this be an axe bug???

edit: i know the post is crappy, but i am in a hurry ;)
Title: Re: Tio
Post by: Darl181 on February 17, 2011, 06:34:18 pm
Umm...did you mean to post this in Axe bug reports or something?
So, you compiled it as an app.  It uses SMC.  SMC doesn't work properly in apps.  IDK the 'don't use SMC in apps or else _____ ' but it can't be good.  Compile for Ion, MOS, no shell, or DCS.

btw I wouldn't know how to use the mathprint stuff--os 2.43 is enough for me and I have a 9860gii with, i guess, casio's version of MP anyway.
Title: Re: Tio
Post by: ferox on February 18, 2011, 02:25:49 am
well, i just thought, since i already have so many progs, i wanted to compile as an app.
anyway, thx for the info.

btw mathprint is kinda funny ;)
Title: Re: Tio
Post by: leafy on February 18, 2011, 02:27:08 am
I'm just wondering - did you fix the bug where if you go off the top of the screen, you don't get stuck because of random tiles? Otherwise, looks nice! I'll have fun making a ton of new levels for this :)
Title: Re: Tio
Post by: Darl181 on February 18, 2011, 02:30:39 am
I've heard of various instabilities and such, I've just gone the safe way and avoided it.
Like, one of the things that OSes 2.53 and up don't like is Omnicalc's entries menu, and I use that extensively.

As for the glitch above the map, I plan on making a border around the level once I implement smoothscrolling.

I guess at this point the level size will be definable, up to 28*25 (so it fits in L1)
Title: Re: Tio
Post by: DJ Omnimaga on February 18, 2011, 04:07:56 am
I saw the screenshots on the previous page and they look nice :D
Title: Re: Tio
Post by: Darl181 on February 20, 2011, 01:02:16 am
Ok, I've been thinking.  After Dimension, I kind of have an idea of what I'm doing, more than before.  Starting tonight, I plan on starting the process to implement smoothscrolling in Tio.
What's going to be really tricky is how to draw the area outside of the level.  I tried to make it draw black, but it hasn't worked very well when I've tried applying it elsewhere.  See screenie.

While I'm busy doing that, are there any other tile ideas going around?

Important: If you downloaded the STIO6E from before, a problem in the source throws an ERR:BLOCK when compiling.  This is fixed now, and the edited program is here (http://ourl.ca/8025/174782).
Title: Re: Tio
Post by: Munchor on February 20, 2011, 02:20:59 am
(http://www.omnimaga.org/index.php?action=dlattach;topic=5428.0;attach=6246;image)

This is the Scrolling Engine in the Editor? WHAT A BLAST.
Title: Re: Tio
Post by: Darl181 on February 20, 2011, 02:22:08 am
(http://www.omnimaga.org/index.php?action=dlattach;topic=5428.0;attach=6246;image)

This is the Scrolling Engine in the Editor? WHAT A BLAST.
No, at least I don't think that's what it's going to be.
I'm trying to make it draw the black outside of where the map is.
I might be able to do something like that tho...probably not smoothscrolling (I'm talking about the editor) but, whatever it's called...abrupt scrolling? Where it scrolls tile by tile.
Title: Re: Tio
Post by: Munchor on February 21, 2011, 07:42:21 am
Oh I see, if you can implement scrolling, it'll the most super awesome game Axe ;D
Title: Re: Tio
Post by: Darl181 on February 21, 2011, 12:49:09 pm
Well, the plan (at least so far) is smoothscrolling in the game, and abrupt scrolling, (or pokémon-style scrolling, looks smooth, but limited to entire tiles) in the editor.

I guess at this point I'll do away with the area outside the level thing, I'll just have the border.

I'm doing for this what I did for TWHG, editor first then game.  So, sometime in the next week or two expect a screenie ;)
Title: Re: Tio
Post by: Darl181 on February 23, 2011, 03:25:51 pm
Editor is sort of done...at least the scrolling works :P
I'm still trying to figure out the pointers, some parts of it seem to read somewhat correctly...

EDIT oops, accidentally posted the same message twice, deleted first one
EDIT2 I ran this in wabbitemu and the debugger popped up, something's wrong methinks
Title: Re: Tio
Post by: DJ Omnimaga on February 25, 2011, 10:05:59 pm
Nice Darl181. I hope you can get the bugs fixed soon. :)
Title: Re: Tio
Post by: Darl181 on February 26, 2011, 01:01:16 am
AFAIK what's happening is I messed up the equations somehow and it's writing to the wrong spot in RAM.  This explains the corrupted y-vars that are created every time I created a level.
What I had tried to do was come up with formulas to draw a border around the level, since I can't rely on the screen boundaries to limit the level anymore.
Code: (Axe Source) [Select]
:...
:i and j are the top left corner of the map
:h is height
:m is width
:p in the appvar pointer
:vars count from zero
:...
:GetCalc(Str1,H+1*(M+1))→P
:For(A,0,H
:
:.1 is a solid block
:1→{P+A}
:1→{H+1*M+P+A}
:End
:For(A,0,M
:1→{M+1*A+P}
:1→{M+1*A+P+M}
:End
:
:.pre-define start and finish to avoid crashes--how ironic :P
:3→{M+1*P+1}
:4→{M+1*P+2
:End
:While getKey(54):Pause 10:End
:End
Title: Re: Tio
Post by: Darl181 on February 26, 2011, 02:53:59 pm
I was working on these last night, and it's not storing through random parts of the RAM anymore, but it still doesn't seem correct, as if it's drawing it up/down instead of left/right.  I also tried to view the level made by the current version in version 6 (the most recent uploaded) and the border's all screwed up, completely cut up and going through the middle of the screen.
The corners count from 1 now, btw.

This is going to take a while, seeing as it's been like a week and the border's still not working :P
Title: Re: Tio
Post by: Darl181 on February 28, 2011, 02:40:21 pm
It's working better, at least not flooding the RAM.
If this equation-refusing-to-work stuff keeps going on I'm just going to drop the border junk altogether until i have everything else done.  Call the ability to run through the RAM at random an easter egg ;)
Code: [Select]
:H*M→R
:GetCalc(Str1,R+2)→P
:H→{P}
:M→{P+1}
:P+2→P
:0→{P}
:Fill(P,R
:
:For(A,0,M-1
:
:.TOP
:1→{P+A}
:
:.BOTTOM
:1→{M-1*H+1+P+A}
:
:End
:For(A,0,H-1
:
:.LEFT
:1→{A*M+P}
:
:.RIGHT
:1→{A*M+P+M-1}
:
:End

IIRC, H (H is for Height) and M (think of an upside-down W for Width, I guess) count from 1 now.
Btw if you're curious why on earth I'm using H and M of all the vars, I was running out of letters to use and they happen to be close to another.  Better than something like D and G, anyway.
Title: Re: Tio
Post by: DJ Omnimaga on March 02, 2011, 06:40:50 pm
Sorry to hear you still have troubles getitng it to work. I hope you get it fixed soon :/
Title: Re: Tio
Post by: Darl181 on March 02, 2011, 09:54:45 pm
Thanks
What I'm focusing on is making the editor display the level right.
And ensuring it edits the level instead of the VAT.

What's strange is the scrolling from every direction displays different things.  I'd scroll a few lines off screen and when I scroll them back on it's different.
Even the initial display is wrong...and the editing doesn't work with any way it displays :P

Progress is being made, though.  There's just a ton of it to be made.
What I might do is make it so the user could select a section of it and that part of the level shows instead of bothering with scrolling around.  IDK at this point...
Title: Re: Tio
Post by: DJ Omnimaga on March 03, 2011, 11:34:47 pm
Yeah it seems like it displays stuff from a different location than intended when scrolling.
Title: Re: Tio
Post by: Darl181 on March 04, 2011, 02:29:56 am
Indeed.  I'll need to look at some other source to get ideas of how to do this properly, because whatever I try doesn't work :P
Title: Re: Tio
Post by: Darl181 on March 15, 2011, 08:00:37 pm
Ok, I've kind of lost patience putting in smoothscrolling, so I've dropped that idea for now.  Plenty of dynamic levels can be made in 384 tiles anyway.

