Author Topic: Tag  (Read 24153 times)

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Offline Freyaday

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Re: Tag
« Reply #105 on: July 17, 2011, 08:28:38 pm »
how about have the number keys also fire paint?
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Offline leafy

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Re: Tag
« Reply #106 on: July 17, 2011, 08:29:32 pm »
I could definetely try that. I'll see if I can set up an options panel in the menu screen.
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Offline Freyaday

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Re: Tag
« Reply #107 on: July 18, 2011, 07:10:51 pm »
I found a bug!
TAG doesn't delete the temporary appvar it creates once it finishes, instead leaving it in RAM
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Offline Darl181

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Re: Tag
« Reply #108 on: July 18, 2011, 07:12:07 pm »
I think it does that to save which level it's completed to.  I could be wrong tho.

Speaking of saving, after I beat the game and went to quit, it tried to save and crashed.
« Last Edit: July 20, 2011, 02:29:31 pm by Darl181 »
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Offline Freyaday

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Re: Tag
« Reply #109 on: July 18, 2011, 07:13:13 pm »
I think it does that to save which level it's completed to.  I could be wrong tho.

Speaking of saving, after I beat the game and went to suit, it tried to save and crashed.
Nope. I deleted it, and it still opened up at the level I was at.
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Offline leafy

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Re: Tag
« Reply #110 on: July 18, 2011, 07:42:53 pm »
Okay that 768 byte appvar was a mistake. I intended to use it to back up one of the buffers but never ended up using it. appvTAGTMP is useless.

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

I opted to put them separately in case you delete one, the other will be fine or the other way around, but that's not usually the case o3o
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Offline leafy

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Re: Tag
« Reply #111 on: July 20, 2011, 02:08:58 am »

Now in progress. Exciting stuff.
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Offline Freyaday

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Re: Tag
« Reply #112 on: July 20, 2011, 02:41:57 am »
whoo, badass menu is badass
In other news, Frey continues kicking unprecedented levels of ass.
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Offline leafy

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Re: Tag
« Reply #113 on: July 20, 2011, 04:02:30 pm »
For those people that absolutely can't wait for the next build to test their levels - there's hope!
If you open up TAGLEV, that's where all the data is stored. You can make your own maps by replacing the ones there.

But how, you ask?

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

Door and switch info:

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

E.g.,
[tilemapstuff
[00

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

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

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

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

The map info would look like this:

[tilemap->GDB1
[01
[070B0E025104

Simple enough. If you need sample maps, check TAGLEV, where the levels are stored. Good luck and happy mapping ^^
BTW, there is going to be a level editor.
« Last Edit: July 20, 2011, 04:04:15 pm by leafiness0 »
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Offline Munchor

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Re: Tag
« Reply #114 on: July 24, 2011, 10:19:09 am »
After finishing the game, I felt very happy, what a wonderful game leafiness0!

Offline runeazn

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Re: Tag
« Reply #115 on: August 17, 2011, 05:43:14 pm »
where is the fixed controls version?

btw als thsoe boxes get stuck between that bounce level when you need to go to a button to release the box,
if i release too soon it gets stuck?

Offline Darl181

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Re: Tag
« Reply #116 on: August 17, 2011, 05:45:04 pm »
There is only one released version, the one in the page before this one.

What exactly do you mean by "get stuck"?
« Last Edit: August 17, 2011, 05:45:31 pm by Darl181 »
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Offline runeazn

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Re: Tag
« Reply #117 on: August 17, 2011, 07:00:00 pm »
Ok so here's the compilation of bugs and future corrections. If anyone wants to add anything just add it to the typewithme: http://typewith.me/mqtWFOuVhD

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


and that bug still happens at mine..
« Last Edit: August 17, 2011, 07:00:52 pm by runeazn »

Offline Darl181

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Re: Tag
« Reply #118 on: August 17, 2011, 07:03:29 pm »
There isn't anything attached to it, it's more of a "to-do list" apparently (not that you can attach to a typewithme, only newer etherpads but still)

EDIT: unless there's a newer version attached somewhere, this is the only public one.
Also notice that post came around a month before the posted attachment, implying the bugfix is included.
« Last Edit: August 17, 2011, 07:08:02 pm by Darl181 »
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Offline Deep Toaster

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Re: Tag
« Reply #119 on: September 08, 2011, 10:48:24 pm »
Played it on a real calculator for the first time today, and I gotta say -- this is the single most epic game I've ever seen on a TI-83 Plus.