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TheStorm


Calc Guru


Joined: 17 Apr 2007
Posts: 1233

Posted: 19 Sep 2010 01:44:43 pm    Post subject:

Woo, progress!

Code:

Repeat 0
Input "PROGRESS=",X
If X>0
Disp "woot!"
End
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JoeYoung


Advanced Member


Joined: 15 Nov 2008
Posts: 316

Posted: 04 Nov 2010 01:21:28 pm    Post subject:

So hey! It's been a while since I checked up on this, how is progress so far?

I swear, this is the project I'm looking forward to most.
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 28 Nov 2010 01:32:52 am    Post subject:

There's been a little progress but due to a lot of nonsense at work, I had to push a few other projects ahead. I'm hoping to get more done on the last stage near the Christmas break (still have unused vacation days). I think the next thing I'll add is the cinematic code to create the opening sequence.
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 01 Dec 2010 08:04:33 pm    Post subject:

Well, this is a sneak preview at one of the final areas, where Edgar faces the final showdown (or is the final countdown?) Fans of the classics Joltima and Shadow of the Narkemen may feel at home with the decor of this indoor stage.

[attachment=3312:interior.gif]

To cut down on dev time, the main menu and most mini games are being trimmed of a few options--at least in the initial release. With 99% of the story written the last things to do are:


  • Fix the "delete bug"
  • Finish savegame support
  • Cinematics engine / cinematics
  • Boss Programming


[attachment=3313:menu.gif]
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hotdog1234


Advanced Member


Joined: 14 Aug 2009
Posts: 291

Posted: 15 Dec 2010 11:30:35 am    Post subject:

DigiTan wrote:

Well, this is a sneak preview at one of the final areas, where Edgar faces the final showdown (or is the final countdown?) Fans of the classics Joltima and Shadow of the Narkemen may feel at home with the decor of this indoor stage.

[attachment=3312:interior.gif]

To cut down on dev time, the main menu and most mini games are being trimmed of a few options--at least in the initial release. With 99% of the story written the last things to do are:


  • Fix the "delete bug"
  • Finish savegame support
  • Cinematics engine / cinematics
  • Boss Programming


[attachment=3313:menu.gif]



Keep up the good work! It's looking great!


Last edited by Guest on 15 Dec 2010 11:30:57 am; edited 1 time in total
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 19 Dec 2010 08:12:12 am    Post subject:

Big progress:

  • Began to de-consolidate "Object AI," "Object collisions," "Object delete," "Object draw" from the draw loop.
  • Implemented a "moveset" routine to animate Edgar and other characters (now possible to play as someone other than Edgar)
  • Edgar's animation only updated on visible frames now


Minor progress:

  • Found friction bug - Friction was not being applied to objects trying to accelerate. Working on fix.
  • Added warhead characterics to some objects. Current warheads are: none | fire | water | metal | wind | earth .


Last edited by Guest on 19 Dec 2010 08:46:11 am; edited 1 time in total
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Galandros


Active Member


Joined: 29 Aug 2008
Posts: 565

Posted: 19 Dec 2010 12:13:57 pm    Post subject:

That is nice.
What you mean de-consolidate? Take the code away from the draw loop to separate and independent functions?
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 19 Dec 2010 12:31:22 pm    Post subject:

Yep. Actually, that was an idea Spencer (yep, the Zelda guy) came up with. Right now, I take one object, do its collisions, AI, and graphics, and then I move to the next one. To clean things up, I'll do all the collisions, then all the AI, and basically not start the next task until the current one is completed. This should clean up those object create/object delete inconsistencies pretty well.
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calc84maniac


Elite


Joined: 22 Jan 2007
Posts: 770

Posted: 20 Dec 2010 12:44:10 am    Post subject:

Ah yeah, I had to do the same sort of thing in Project M. Using a single routine for each object made it difficult to, for example, display an object's sprite but not handle its AI.
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 20 Dec 2010 10:05:55 am    Post subject:

Yeah, at least one advantage of letting a code project sit on the shelf for a while is you can come back and look at it with a fresh set of eyes. "Whoa! Why did I put that there? What was I thinking?!!?" Laughing
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DJ Omnimaga
http://i-lost-the-ga.me


Calc Guru


Joined: 14 Nov 2003
Posts: 1196

Posted: 17 May 2011 11:31:25 pm    Post subject:

So how is this progressing so far?

/me hopes Digitan isn't dropping out of calc stuff D:
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 18 May 2011 05:52:32 am    Post subject:

Da na na naaaaaaah!
[attachment=3472:air.gif]

A lot a persistent bugs were ironed out. All the timing issues, flickering objects, and object delete bugs were ironed out after the code was reorganized.


Last edited by Guest on 18 May 2011 05:55:16 am; edited 1 time in total
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DJ Omnimaga
http://i-lost-the-ga.me


Calc Guru


Joined: 14 Nov 2003
Posts: 1196

Posted: 18 May 2011 08:16:49 pm    Post subject:

Wow great! Glad to see bugs were fixed Very Happy
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 22 May 2011 06:30:37 pm    Post subject:

A few refinements to the swimming system.

[attachment=3476:water.gif]
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 24 May 2011 11:42:09 pm    Post subject:

More critical bugs removed this week.

Support for the load/save system was seriously overhauled today with lots of help from the TIWiki (http://wikiti.brandonw.net/index.php?title=83Plus:BCALLs:417A).

Also toned down the shield item a bit (it was smacking non-playable characters around! Very Happy )

Just as a reminder, each savegame file will take up about 300-400 bytes RAM.
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 27 May 2011 02:06:12 pm    Post subject:

Game Percentage is now included in the File Select screen.

[attachment=3483:game percentage.gif]

With that said, the programming for the File Select system is finished!


Last edited by Guest on 27 May 2011 02:10:32 pm; edited 1 time in total
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 29 May 2011 09:55:14 pm    Post subject:

I added the logic truth tables for type advantages (discussed at the start of this project). Many of the objects in this game are associated with a classical element (fire, water, metal, etc.). Choosing the type that's appropriate for your enemy will really make your hits count. Here, the squid (a water type) is immune to fire attacks. The other attacks like water and direct strikes do just fine.
[attachment=3484:type advantage.gif]

To do well in this game, you'll want to experiment a bit with different enemies and different attack types. Generally, the enemy's appearance, method of movement, or attacks will give away it's element type.


Last edited by Guest on 29 May 2011 11:13:37 pm; edited 1 time in total
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Art_of_camelot


Member


Joined: 05 Jan 2008
Posts: 152

Posted: 30 May 2011 05:23:45 pm    Post subject:

This is really gonna be awesome when it's complete. I really can't wait! =)
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DJ Omnimaga
http://i-lost-the-ga.me


Calc Guru


Joined: 14 Nov 2003
Posts: 1196

Posted: 02 Jul 2011 11:56:11 pm    Post subject:

Darn, this rocks Digitan! I'm glad this is still progressing from time to time. Can't wait for the final version.

Does this use undocumented z80 opcodes or extra RAM pages, by the way? I hope not, as my 84+ lacks the extra 80 KB of RAM (it has letter N Sad ) and the Nspire doesn't support undocumented z80 opcodes Sad
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JoeYoung


Advanced Member


Joined: 15 Nov 2008
Posts: 316

Posted: 06 Jul 2011 01:50:29 am    Post subject:

What's the ETA on this looking like?
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