I've been brainstorming tile ideas, and so far I have, and may or may not add:
One-way tiles (definitely)
Door/key
wall switches  (I guess like in cubes?)
Teleporters/portals
land mines?
drop-away/disappearing tiles
breakable, like if you jump on it x number of times it disappears

I'm open to more ideas.  Hopefully I can get this project back on track and some actual progress going.
Title: Re: Tio
Post by: Ashbad on March 15, 2011, 08:11:21 pm
how about moving tiles? (or actually, moving objects you can stand on :), not necessarily tiles)
Title: Re: Tio
Post by: Darl181 on March 15, 2011, 08:17:34 pm
I was thinking about that, I know it can be done but it seems it would be pretty complex.  The way the tiles are read isn't pixel-test but reading from a pointer, so I'm not sure how feasible it would be to detect something moving size-wise and speed-wise. Maybe if it were 4-pixel increments it could edit the list it's temporarily copied to, but I'm not sure if it would really be worth it except to move really fast across the screen :P
Title: Re: Tio
Post by: leafy on March 15, 2011, 08:22:27 pm
Yeah, I had the same problem too, since none of my games use pixel detection.
I was thinking make a delay between when each one disappears and the next one appears to give moving room, and slow it down a bit.
Title: Re: Tio
Post by: Darl181 on March 15, 2011, 08:26:25 pm
Yeah, or I could do it in two aspects, both mem reading and pixel detection, but I don't want to slow it down too much.

EDIT: I've fixed the random-junk-above-the-screen bug.  Now, it temporarily inserts 11 rows of emptiness above the map. (the max jump height is 10 blocks using a boost tile, and there's another row JIC)

EDIT2: Portals/teleporters/whatever you want to call them are in.  I'm debugging as of now, FSR it's only working one way :P

EDIT3: Got them working now, just had to separate into different numbers...not the most efficient way, but oh well.  More foolproof at least.
The problem was (I think) was the numbers were kind of messed up b/c of the blank 11 rows above, trying to figure out where the +264 goes and such :P
There are some detection problems tho, but it works for the most part.
Title: Re: Tio
Post by: leafy on March 17, 2011, 01:59:56 am
Are you using tile-based teleporters?
Title: Re: Tio
Post by: Darl181 on March 17, 2011, 02:06:38 am
Yes.  There's a tile 1 and a tile 2 for every pair, so it's more foolproof (and feasible).
Next up is one-way tiles, which should be easy.  All I really have to do is add the tiles and edit a few If statements :P
Down tiles could be a bit tricky, tho b/c of the gravity system possibly conflicting with the one-pixel-at-a-time movement.
Title: Re: Tio
Post by: Darl181 on March 18, 2011, 02:10:31 am
Fixed the portals, they now work seamlessly.
Added one-way tiles completely, currently debugging wall switches.
Idk how to describe them, I guess the closest comparison are the tiles which looks like + signs in cubes, but not really the same

Now I just need to come up with some sort of 4*4 sprite meaning "invisible wall" :P

EDIT: just noticed, the # of tiles is kind of staying the same as the date...there's 17 tile types now (not counting zero) and it's the 17th as of now here.  So I guess by the end of the month I'm really going to need a more intuitive tile-selecting GUI with ~30 tile types :P

Keep the tile ideas coming , it's getting simpler to add them ;)

EDIT2:
Switches are working now, user can choose whether they default to on or off.
Also, the prog ran over the 8811 limit last night, so as of now the game and level editor have been split apart into separate programs.
Next: tiles that disappear a bit after you walk on top of them.  If I get that done fast enough, than door/key after that.
Title: Re: Tio
Post by: Darl181 on March 18, 2011, 07:18:08 pm
Version 8finally : P
Added:
tons of tiles...one-way (all four directions), portals, wall switches
smaller jump, key is Y=/F1

Changed:
GUI in editor--tiles are split into "basic", "advanced", and "interactive"
Game and editor split into different programs

Included level shown in screenie

About the portals: yes, there's two of them.  They're different tile numbers.  If only one exists and you touch it, nothing should happen.  The editor enforces that only one of each type is in the level.

TIO is the game, TIOE is the editor
Title: Re: Tio
Post by: Deep Toaster on March 18, 2011, 07:27:09 pm
Whoa! That looks amazing! And it's only black and white? :crazy:
Title: Re: Tio
Post by: Darl181 on March 18, 2011, 07:40:33 pm
At some points it uses animated sprites to simulate grayscale, but the sprites are monochrome.
And thanks :D
Title: Re: Tio
Post by: ztrumpet on March 18, 2011, 07:44:19 pm
Yeah, that looks great.  Nice job! :D
Title: Re: Tio
Post by: Darl181 on March 19, 2011, 03:47:24 pm
Last night, I added tiles that, once you step on top of them (they function the same as the solid black floor tiles), a timer starts.
After 10 frames, the tile disappears, to reappear in 30 frames.
So, next is door/key, and after that I don't have any more ideas, except for something that breaks if you fall on top of it at terminal velocity or something :P

Also I need to optimize at some point, but I'm going to get more stuff added before that.
Title: Re: Tio
Post by: Munchor on March 19, 2011, 03:49:54 pm
Last night, I added tiles that, once you step on top of them (they function the same as the solid black floor tiles), a timer starts.
After 10 frames, the tile disappears, to reappear in 30 frames.
So, next it door/key, and after that I don't have any more ideas, except for something that breaks if you fall on top of it at terminal velocity or something :P

Also I need to optimize at some point, but I'm going to get more stuff added before that.

Those temporary tiles look sweet :)
Title: Re: Tio
Post by: Darl181 on March 19, 2011, 05:39:20 pm
Those temporary tiles look sweet :)
Thanks ;D

EDIT:
added door/key.  Actually it's not a key but a 2*2 button b/c I have no idea how to sprite a 4*4 key, but w/e
also added text to the tile select GUI such as "FLOOR/WALL", "BOOST", "START", etc.  thanks to Deep Thought and Ztrumpet for help on that :D

EDIT2:
I have an idea of how to do a levelset, so that's probably coming up soon
Also, should I enable password protection for the levels, like in the mario1.2/2.0 editor?
Title: Re: Tio
Post by: Darl181 on March 20, 2011, 08:35:27 pm
Ok, now I know what to add next: an options menu.
Ideas so far:
In the game:
Speed
Controls
In the editor:
overwrite on/off
wraparound on/off
manage levelset
level password

What else would you like to see?
Title: Re: Tio
Post by: leafy on March 20, 2011, 08:59:57 pm
This looks fantastic and really open-ended.
Great work.
Title: Re: Tio
Post by: Darl181 on March 21, 2011, 07:27:44 pm
better menu
;)
The one that's readable is the one selected.

EDIT: As of now I've also been able to get both the whole thing flaming and the whole thing raining.
Title: Re: Tio
Post by: ztrumpet on March 21, 2011, 07:49:11 pm
Oh my, that's wonderful!  Excellent job! :D
Title: Re: Tio UPDATE
Post by: Darl181 on March 22, 2011, 11:46:29 pm
Version 9

Added...
menu shown above
options*
tiles: disappearing and door/button
somewhat fool-proofed editor, error messages on exit if needed
level selected in one program is saved in an appvar so a) you don't have to re-select it every time and b) it synchronizes between the programs

Included:
level shown in screenie, edited slightly so you have to use the portal to get at the button :P
attempt at a readme


I'm thinking of making a title screen that has some effect actually relevant to the game--any ideas?
Also ideas relating to options and tiles are appreciated ;D

*or lack thereof (http://www.omnimaga.org/Smileys/classic/tongue.gif)
Title: Re: Tio
Post by: leafy on March 22, 2011, 11:52:50 pm
That title screen looks frickin epic.
Title: Re: Tio
Post by: leafy on March 22, 2011, 11:53:00 pm
That title screen looks frickin epic.
Title: Re: Tio
Post by: Darl181 on March 22, 2011, 11:54:27 pm
Oh and btw thanks to Builderboy for the fire algorithm.
Title: Re: Tio
Post by: DJ Omnimaga on March 22, 2011, 11:55:49 pm
Darn this is amazing. I love the game look and title screen.

Also will there be a version including multiple levels soon?

I need to try the latest two soon.
Title: Re: Tio
Post by: Darl181 on March 23, 2011, 12:04:39 am
Well, the latest has everything v8 has, so you really only need to try the latest one :P
And thanks, all
I'm thinking of making a title screen that has some effect actually relevant to the game--any ideas?
Also ideas relating to options and tiles are appreciated ;D
...And bug reports, if any :P

btw can someone go through the readme and see if I missed anything important?
Spoiler For readme:
??????  ??????  ??????
  ??      ??    ??  ??
  ??      ??    ??  ??
  ??      ??    ??  ??
  ??    ??????  ??????

An Axe platformer

By Darl181

Tio is a platformer made in Axe.
The object is to get from the start to the finish in the least amout of time (frames)
this game has a level editor so you can make your own levels, and supports up to 100 external levels, there's plenty of slots to go aound!
Controls are normal for the most poat, but I'll go through the motions anyway...

********
CONTROLS
********

---GAME

Left/right
move left/right

2ND
jump

Y=
small jump

MODE
Pause (teacher key--turns off screen)
   
   WHILE PAUSED...
   
