Leading the way to the Future
 21 Oct 2003 05:46:33 pm by Bryan Thomas Well guys, I am going to resurrect this topic from the dead. Anyhow, Andrew just told me today that he wishes to hand the Contra project over to me, due to lack of interest, and more interest in another project (which is top secret ) I decided to remake it from scratch, that way I can make it using my style of programming. As of now I got his sprite dude back, running, and working on the gravity. I got a good idea for the levels and I think it would save alot of memory and also alow for a level editor. I may post help if I need it but as of now everything is going smoothly. I will be sure to give andrew alot of credit since it was his great idea to attempt this game. Well guys, Ill be sure to post any updates, but as of the moment there are not any
 22 Oct 2003 08:51:43 pm by Bryan Thomas Hey Guys, Well My original Idea for generating the levels, did not work. However me and my dad figured out an awesome way to do it. Check it out. For 1 line we need at the most 8 digits. So lets say 11223344 is a line I wanna draw and its stored in L1(1). So I created 4 equations that would extract each 2 digit number out of the list. That way 4 cells are jammed into 1. Saving alot of memory. Heres how I did it For(Z,1,dim(L1) fPart((L1(Z)/100)) X 100->D iPart((fPart(L1(Z)/10000) X 100))->C iPart((fPart(L1(Z)/1000000) X 100))->B iPart(L1(Z)/1000000)->A Line(A,-B,C,-D End This code extracts the line variables out of the number 11223344. 11 = X cordinate 1 22 = Y cordinate 1 33 = X cordinate 2 44 = Y cordinate 2 BTW: it works for all 8 digit numbers (not just 11223344) Pretty cool huh? Ill eventually take out the variables and make it calculate directly into the line function. However for now its fine that way. It genereates pretty fast. This way I can make a level editor, and the levels wont go over 1500 memory each. Ill post more updates as they come...
 25 Oct 2003 06:41:10 pm by Jeffrey Here is an idea to reduce the map size by half: Say there are three map tile styles: water, grass, and a wall. Normally you could assign numbers to these and store it as a bitmap type in a list or whatever. "1 1 3 2 2 2 2 2 3 1 1 1" would draw 2 water tiles, a wall, 5 grasses, a wall, and 3 waters, respectively. That would be one horizontal line of tiles, 12 in all. Now by assigning each number a pattern we could cut back by half: 1:Water & Water 2:Water & Grass 3:Water & Wall 4:Grass & Water 5:Grass & Grass 6:Grass & Wall 7:Wall & Water 8:Wall & Grass 9:Wall & Wall So the preceding bitmap would now be: "1 8 5 5 7 1" A problem with this is that the map must be a number that is evenly divided by 2 and equals an even number. 12 is a good example (12/2=6) but 10 would not work (10/2=5 an odd number). Plus you can only make 3 styles, but 3 is plenty for a BASIC program. Feel free to use it in a program, just give me credit or something.
 25 Oct 2003 06:56:54 pm by Bryan Thomas Thanx for the optimization hart. Jeffrey....ummmm... maybe you should read the beginning of this topic, because honestly I have no a clue what you saying. Our game doesnt have water, or grass or anything like that. All it is is lines. Well heres a couple screenshots. of what Ive gotten so far. enjoy!
 25 Oct 2003 07:18:56 pm by Jeffrey Oh, I see now. I thought it was going to be like tilemap Contra. I was thinking of another game I think, a top view game, It might have been contra, although I remember Contra being the sidescroller, almost like the first Duke Nukem games. Ahh, the 80's.
 25 Oct 2003 09:26:00 pm by Adm.Wiggin whoa! that looks awesome! and you say that is all basic? sweet!!!!
 26 Oct 2003 06:19:26 pm by Dumb_cheese does it flash? If it doesn't can you tell me how you did it?
 27 Oct 2003 11:30:34 am by Arcane Wizard Don't clear the screen every frame. Does it really look good for a basic game? I mean, I think I need to lower my standards for graphics in basic, which is one of the reasons why I never finish any games.
 27 Oct 2003 04:49:06 pm by Adm.Wiggin yes, it looks AWESOME for a basic game
 27 Oct 2003 05:20:33 pm by Bryan Thomas It doesnt clear the graph screen every time, Im not like other BASIC programmers who would do something wack like that. I think it looks very well for pure BASIC. It looks just how you see it, and also the guys legs move as you walk, all with very decent speed. I am just about ready to incorporate the enemie firing and AI. However I wanna make sure I optimize the main loop to its fullest before I go ahead and make a move that may slow the program. I would post an animated screenshot, however VTI doesnt seem to like, my little dude because he runs to fast or something and when I record it, it looks like hes flashing, even though in the real game he isnt. I think its really cool because I can make a level look anyway I want it to as long as its within the 7x5 grid. Andrew made some pretty tight levels that looked like boats and stuff so thats all up to my imagination. The only obstacle in the way right now is the enemie routines. And which I may add is one of the most challenging things I have come up with. Since it has to have a certain speed. Well thanks for your compliments guys. Im glad you like it so far!!!!!!!!! :D Ill probably post my main loop soon. That way you can fix any optimization or speed mistakes I may have. After al ive only been programming 1.25 years
 29 Oct 2003 05:37:26 pm by JesusFreak how are you going to do the firing?, i have had problems with the firing some time ago., also will the bad guys move back and forth? or randomly
 27 Nov 2003 07:56:55 pm by AndrewT So how is the game coming along Bryan? Did you work on it any over thanksgiving break?
 27 Nov 2003 08:07:57 pm by DarkerLine Hmmm... doesn't seem like basic graphics are good enough...
 27 Nov 2003 08:50:34 pm by Tyler Doesn't seem like those gameboy graphics are good enough either...
 27 Nov 2003 10:50:15 pm by DarkerLine That is simply not realistic on a calculator. My picture could, possibly, be on a calculator, using assembly or maybe just omnicalc.
 27 Nov 2003 11:33:04 pm by Adm.Wiggin I think that he has done a remarkable job on the graphics for basic! I can't wait to play it!
 28 Nov 2003 02:07:04 pm by sgm Or as good as Contra 89. I really, really wish I'd bought a TI-89 instead of an 83+.
 28 Nov 2003 03:40:13 pm by DarkerLine That is TI-89 Assembly. TI-89-Basic has about the same graphics problems, except for the options bar taking up 1/4 of the screen.
 01 Dec 2003 09:47:20 pm by Bryan Thomas Hey Guys, Sorry, That I have been somewhat inactive lately, Ive just been so busy maintaining Outer Limit Software. Well, I havent had much time to work on it however, I did add a top toolbar with the medals, and improved the engine. Since I dont have any up to date screen shots ill post this old animated screenshot for yall to see its incredible speed so far.(its out dated but it gives you an idea ) . . . . . . . . . . ENJOY! . . . . . . . .
 02 Dec 2003 05:35:03 pm by Bryan Thomas Well, Im feeling generous, so here one a little better, somewhat small tho :)