   MODE
   un-pause/resume

   ON
   Fakes a TIOS boot-up, goes to homescreen

CLEAR
quit

---EDITOR
ARROW KEYS
Move around

2nd
Place block, or erase if selector is same as block type
   *note there's an option to disable overwriting--see source code

ALPHA
Change selector mode (which block type is placed on 2ND) to the block type the selector is over at the moment

MATH
Select tile type manually.
   ---IN SELECTOR

   LEFT/RIGHT
   Change tile   

   UP/DOWN
   Change category

******
Tiles:
******
BASIC
Floor/wall
Boost
Finish
respawn point
enemy

ADVANCED
water
conveyor left
"" right
One-way up
""down
""left
""right

INTERACTIVE
Portals
switch
wall switched ON
""OFF
Disappearing
door
button (opens door)

Questions, comments?  Post at the URL below.
http://ourl.ca/8025

EDIT: tonight/tomorrow I'm going to try my hand at making some different title screens, gifs tomorrow hopefully
Title: Re: Tio
Post by: DJ Omnimaga on March 23, 2011, 03:29:19 pm
Ok thanks for the info. As for the readme it might be good to add a small description about that type of game like in the program description when uploading on ticalc.org or Omni, for people downloading the files on a site that won't have descriptions (since some people redistribute files to friends and stuff)

EDIT: I tried the game by the way and nice job :D. You might want to make level 1 harder, though. :P
Title: Re: Tio
Post by: Darl181 on March 23, 2011, 07:49:00 pm
That level is more demo than game, it's easy because it was made to be easy :P
So...a harder level?  I happened to be making one earlier today...
My best stats in it (w/o editing) is 281 frames/0 deaths see edit

Also, i'm working on title screen concepts...see second screenie

EDIT: 3/24/11 woot 260 frames
EDIT2: 2520 frames ;D
Title: Re: Tio
Post by: leafy on March 23, 2011, 10:51:28 pm
You should release the source for the firey title screen :P I'm interested in how you limited the fire on the buffer.
I don't like the random block one so much though.
Sorry about double post, I was using a phone.
Title: Re: Tio
Post by: Darl181 on March 24, 2011, 12:27:55 am
You pretty much limit the for loop.
See ↓ Also, 8xp attached

Code: (SCIOSCR) [Select]
:.TIOSCREN
:Full
:[EE8AAEAAEA000000]→Pic1GM:[AEE8EEA8AE000000]
:[EE88EE28EE000000]→Pic1SL:[8E888E88EE000000]:[EE848484E4000000]
:[EAAAAAEA6E000000]→Pic1QT:[EE444444E4000000]
:[EEAAAEA8E8000000]→Pic1OP:[EE4444444E000000]:[ECAAAAAAEA000000]:[E080E020E0000000]
:ClrDraw
:[FEFDFBF7EFDFBD7F]→Str1
:Fix 5
:0→θ→A→B
:Repeat getKey(15)
:.T
:ref(22,8,16,4
:ref(28,12,4,12
:.I
:ref(40,8,16,4
:ref(40,20,16,4
:ref(46,12,4,8
:.O
:ref(58,8,16,4
:ref(58,20,16,4
:ref(58,12,4,8
:ref(70,12,4,8
:
:!If θ
:StorePic
:1→θ
:End
:!If B
:If getKey(3) xor getKey(2)
:1→B
:A+getKey(3)-getKey(2)→A
:If A>>3:0→A:End:If A<<0:3→A:End
:End
:End
:!If getKey(2)+getKey(3)
:0→B
:End
:If A
:sub(MNU,0,0
:End
:If A-1
:sub(MNU,1,0
:End
:If A-2
:sub(MNU,2,0
:End
:If A-3
:sub(MNU,3,0
:End
:
:.FIRE
:For(F,L6+12,L6+372
:.+756 IS NORMAL
:{F} and {rand^8+Str1}→{F-12}
:End
:
:.RAIN
:L6+756→F
:While F-L6-384
:.TAKE OUT THE +384 FOR WHOLE SCREEN RAINING
:F-1→F
:ReturnIf getKey(15)
:{F} and {rand^8+Str1}→{F+12}
:End
:
:sub(MNU,A,0
:DrawInv
:Normal
:DispGraphr
:Full
:DrawInv
:sub(MNU,A,1
:End
:Fix 4
:
:Lbl MNU
:!If r1
:Pt-On(7,38,Pic1GM
:Pt-On(15,38,8+Pic1GM
:If r2
:ref(7,38,16,5
:rref(7,38,16,5
:End
:End
:!If r1-1
:Pt-On(30,38,Pic1SL
:Pt-On(38,38,8+Pic1SL
:Pt-On(46,38,16+Pic1SL
:If r2
:ref(30,38,24,5
:rref(30,38,24,5
:End
:End
:!If r1-2
:Pt-On(60,38,Pic1OP
:Pt-On(68,38,8+Pic1OP
:Pt-On(76,38,16+Pic1OP
:Pt-On(84,38,24+Pic1OP
:If r2
:ref(60,38,32,5
:rref(60,38,32,5
:End
:End
:!If r1-3
:Pt-On(41,50,Pic1QT
:Pt-On(49,50,8+Pic1QT
:If r2
:ref(41,50,16,5
:rref(41,50,16,5
:End
:End
:.Return

Actually, I might as well attach the source for the menu two posts above as well
Title: Re: Tio
Post by: Darl181 on March 24, 2011, 08:22:06 pm
Okay, things I need to do:
support for level packs (all in one appvar, working out ideas right now)
make levels to put in packs (btw I'm still accepting any that come in ;))
see if it's necessary to make a menu that takes up less space (the current one is something like 1800 bytes, while the concept above is like 850)
optimize at some point :P
add this stuff to the to-do list in sig done now

EDIT: See poll

Title: Re: Tio
Post by: Darl181 on March 24, 2011, 11:54:51 pm
Okay, the ideas I have so far for levelsets are these:

Consider it done:
■ All stages go in the same appvar. 
■ Player can switch between stages in-game by pressing [+] and [-] and same goes for editor
■ Pressing [◄]/[►] in the level select menu switches between selecting individual levels and levelsets.
■ Atm the idea for max # of levels in a set is 20 (which is really more than anyone needs, but it can easily be changed)
■ In the editor, it will be possible to import individual levels into the levelset
■ Add stage, delete stage, etc.  Will be tricky but I'll get it figured out
■ Error messages in selecting: "Levelset does not exist" etc.
■ Same as above for original levels

Tentative:
• Password detection
• Some sort of compression
• If I have the time and space under the 8811 limit it may also be possible to load a stage from a levelset to create an individual level
• In-game transitions
• Stats for bronze/silver/gold finishes (unlikely)
• Random awards
Title: Re: Tio
Post by: ztrumpet on March 25, 2011, 05:21:24 pm
I think you should keep the fire/water title screen; it's really, really epic. ;D

I get a chance to try this today. ;)  I'm sure it'll be epic. :D

Edit: Yeah, this is epic.  Where are the built in levels though?
Title: Re: Tio
Post by: Munchor on March 25, 2011, 06:09:08 pm
Okay, the ideas I have so far for levelsets are these:

Consider it done:
■ All stages go in the same appvar. 
■ Player can switch between stages in-game by pressing [+] and [-] and same goes for editor
■ Pressing [◄]/[►] in the level select menu switches between selecting individual levels and levelsets.
■ Atm the idea for max # of levels in a set is 20 (which is really more than anyone needs, but it can easily be changed)
■ In the editor, it will be possible to import individual levels into the levelset
■ Add stage, delete stage, etc.  Will be tricky but I'll get it figured out
■ Error messages in selecting: "Levelset does not exist" etc.
■ Same as above for original levels

Tentative:
• Password detection
• Some sort of compression
• If I have the time and space under the 8811 limit it may also be possible to load a stage from a levelset to create an individual level
• In-game transitions
• Stats for bronze/silver/gold finishes (unlikely)
• Random awards

If you do all that, PURE EPICNESS:
Title: Re: Tio
Post by: Darl181 on March 25, 2011, 06:42:20 pm
I think you should keep the fire/water title screen; it's really, really epic. ;D

I get a chance to try this today. ;)  I'm sure it'll be epic. :D

Edit: Yeah, this is epic.  Where are the built in levels though?
Wow, record number of times "epic" used in one post?  :crazy:
As for the levels, they're all external.  There's one attached here (http://www.omnimaga.org/index.php?action=dlattach;topic=5428.0;attach=6670) (a simple demo, not made for playability but more for messing around with the tiles), another (actually game-like) here (http://www.omnimaga.org/index.php?action=dlattach;topic=5428.0;attach=6761), and a hard one here (http://www.omnimaga.org/index.php?action=dlattach;topic=5428.0;attach=6786).  Have fun  :D
btw you can easily make your own levels using the editor ;)

[big list]

If you do all that, PURE EPICNESS:
I probably won't be able to add it all, but I should be able to do the entire "consider it done" list.  Figured out how to structure the appvars so far, and I'm working on a subroutine to add/remove levels from a levelset.
Title: Re: Tio
Post by: Munchor on March 25, 2011, 06:44:00 pm
I think you should keep the fire/water title screen; it's really, really epic. ;D

I get a chance to try this today. ;)  I'm sure it'll be epic. :D

Edit: Yeah, this is epic.  Where are the built in levels though?
Wow, record number of times "epic" used in one post?  :crazy:
As for the levels, they're all external.  There's one attached here (http://www.omnimaga.org/index.php?action=dlattach;topic=5428.0;attach=6670) (a simple demo, not made for playability but more for messing around with the tiles), another (actually game-like) here (http://www.omnimaga.org/index.php?action=dlattach;topic=5428.0;attach=6761), and a hard one here (http://www.omnimaga.org/index.php?action=dlattach;topic=5428.0;attach=6786).  Have fun  :D
btw you can easily make your own levels using the editor ;)

[big list]

If you do all that, PURE EPICNESS:
I probably won't be able to add it all, but I should be able to do the entire "consider it done" list.  Figured out how to structure the appvars so far, and I'm working on a subroutine to add/remove levels from a levelset.

Will each level be a file?
Title: Re: Tio
Post by: Darl181 on March 25, 2011, 06:48:16 pm
There will be individual levels, one level per var, and there will be levelsets, X=<=20 levels per var.  Right now, only individual levels are supported tho.

What might happen is that the default becomes levelset, that would be an interesting format change :P
Title: Re: Tio
Post by: DJ Omnimaga on March 26, 2011, 03:23:06 am
Darn this is getting better and better. I will miss the fire title screen though. D: The new one also looks nice, though. :D
Title: Re: Tio
Post by: Darl181 on March 26, 2011, 03:27:11 am
Well, judging by the poll, it's here to stay :P
Tho only 4 people have voted, it's kind of clear

So the next question is, I guess, should I take this beyond the 8811 limit into an app or stop at the limit?
EDIT: see poll again
Title: Re: Tio
Post by: DJ Omnimaga on March 27, 2011, 07:42:33 pm
I'm not sure, I guess 8811 might be the best, but don't restrict yourself too much. If it's not enough, then go ahead and add more stuff.
Title: Re: Tio
Post by: Ashbad on March 27, 2011, 07:43:56 pm
The sky's the limit, and 8811 isn't even over 9000!  An app is a fine idea ^-^
Title: Re: Tio
Post by: Darl181 on March 29, 2011, 07:32:57 pm
Progress is being made, I'm almost done with levelsets.  I'm also considering putting in switch type 2/door type 2, which work indepentently from the current ones but the same way.  Levelsets get priority, tho.

And in response to the poll, I'm on the course of fixing up the source so instead of using L# tokens (which iirc won't work in apps because of SMC) to an external appvar named TEMP or something. nvm

Also, made another level in math today.  This one is more puzzle-oriented than difficulty-oriented, but there are some harder parts, esp. near the end.
Title: Re: Tio
Post by: squidgetx on March 29, 2011, 07:35:19 pm
what, you can use L1-L6 in apps lol

looks nice :P
Title: Re: Tio
Post by: Darl181 on March 29, 2011, 07:37:22 pm
what, you can use L1-L6 in apps lol
Really, I thought those were SMC or something, I heard somewhere that apps couldn't use them.
Though they are just pointers to a spot in memory...it makes sense.

Just saved me a lot of work there, thanks ;D
Title: Re: Tio
Post by: leafy on March 29, 2011, 07:58:15 pm
That level looks fantabulous and that greyscale looks pretty perfect!
Title: Re: Tio
Post by: squidgetx on March 29, 2011, 07:59:58 pm
It would only be SMC if you were referencing a pointer to within the program. Like...
Code: [Select]
Zeros(100)->W
.....
1->{W}
...
Title: Re: Tio
Post by: Darl181 on March 29, 2011, 08:40:57 pm
That level looks fantabulous and that greyscale looks pretty perfect!
Thanks!
If only on hardware it looked like wabbitemu...

It would only be SMC if you were referencing a pointer to within the program. Like...
Code: [Select]
Zeros(100)->W
.....
1->{W}
...
Good to know, thanks
Title: Re: Tio
Post by: Darl181 on March 30, 2011, 06:33:05 pm
I'm just about done with levelsets...just need to debug stuff and add a menu to the editor.
So, next release, expect a levelset of all the levels in this thread. ;D
Levels so far:
Ashbad's (http://ourl.ca/8025/172945) he removed it, apparently
Leafiness0's (http://ourl.ca/8025/174481)
Released with V8 (http://ourl.ca/8025/186542)
Released with V9 (http://ourl.ca/8025/188395)
A harder one (http://ourl.ca/8025/188805)
A sort of puzzle-based one (http://ourl.ca/8025/191534)
There's still room for more ;)

Also, should levels be password protected?  See the poll again :P
Title: Re: Tio
Post by: Darl181 on April 02, 2011, 02:23:02 am
Ok, I'm working on a subroutine/routine that goes in the level editor.  I have yet to test it, and I'm pretty sure it's horribly buggy :P
So, I'll just ask in advance--what's wrong with this code?

r6 is the pointer returned directly from GetCalc.  What happens is GetCalc([stuff])→P→r6 and the value of P is shifted level slot by level slot to point to a different level.
r1 is determined just before the routine is called.
EDIT: see later post

Code: [Select]
:..
:{r6-2}r→Q
:.so Q is the size
:!If r1-1
:.INSERT
:.inserts level at current point, moving the rest of the levels forward a level slot (384 bytes)
:GetCalc(Str0T,Q)→B
:GetCalc(Str0L)→C
:copy(C,B,Q)
:GetCalc(Str0L,Q+384)→C
:copy(B,C,Q)
:31337→{Q+384→Q+C+1}r
:End
:!If r1-2
:.DELETE
:.deletes currently selected level, brings back levels afterwards one level slot
:Q-384→Q
:GetCalc(Str0T,Q)→B
:GetCalc(Str0L)→C
:copy(C,B,Q)
:GetCalc(Str0L,Q)→C
:copy(B,C,Q)
:31337→{Q+r6}r
:End
Title: Re: Tio
Post by: leafy on April 02, 2011, 03:55:06 pm
Hm I was thinking instead of dividing the velocity in order to get longer jump time like you do, divide the position instead to get smoother motion and such.
Title: Re: Tio
Post by: Darl181 on April 04, 2011, 08:04:14 pm
That would be a lot of trouble to go about...a ton of the engine is based on the velocity and the counter which controls the gravity.
I may go for a smoother physics system at some point, but in the meantime I'm concentrating on tiles and sets :P
It's an idea, tho...
Title: Re: Tio
Post by: leafy on April 04, 2011, 10:27:36 pm
Hm. If you send me your code I might be able to help you. I don't think it's that big a problem and I could also improve your platform detection while I'm at it - it's still a bit glitchy.
Title: Re: Tio
Post by: Darl181 on April 04, 2011, 10:47:37 pm
After thinking about it I know what I'm going to do for the gravity, I can just inflate the y-velocity by 2 or 4 and change the math accordingly.  Gives me more freedom with the animated sprites too  The physics don't really have to be uber-precise anyway...

As for the glitchiness, you mean how you could kind up jump up from the side of the block?  I have that figured out, just need to switch the positions of the horizontal-checking code and the ground-detecting code.

Thanks anyway, but I think I have this figured out (at least for now) ;)
Title: Re: Tio
Post by: leafy on April 05, 2011, 12:45:06 am
Alright awesome :) I really like this project, it's one of the most open-ended platformers I've seen yet.
Title: Re: Tio
Post by: Darl181 on April 13, 2011, 08:32:12 pm
This code is giving me problems to the extreme...
I tried it and after it instantly crashed the RAM I thought it might be more prudent to get some proofreading in :P

I made a typewith.me of the code.
So, thanks in advance, and http://typewith.me/QAp3pI4Cj8 ;D

EDIT SOMETHING LIKE 5 MONTHS LATER: as you can prolly tell this isn't code anymore, but re-used for a school project
Title: Re: Tio
Post by: Munchor on April 14, 2011, 06:07:05 am
This code is giving me problems to the extreme...
I tried it and after it instantly crashed the RAM I thought it might be more prudent to get some proofreading in :P

I made a typewith.me of the code.
So, thanks in advance, and http://typewith.me/QAp3pI4Cj8 ;D

I checked the typewithme :P

What I have to say is yes! Password levels, I always love them.
Title: Re: Tio
Post by: Darl181 on April 14, 2011, 12:21:52 pm
Tried it last night.  I only tested moving around the pointer to change the level, and something activated the level creating/deleting code, which by the way made a 31K appvar that, upon recall to TIOS, caused the BLOD and a RAM clear.  So yeah, I think I'm going to need some help with this :P

In other news, got level switching working in the game, no BLODs or whatever, fortunately.

EDIT: the typewith.me went down, so up went an etherpad.  http://etherpad.mozilla.org:9000/3DGcJ1sDcZ
EDIT2: easy to remember url. kompisen.se/tio (http://kompisen.se/tio)  (also in my sig as the link "Tio dev")
Title: Re: Tio
Post by: Munchor on April 14, 2011, 03:17:07 pm
Tried it last night.  I only tested moving around the pointer to change the level, and something activated the level creating/deleting code, which by the way made a 31K appvar that, upon recall to TIOS, caused the BLOD and a RAM clear.  So yeah, I think I'm going to need some help with this :P

In other news, got level switching working in the game, no BLODs or whatever, fortunately.

EDIT: the typewith.me went down, so up went an etherpad.  http://etherpad.mozilla.org:9000/3DGcJ1sDcZ

If you need any help just post it :D
Title: Re: Tio
Post by: Darl181 on April 14, 2011, 07:14:28 pm
Yeah, I'm going to need some help with this...
Did anyone else (that's still active in calcs that is :P) get this concept to work?  I've looked around and as of yet I'm not really seeing anything...
Title: Re: Tio
Post by: Munchor on April 17, 2011, 01:39:53 pm
Yeah, I'm going to need some help with this...
Did anyone else (that's still active in calcs that is :P) get this concept to work?  I've looked around and as of yet I'm not really seeing anything...

I'd recommend you to create a topic here (http://www.omnimaga.org/index.php?board=162.0). Or maybe in the Q&A topic.
Title: Re: Tio
Post by: DJ Omnimaga on April 27, 2011, 10:24:18 pm
Progress is being made, I'm almost done with levelsets.  I'm also considering putting in switch type 2/door type 2, which work indepentently from the current ones but the same way.  Levelsets get priority, tho.

And in response to the poll, I'm on the course of fixing up the source so instead of using L# tokens (which iirc won't work in apps because of SMC) to an external appvar named TEMP or something. nvm

Also, made another level in math today.  This one is more puzzle-oriented than difficulty-oriented, but there are some harder parts, esp. near the end.
(http://www.omnimaga.org/index.php?action=dlattach;topic=5428.0;attach=6927;image)
I'm glad this is still being worked on. Looks awesome by the way. I hope you can sort your Axe issues soon. Ask in the Axe section if you need any help and I'm sure people will be glad to help.
Title: Re: Tio
Post by: ralphdspam on April 28, 2011, 12:00:46 am
Wow!  Looks awesome.  :D
I really like the flames in the beginning!
Title: Re: Tio
Post by: Darl181 on April 28, 2011, 12:11:02 am
I hope to get this really going again, lately my productivity's kind of died (curse you ti-boy :P)
I'll post the question in the axe forum when I get the times, later tonight or sometime tomorrow. I sense this might take some time to get working, so to just push something out what will probably be in the next release are some new tiles, like a second set of switches or something.

And thanks about the menu ;D
Title: Re: Tio
Post by: Spyro543 on April 28, 2011, 06:41:04 am
I like those little arcade games you made near the beginning of the thread. Those look fun!
Title: Re: Tio
Post by: Darl181 on April 29, 2011, 12:43:33 am
Ok, so apparently all this time while I'm struggling with this routine the memkit axiom's just been sitting there, waiting to be used.../me feels really "SMRT" right now :P

Using memkit it should be about 9001 times easier and more stable, so update soon...

I like those little arcade games you made near the beginning of the thread. Those look fun!
Thanks!  I actually need to buckle down and get some readmes written for them so i could put them on ticalc...
Title: Re: Tio
Post by: Darl181 on May 01, 2011, 09:28:51 pm
Got level creating to work, idk what was going on but whenever a level was made from "select" in the main menu (in the editor) it would make an unwelcome ~31kb u var (from the app overflowing or something).
It's a long way from fool-proof, atm it's possible to accidentally delete 384-byte chunks out of the RAM despite protections set in place--so I need to take a better look at those.  Also decieving protections it scrolls back into the RAM if you tell it to go back, instead of stopping at the start of the set.

A question about how memkit works.  After New( and/or Delete( , where does the pointer end up?

EDIT: question answered on IRC, it stays in the same place.  Thanks runer ;D
Title: Re: Tio
Post by: Darl181 on May 02, 2011, 02:10:25 am
Ok, I'm confused...I have the same code for level switching protection so the pointer doesn't leave the var...
Code: [Select]
If [going back one slot]
If P-r6
P-384→P
End
End
If [going forward]
If {P+383}r-31337
P+384→P
End
End
The editor won't go past the end, but will go before the start of the var.
The game, on the other hand, will not go before the var starts, but freely goes past the end.
Title: Re: Tio
Post by: Quigibo on May 02, 2011, 02:40:47 am
I guess the question for going back is, what is r6?  You can put a ClrHome:Disp P>Dec,i,r6>Dec:getkeyr inside to help you debug what the problem could be.  Same with {P+383}r.
Title: Re: Tio
Post by: Darl181 on May 02, 2011, 02:41:32 am
Getcalc([stuff])→r6→P and P is manipulated to point to different parts of the levelset.
Title: Re: Tio
Post by: Quigibo on May 02, 2011, 02:48:00 am
That code looks like it should work.  But since its not, there is some problem and you need to do a little debugging to figure out what it is.  Some possibilities: r6 got modified somewhere else, maybe as a 6th argument?  P at some point incremented or decremented by a number that was not a multiple of 383?  P got set somewhere else unintentionally?  You could figure these out by textual runtime debugging like I suggested, that's my primary way of fixing bugs in Axe at least.
Title: Re: Tio
Post by: Darl181 on May 02, 2011, 03:05:43 am
Thanks, I'll try that.

EDIT: getkeyr? I'm guessing that waits. using axe 0.5.0 atm, so yeah :/
Title: Re: Tio
Post by: Darl181 on May 02, 2011, 10:34:20 am
Got it figured out to the point that it works, except in the level design somehow a byte slipped between the level and the 31337 placed at the end (atm it's 384 bytes for level, 1 or 2 bytes empty and then the 31337), so that's causing a host of problems in regards to level switching in the editor, and possibly the game as well.
For the record the number 31337 placed at the very end of the appvar tells the program where the set ends so it doesn't do on, and suddenly you're playing in the VAT.

And I have lost something like three times in the past two days while typing out these posts...
Title: Re: Tio
Post by: Darl181 on May 02, 2011, 10:46:33 pm
I've run into a few problems, nothing major.
The way the New( works somehow made the levels form backwards, the last level being first and the first being last.  This is hopefully fixed with a pointer move.
Also, i changed 31337 to 181 so the levelsets could be one byte smaller :P
Still have to finish fixing the problem from before, but progress is being made.

Soon.
Title: Re: Tio
Post by: Darl181 on May 06, 2011, 07:38:10 pm
Still having problems with inserting...fsr it makes a new "181" after each level, making it so the game and editor thinks it's reached the end of the level.  Also there still seems to be empty bytes :P

I'm wondering, which commands count from zero and which don't.  The tokens in question are Copy( and the memkit tokens New( and Delete( .  I'm pretty sure they all count from zero, I'm just asking here to make sure ;)
Title: Re: Tio
Post by: Munchor on May 08, 2011, 08:30:37 am
O.O Quadruple Post. Darl181, I'm very sorry you're running into so many issues, I hope you can solve them.
Title: Re: Tio
Post by: DJ Omnimaga on June 06, 2011, 05:39:43 pm
Have you ever got those issues worked out by the way? Also sorry for not checking often, I was kinda sidetracked by other stuff.
Title: Re: Tio
Post by: Darl181 on June 06, 2011, 06:40:31 pm
I have these worked out for the most part, it was just fool-proofing...and a bit of debugging :P
This is kind of on hold for the contest, but it's still alive ;D
Title: Re: Tio
Post by: Spyro543 on June 06, 2011, 06:46:16 pm
Yay! Hopefully I can navigate the labyrinth of TI's education site and get an 84+ keypad "for free" for my Nspire so I can play your arcade-style games and Tio!
Title: Re: Tio
Post by: DJ Omnimaga on June 06, 2011, 08:13:46 pm
Cool to hear :D
Title: Re: Darl181's Projects
Post by: Darl181 on June 30, 2011, 10:29:34 pm
Imma just leave this here.
I'm not sure if I should release it just yet, b/c I plan (actually, I'm working on) putting the explosion effect into DS.

Anyway, this game is called Recon.
Spoiler For recon=?? :
RECON - Reconnaissance (literately French "recognition" • from Middle French reconoissance; Old French reconoistre; "-to recognize"), is a military term denoting a preliminary survey; especially: an exploratory military survey (also scouting) conducted to gain, or collect information.
                -Google dictionary
The object is to cover, or "chart", the most area possible.  Unfortunately the player can only travel on the light-colored "plains" and not the dark-colored...um..."hills."
Fortunately you somehow lug around an infinite supply of explosives (Nethams?...idk) with you...which in turn can blow up the hills and make them plains.  Isn't that handy.

(http://darl181.webuda.com/screenies/ReconPlayingNormally.gif)

One can see how some people would play the game...
(http://darl181.webuda.com/screenies/ReconBoomBoomBoom.gif)
...but as you can see running around like that gives you a high score something like -1000 in the end.  Maybe one could aim for -1337 :P

So yeah, expect some effects like that and a game like this released around the end of the contest ;D
(btw I coded the majority of this engine in one night, still working hard on DS most of the time ;) )

Also, I'm not sure If I'm going to continue Tio, I might stay with DS which seems a lot more promising..and is pretty much Tio with realistic gravity and on steroids anyway...

2nd to make thing go boom, Alpha align to grid so 2nd works,  Mode to finish, Clear to quit
Title: Re: Darl181's Projects
Post by: Spyro543 on July 01, 2011, 09:37:37 am
Darl, I have horrible news. Remember how I was making a pack of your arcade-style games? Dad got a new computer and every thing was copied over EXCEPT for the DarlPack file...
:banghead: :banghead: :banghead: :mad: :mad: :mad:
Title: Re: Darl181's Projects
Post by: Darl181 on July 01, 2011, 01:18:42 pm
x.x
Is the old computer still around or did he recycle it or something?
Title: Re: Darl181's Projects
Post by: Spyro543 on July 01, 2011, 01:20:25 pm
x.x
Is the old computer still around or did he recycle it or something?

It's at the computer shop, he traded it in for a new one X_X
Title: Re: YAMGT
Post by: Darl181 on July 19, 2011, 01:23:48 pm
Apparently I've had this on my msd8x drive since 1/1/01 for a few months now...about the same time as spacerun and such.
Going with the super-creative titles, "DotRun" and a newer variant: "DotRun2".

Basically you try to get to a spot as 10 other dots are trying to do so as well.  All those random circles (the static ones at least) are the places there's an AI dot headed.  You go for the square.  Get hit by another dot and you lose.  Sit still for too long and get rushed by all the dots at once for some reason.

The newer variant is basically the same thing, but with Tag (http://ourl.ca/8339/154131)-esque physics.  (No, not leafiness' Tag)  Pretty much everything else is the same.

EDIT: btw "YAMGT" stands for "Yet Another MiniGames Thread"

EDIT2: I plan on adding a sort of scoring thing, kind of like the recon one.  Prolly some sort of thing where the more times you reach the target in a shorter amount of time, the score is higher.

Title: Re: YAMGT
Post by: leafy on July 20, 2011, 01:09:41 pm
Hm. Interesting yet simple! Fantastic.
Title: Re: YAMGT
Post by: Munchor on July 24, 2011, 10:19:49 am
Darl181, I'm really confused with this topic. Can't you just have a topic for each project? It's hard to keep up this way :S
Title: Re: YAMGT
Post by: Darl181 on July 24, 2011, 11:14:16 pm
Idk, at one point I figured rather than make a new thread for every mini-game (pretty much all I was making for a while) I'd just combine them into one big thread.  After a while I just got used to it and put pretty much everything in one thread, tho i've started separating (ie ds in its own topic) :P

Another idea I've been playing around with--physics platformer SHUMP.  Can't say I've seen many of those, and I could imagine it being interesting to make...
Probably not different levels or a released editor, just one giant map with something endurance challenge-style or something.  Maybe a sword or dagger as a backup weapon when you run out of ammo and need to get to the pickup ;D
Title: Re: YAMGT
Post by: DJ Omnimaga on September 04, 2011, 11:11:46 pm
By the way are THE World hardest GAME and Tio still alive?
Title: Re: YAMGT
Post by: leafy on September 04, 2011, 11:12:28 pm
Idk, at one point I figured rather than make a new thread for every mini-game (pretty much all I was making for a while) I'd just combine them into one big thread.  After a while I just got used to it and put pretty much everything in one thread, tho i've started separating (ie ds in its own topic) :P

Another idea I've been playing around with--physics platformer SHUMP.  Can't say I've seen many of those, and I could imagine it being interesting to make...
Probably not different levels or a released editor, just one giant map with something endurance challenge-style or something.  Maybe a sword or dagger as a backup weapon when you run out of ammo and need to get to the pickup ;D

Dang I was thinking of making something just like this. Sort of like assassin's creed 2: discovery.
Title: Re: YAMGT
Post by: Darl181 on September 04, 2011, 11:17:07 pm
I've thought of picking up twhg here and there.. If not for axe (which it prolly would be) then maybe for the Prizm once I learn the language ;D
As for Tio idk, I started running into blocks with it and soon after that the contest started...


What's been giving me the most trouble with gSHUMP (the g was random, more creative title pending? :P) is getting the bullets to work.  Tho I've been going through deep thought's shump totorial, and I think I'm pretty close to getting it...
Title: Re: YAMGT
Post by: DJ Omnimaga on September 04, 2011, 11:17:58 pm
You should maybe ask in the Axe forum. I'm sure some people will be willing to help there. I hope you don't discontinue them. Also what is gSHUMP? ???

EDIT Nvm it's in the post above lol.
Title: Re: YAMGT
Post by: Deep Toaster on September 04, 2011, 11:19:19 pm
*SHMUPs?
Title: Re: YAMGT
Post by: DJ Omnimaga on September 04, 2011, 11:20:03 pm
Super Hyper Mega Ultra Porn? O.O
Title: Re: YAMGT
Post by: Darl181 on September 04, 2011, 11:21:22 pm
Um...sure.  Why not. :P

>.>

/me makes mental note to come up with different title asap

Edit.
It's either g..thingy or nyancalc coming, but over the summer I've gotten kind of out of touch with cross-country trips and weddings etc going on so I'd have to get my feet wet first before going into smoothscrolling :\
Title: Re: YAMGT
Post by: DJ Omnimaga on September 04, 2011, 11:28:56 pm
Ah ok. I hope you don't stop programming D:

Also Nyancalc seems nice. is it a port of Levak's Lua game?
Title: Re: YAMGT
Post by: Darl181 on September 04, 2011, 11:31:35 pm
Nah, I'm still programming.  Just getting re-used to it :P

Nyancalc would be a port of this:
http://www.mylostgames.com/play/nyan_cat_lost_in_space


EDIT: So I've found the source files to Gthing.  One would think they made a conscious effort to spread as far and wide as possible, in random spots on the msd8x drive..
Anyway I'm re-doing the notes for this, iirc i did them on the airplane to illinois/from illinois/to again/back again but idk what nb it's in.  Not in the normal one.  Anyway progress is being made.
Sometime soon.. tho I know I've been saying that all summer :P but this time I'm in school :)
Title: Re: YAMGT
Post by: Darl181 on September 13, 2011, 08:28:03 pm
Blomp.  First post now has index of the stuff throughout the thread.

EDIT:
Quote
Topic: YAMGT  (Read 11111 times)
^_^
Title: Re: YAMGT
Post by: Darl181 on November 10, 2011, 06:43:54 pm
Remember Duel (http://ourl.ca/8025/167790)?
I just did a sort of re-write to play around with the auto-aiming (planning on adding something similar to Essence, maybe a weapon mod you find or something), and it got kind of carried away :P  Figured I might as well post it...
It's not bug free, but the bugs are pretty much just related to aesthetic stuff so yeah.
Arrows to move, 2nd to fire.  (Note that at the end you need to press CLEAR to quit, it won't quit automatically.)
Title: Re: YAMGT
Post by: TIfanx1999 on November 11, 2011, 08:46:32 am
Suddenly.. Bullets everywhere! Thousands of them! O.O Looks sweet! ^^
Title: Re: YAMGT
Post by: Scipi on November 11, 2011, 09:48:31 am
It'd be cool if the bullets hit each other and deflected each other sort've like in Devil May Cry XD
Title: Re: YAMGT
Post by: Darl181 on November 11, 2011, 11:07:57 am
It'd be cool if the bullets hit each other and deflected each other sort've like in Devil May Cry XD
I played around with that a bit while making Maxwell's Demon, it's quite the slowdown x.x
Title: Re: YAMGT
Post by: Darl181 on February 13, 2012, 06:47:59 pm
So I'm trying to make a sort of homing missile thingy to eventually use in Essence and maybe SCB, but evidently I'm doing something wrong :P
Prolly because I'm using routines which I don't really understand how they work or how I threw together the majority of the program at 1AM, but oh well.

Originally it was made so you control the weird missile-like thingy, but I added/took out stuff so it's full of comments XD

Spoiler For The Game:
Quote from: Axe
.HOMING MISSLETEST
[7C82828282827C00]→Pic1
[F8888888F8000000]→Pic2
[E0E0E00000000000]→Pic3
0→V→theta
256→Z
10240→X→Y→N→O
Repeat getKey(15)
getKey(3)-getKey(2)*128+N→N
getKey(1)-getKey(4)*128+O→O
N>>24320?N-24576→N
N<<~256?N+24576→N
O>>16128?O-16384→O
O<<~256?O+16384→O
Pt-On(N/256-1,O/256-1,Pic3)
...
.getKey(4)-getKey(1)*3+Z->Z
Z>>0?Z--
Z<<0?Z++
Z>>256?256->Z
Z<<~256?256->Z
...

.getKey(3)-getKey(2)*2+V->V
...
V>>0?V--
V<<0?V++
V>>64?V--
V<<~64?V++
V//16+theta->theta
...

.theta>255?theta^256->theta
cos(theta)*2→A**Z→S+X→X
A**~2048→A
sin(theta)*2→B**Z→T+Y→Y
B**~2048→B
...
X/256+16->I
Y/256+16->J
N/256+16->K
O/256+16->L
...


.TURN TOWARD THING
(X-N*^S-(Y-O*^T)>>0)*~2+theta→theta
(X-N*^S-(Y-O*^T)<<0)*2+theta→theta
...
XY PROJECTILE
ST PROJ VELOCITY
NO TARGET
...

Line(X/256,Y/256,A+X/256,B+Y/256)
.26624 18432
X<<~1024?X+26368→X
X>>25344?X-26368→X
Y<<~1024?Y+18176→Y
Y>>17152?Y-18176→Y
Pt-On(X/256-3,Y/256-3,Pic1)
Pt-On(~4*S+X/256-2,~4*T+Y/256-2,Pic2)
Pt-On(~8*S+X/256-1,~8*T+Y/256-1,Pic3)
If getKey(56)
ClrHome
Disp "X ",X/256>Dec," Y ",Y/256>Dec,i,"S ",S>Dec," T ",T>Dec,i,"Z ",Z>Dec," theta ",theta>Dec,i,"N ",N/256>Dec," O ",O/256>Dec
While getKey(56)
Pause 10
End
End
DispGraphClrDraw
End

Generated by the BBify'r (http://clrhome.org/resources/bbify/ (http://clrhome.org/resources/bbify/))
Title: Re: YAMGT
Post by: Builderboy on February 13, 2012, 07:16:29 pm
Whoops, caught a couple errors with the code I gave you.  First off, I switched the velocity vectors, so T and S should be switched.  Secondly, I mixed up ** and *^, and forgot that *^ was unsigned, so change the *^'s to **'s.  This all applies to the 'Turn Towards Thing' code.  I tried these changes on the calc and they worked beautifully :)
Title: Re: YAMGT
Post by: Darl181 on February 14, 2012, 01:08:14 am
Indeed it is working now :D

Now I'm trying to figure out some optimized way to have it bounce off of the sides...in the past I just multiplied it by -1 but angles get weird :P

See if I have the concept right:

.angle of 0 is going straight right
.angle of 64 is going straight up
.256 degrees or whatever the term is in programming
.Θ is a theta, the angle

X>>[right side of screen]?-Θ→Θ
X<<[left side]?Θ-128*-1+128→Θ
Y>>[bottom]?Θ-64*-1+64→Θ
Y<<[top]?Θ+64*-1-64→Θ


Basically what I'm trying to do is modify the angle so I can multiply it by -1 without messing it up, then change it back.
Title: Re: YAMGT
Post by: Builderboy on February 14, 2012, 01:24:29 am
I think you can just do this:

Code: [Select]
X>>[Right] ?64-Θ→Θ
X<<[Left]  ?64-Θ→Θ
Y>>[bottom]?-Θ→Θ
Y<<[top]   ?-Θ→Θ

Which can be optimized since both the right/left and bottom/top results are the same.
Title: Re: YAMGT
Post by: DJ Omnimaga on February 14, 2012, 01:45:06 am
Looks very nice Darl (in response to last page's screenshot). Sorry I haven't gotten much time to check this thread yet. :P
Title: Re: YAMGT
Post by: Darl181 on February 14, 2012, 01:54:18 am
Thanks :)

For those helping to debug, attached program that spawned the program above.  You control the big circle thing.  Pressing Del brings up debug info:
X/Y deflated
S/T velocities based off of angle
Z forward/backward force
Θ angle, modded to keep under 256
N/O related to drawing of the line, not really important
Spoiler For code:
Quote from: Axe
.AMOVETST THE GAME
[7C82828282827C00]→Pic1
[F8888888F8000000]→Pic2
[E0E0E00000000000]→Pic3
0→Z→theta→V
10240→X→Y
Repeat getKey(15)
getKey(4)-getKey(1)*3+Z→Z
Z>>0?Z--
Z<<0?Z++
...
*
Z>>256?256->Z
Z<<~256?256->Z
*
...

getKey(3)-getKey(2)*2+theta→theta
...
*
getKey(3)-getKey(2)*2+V->V
V>>0?V--
V<<0?V++
V>>64?V--
V<<~64?V++
V//16+theta->theta
*
...

theta>255?theta^256→theta
cos(theta)*2→N**Z→S+X→X
N**~2048→N
sin(theta)*2→O**Z→T+Y→Y
O**~2048→O
Line(X/256,Y/256,N+X/256,O+Y/256)
...
*
26624
18432
*
...

X→I
Y→J
If X<<~1024 or (X>>25344)
64-theta→theta
I→X
J→Y
End
.X+26368->X
.X>>25344?theta-128*~1+128->theta
.X-26368->X
If Y<<~1024 or (Y>>17152)
~theta→theta
I→X
J→Y
End
.Y+18176->Y
.Y>>17152?theta-64*~1+64->theta
.Y-18176->Y
theta>255?theta^256→theta
Pt-On(X/256-3,Y/256-3,Pic1)
Pt-On(~4*S+X/256-2,~4*T+Y/256-2,Pic2)
Pt-On(~8*S+X/256-1,~8*T+Y/256-1,Pic3)
If getKey(56)
ClrHome
Disp "X ",X/256>Dec," Y ",Y/256>Dec,i,"S ",S>Dec," T ",T>Dec,i,"Z ",Z>Dec," theta ",theta>Dec,i,"N ",N>Dec," O ",O>Dec
While getKey(56)
Pause 10
End
End
DispGraphClrDraw
End

Generated by the BBify'r (http://clrhome.org/resources/bbify/ (http://clrhome.org/resources/bbify/))

Edit: stupid mistake relating to backing up the vars, move X→I and Y→J to before the theta>255?theta^256→theta line

Edit2: problem solved, you change If X<<~1024 or (X>>25344) : 64-theta→theta to If X<<~1024 or (X>>25344) : 128-theta→theta (thanks builder ;D)
Title: Re: YAMGT
Post by: hellninjas on February 15, 2012, 03:40:46 pm
Pretty addicting!
Title: Re: YAMGT
Post by: DJ Omnimaga on February 15, 2012, 03:44:25 pm
Cool, gonna test when I have time :)
Title: Re: YAMGT
Post by: Darl181 on May 16, 2012, 03:41:01 pm
I've been messing with Maxwell a bit, there's some graphic improvements as well as optimizations :)
It has a lot more than it used to, and it's about 900 bytes smaller.

See the screenies for stuff, also
Spoiler For readme:
Maxwell's Demon v1.2
By Darl181


:.TECHNICAL STUFF

This game is made for the 83-plus series (83+, 83+silver, 84+, 84+silver, Nspire 84+

emulator) using the Axe Parser programming language.
For help on sending this to the calculator, see ticalc.org's help page at:

http://www.ticalc.org/basics/linking

To run this game, you'll need aroud 7700 bytes of ram free, or have the program in the ram.
The first time it's run, it creates an appvar to store the options in. It only takes up

about 20 bytes, which there is normally room for, but if something goes wrong check your

memory just in case ;)


:.OBJECTIVE

Using the hole in the wall(s), sort the different colors of balls from each other.
Match the colors on the balls to those on the outside wall.


:.CONTROLS

Menu:
[Up] [Down] Move selector
[2nd] [Enter] [Right] Confirm/navigate forward
[ALPHA] [CLEAR] [Left] Go back

In-Game:
.2-type
[Up] [Down] Move hole in wall up/down

.3-type
[Up] [Down] Move hole in RIGHT wall up/down
[2ND] [ALPHA] Move hole in LEFT wall up/down

.4-type
[Up] [Down] Move hole in VERTICAL wall up/down
[Left] [Right] Move hole in HORIZONTAL wall left/right

.All
[X,T,theta,n] Pause (useful for telling colors apart)
[CLEAR] Quit to main menu

.From Pause
[X,T,theta,n] Resume
[CLEAR] Quit program


:.EXPLANATION OF OPTIONS

.Speed
Select the speed.  Full mode will only show up on 15mhz calcs.

.Init # of balls
The number of balls that are put on the field on game start.

.# more per game
Each "Play again", this number of  balls is added.

.Types of balls
2-type (black/white)
3-type (black, white and gray)
4-type (black, white, light gray and dark gray

.Hole width
Select how large the hole in the wall(s) (that you move around) is.

.Set defaults
Sets...
Speed: Normal
Init #: 4
More per game: 2
Types of balls: 2
Hole width: 15 pixels


:.DISCLAIMERS
The seconds counter is not exact, but it should be somewhat close to the correct time.
This is not based off of the thought expirement--rather, it's named Maxwell's Demon because

of similarities.


:.ZIP CONTENTS

All compiled programs are largely the same except for the program icon:
MAXWELL_noshell.8xp No shell needed, can be run using Asm( at the homescreen
MAXWELL_ion.8xp   For Ion (compatible with all major shells)
MAXWELL_mirage.8xp  For MirageOS (has 15*15 icon)
MAXWELL_dcs.8xp   For DCS (has 16*16 icon)
SMAXWELL.8xp Axe source.  Feel free to read through/learn/etc, but please give some sort of

credit if you copy large parts out of it ;)


:.VERSION HISTORY

1.0 Jan 29,2011
Made with Axe Parser 0.4.8
Original Release

1.1 Feb 21,2012
Made with Axe 1.1.2
Optimized ~1k from file size
Runs faster
Some aesthetic changes

1.2 May 16, 1012
Optimized more, smaller and faster
"Paused" indicator
"Success" pop-up
Seconds Counter


:.CONTACT INFO

Find me on Omnimaga.org, or email at:
[email protected]
I may or may not add/remove stuff from the readme, idk at this point...

Anyway, stuff.
Source is in the zip, also the Piratepad (http://piratepad.net/Maxwell) as usual.
Ion version attached outside of zip.

Still need to add/change a few things before updating the program on ticalc, like having the options var thing archived and/or angle-based direction.
Title: Re: YAMGT
Post by: hellninjas on May 16, 2012, 03:42:33 pm
This looks amazing o.o
I im definently getting this :D
Title: Re: YAMGT
Post by: DJ Omnimaga on March 02, 2013, 11:51:24 pm
Congrats on the ticalc.org feature for Maxwell Darl! :D
Title: Re: YAMGT
Post by: Darl181 on March 03, 2013, 12:40:21 am
Awesome \o/

Now to figure out what's wrong with the 4-level controls :P

E: mixed up left/right with 2nd/mode somehow lol
Title: Re: YAMGT
Post by: Sorunome on March 03, 2013, 05:08:08 pm
Wow, congrats for getting featured! :D
Title: Re: YAMGT
Post by: Dapianokid on March 28, 2013, 09:25:16 pm
Can you suggest a solution? I play the game on normal or fast and the difference between the colors on 4 level grey is negligible. I can't tell which is which!
Title: Re: YAMGT
Post by: Darl181 on March 28, 2013, 10:36:19 pm
[X,T,theta,n] pauses the game, use it whenever you want to tell the colors apart more easily ;)
Title: Re: YAMGT
Post by: Darl181 on May 03, 2013, 05:20:03 am
Random Axpirin update because why not.
Gonna let this sit here for a bit before putting it on ticalc in case there's any dumb bugs etc.
Spoiler For Readme:
Axpirin v1.1
By Darl181


:.TECHNICAL STUFF

This game is made for the 83-plus series (83+, 83+silver, 84+, 84+silver, Nspire 84+ emulator) using the Axe Parser programming language.
For help on sending this to the calculator, see ticalc.org's help page at:

http://www.ticalc.org/basics/linking

To run this game, you'll need around 6200 bytes of ram free, or have the program in the ram.
The first time it's run, it creates an appvar to store the options and score in. It only takes up about 20 bytes, which there is normally room for, but if something goes wrong check your memory just in case ;)


:.ABOUT

Axpirin is a very loose port of the computer game Aspirin. The goal is somewhat the same.
The gameplay, however, is very different. Instead of being a dot that avoids lines that bounce in specific directions..
You're a square that's trying to avoid dots which bounce all over the place. While chasing after one of them.
By default, it runs a bit slower than the original Aspirin. Is it too hard? Or maybe too easy? Look around the options menu.
If you're looking for something more like the original, personally I suggest this: http://www.ticalc.org/archives/files/fileinfo/365/36542.html


:.OBJECTIVE

You are the square. Get the shaded dot. Avoid the unshaded dots. When you pick up a shaded dot, it turns unshaded and a new shaded dot appears.


:.PROTIPS

If you're in a fix, press [2ND] to go to your warp point. You can put this point anywhere on the screen using [ALPHA].
Also, after you pick up a shaded dot you're invincible for a short time. The edges of the screen show about how much time is left. Use it well.


:.CONTROLS

.Menu
[Up] [Down] Move selector
[2nd] [Enter] [Right] Confirm/navigate forward
[ALPHA] [CLEAR] [Left] Go back/quit game

.Game
Arrow keys Move around
[ALPHA] Set warp/save point (in center of screen by default)
[2ND] Warp to warp point
[MODE] Pause
[CLEAR] Quit to menu


:.EXPLANATION OF OPTIONS

.Speed
Select the speed.  Full mode will only show up on 15mhz calcs.

.Init # of dots
The number of dots that are put on the field on game start.

.# added on win
Each time you pick up a shaded dot, this number of dots is added.

.Speed factor
Tweaks the dots' maximum speed. For comparison, the player's top speed is 10.

.Set defaults
Speed: Normal
Init #: 4
# added on win: 1
Speed factor: 15


:.DISCLAIMERS

The score is simply how many dots are on the field at the end of the game. It doesn't take into account time taken, options etc..maybe eventually.
If you want to reset it after changing options around, it's at the bottom of the options menu.
(Note: personal best is something like 33 on default settings. Good luck.)
While it's true that this is basically nothing like Aspirin, that's what this project started as so the name kind of stuck.


:.ZIP CONTENTS

All compiled programs are essentially the same except for the program icon:

AXPIRIN_noshell.8xp  - No shell needed, can be run using Asm( at the homescreen
AXPIRIN_ion.8xp      - For Ion (compatible with all major shells)
AXPIRIN_mirage.8xp   - For MirageOS (has 15*15 icon)
AXPIRIN_dcs.8xp      - For DCS (has 16*16 icon)
SAXPIRIN.8xp - Axe source.  Feel free to read through/learn/etc, but please give some sort of credit if you copy large parts out of it ;)


:.VERSION HISTORY/CHANGELOG

1.0 Jan 21, 2011
Made with Axe Parser 0.4.8
Original Release

1.1 April 2011
Visible invincibility (screen inverts, border changes)
General improvements

1.1.1 May 3, 2013
Adapted to compile with Axe 1.2.1
Some optimizations

May or may not work on this program more, for a better pause screen, scoring system, etc.


:.CONTACT INFO

Find me on Omnimaga.org, or...yeah. You're already looking at omni.
Note that this part is different in the actual file.
Also note that this totally wasn't copied section-by-section from the Maxwell's Demon readme.
I might want to go over this again anyways, supposedly writing official-sounding stuff at 2am is a bad idea. lol.
Tlh'e gjaemue.
Zip file attached.

Edit: attached screenie of fast mode because again why not. Note that the full option is ~3x faster than this.
Also it's a ton harder to play in an emulator :|
Title: Axpirin
Post by: Darl181 on May 03, 2013, 11:47:52 pm
Axpirin

http://www.omnimaga.org/index.php?action=downloads;sa=view;down=849

Direct link (http://ourl.ca/a/5428/15112)

(this is the dl section auto-post thing. it links back here.)

Edit: ticalc.org link (http://www.ticalc.org/archives/files/fileinfo/453/45339.html)
Title: Re: YAMGT
Post by: Darl181 on May 13, 2013, 11:58:25 am
Did a bit of retrofitting on Recon (http://ourl.ca/5428/169961). Changes include the gray/white being flipped from the way they were before, inverted lines in the explosion and some half-complete "smart moving" because getting stuck on corners is/was such a huge problem.

Arrows - move around
2nd (while pushing squarely into a block) - Explode block
Alpha - Line up with block - useful for 2nd if you're having a hard time of it
Clear - Quit
Mode - End game and tally up score

Source and Ion exec attached.

Not quite finished - I plan on adding more stuff to put it on ticalc - so there might be another update to this sometime in the next week or so..

IRC people, this isn't the large project I've talked about a few times..that one's still in the works tho ;)