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bananaman
Indestructible


Calc Guru


Joined: 12 Sep 2005
Posts: 1124

Posted: 24 Nov 2008 02:23:13 pm    Post subject:

I got it displaying correctly and I made it so it only updates the text when you press 2nd to purchase more enemies. I edited my previous post to explain how apparently I had to use a different name for probably the same flag. I looked in the 83psysroutines file and located the correct flag.

I will be sure to remove the run indicator as well. It is rather annoying.

Edit:

More progress...
- I decided that explosions were unnecessary, instead I am just displaying the combo amount
- Menu system is in place, I will have to add the ability to purchase upgrades once I finish up the exp implementation
- I have some of the exp implementation, but you can't see anything right now

To Do...
- Add bar on right to represent fuel
- Add bar on left to represent exp / level
- Finish exp implementation
- Finish fuel implementation
[attachment=2533:attachment]


Last edited by Guest on 24 Nov 2008 03:47:01 pm; edited 1 time in total
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GloryMXE7
Puzzleman 3000


Active Member


Joined: 02 Nov 2008
Posts: 604

Posted: 24 Nov 2008 03:49:08 pm    Post subject:

Looking good
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Bronco


Member


Joined: 23 Oct 2008
Posts: 147

Posted: 24 Nov 2008 04:12:12 pm    Post subject:

Can't wait for the next beta!
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GloryMXE7
Puzzleman 3000


Active Member


Joined: 02 Nov 2008
Posts: 604

Posted: 24 Nov 2008 04:30:09 pm    Post subject:

Off Topic
*bronco you were right about being busy during break*
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darkstone knight


Advanced Member


Joined: 07 Sep 2008
Posts: 438

Posted: 24 Nov 2008 04:40:00 pm    Post subject:

oh my...

one thing i noticed, that there are often:

4/5 enamies on the screen, wich i destroy quickly
noting
noting
4/5 enamies on the screen,...

you might want to run an interupt to create new objects on the screen
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bananaman
Indestructible


Calc Guru


Joined: 12 Sep 2005
Posts: 1124

Posted: 24 Nov 2008 05:17:03 pm    Post subject:

It is theoretically possible to have 11 enemies on the screen at once. This assumes that every possible time for enemy creation one gets created, and also that you don't destroy any.
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 24 Nov 2008 06:51:43 pm    Post subject:

(Barney Fife voice)
As official moderator I'm...*ahem* gonna have to confiscate that last screenshot. On account that it just too darn fun-lookin'. This is BIG! :biggrin:


Last edited by Guest on 24 Nov 2008 06:52:02 pm; edited 1 time in total
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bananaman
Indestructible


Calc Guru


Joined: 12 Sep 2005
Posts: 1124

Posted: 24 Nov 2008 07:14:24 pm    Post subject:

Alrightly folks.

This is the final pre-release.

I want you all to try to beat the game. I have not been able to do that successfully. I need to know if it works properly. Once you get 10 of each it should say something cool and then let you play forever like the real game.

I do know of a couple "bugs". The cursor moves too quickly on the calc in the menu system. I don't know how to slow this down. I have it set up so that it polls direct input until the up and down arrows are released, but it still moves too quick. Maybe I should just redraw the menu each time.

You can actually purchase more than 10 of one unit. It no longer displays the price, but you can still buy it. This should be a quick fix.

When it says game over, it spits you out at the graph screen. How do I change it so that you are at the homescreen?

I'm sorry for releasing it with so many "bugs" right now. I want to get your guys opinions if you find anymore bugs, and I also want to know if it it too hard. I may be able to tweak it a little bit by adding a bit more fuel per level if need be. But I don't want you to be able to win every game.
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 24 Nov 2008 07:29:11 pm    Post subject:

For that menu thing, instead of going after the sample rate you can add a timer. When a key registers, just have it count for a couple hundred milliseconds and have the game ignore all key inputs until it elapses. (I'm assuming the key repeat rate was way too high)

I'll review it for you also tonight. So far this tank looks to be a barrel of gun.


Last edited by Guest on 24 Nov 2008 07:30:15 pm; edited 1 time in total
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ticalcnoah


Member


Joined: 28 Oct 2007
Posts: 153

Posted: 24 Nov 2008 07:34:01 pm    Post subject:

The levels are a little fast for me I can't really see what's happening.But wow the speed is insane.
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GloryMXE7
Puzzleman 3000


Active Member


Joined: 02 Nov 2008
Posts: 604

Posted: 24 Nov 2008 07:34:54 pm    Post subject:

well in all the asm games ive played they all seem to put me at the graph screen anyway
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bananaman
Indestructible


Calc Guru


Joined: 12 Sep 2005
Posts: 1124

Posted: 24 Nov 2008 07:44:31 pm    Post subject:

I almost forgot. The sprite that is supposed to be you is pretty pathetic. It is currently a cross between a monkey, a moose, and a leprechaun. We need to "nip it in the bud" and replace it with a better sprite.

I will take any 8*8 replacements, be they calculators or tanks.
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GloryMXE7
Puzzleman 3000


Active Member


Joined: 02 Nov 2008
Posts: 604

Posted: 24 Nov 2008 07:48:32 pm    Post subject:

I guess a modified miner would work as for a calculator design i cant think of any
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luby
I want to go back to Philmont!!


Calc Guru


Joined: 23 Apr 2006
Posts: 1477

Posted: 24 Nov 2008 08:58:26 pm    Post subject:

Last time I played the game, you only start with the standard bombers. Anyone else remember?
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bananaman
Indestructible


Calc Guru


Joined: 12 Sep 2005
Posts: 1124

Posted: 24 Nov 2008 09:14:27 pm    Post subject:

That is correct, but it was too dependent on randomness if you could even complete the first level. I decided that some initial exp to distribute would be necessary to help the process of the game.

Edit:
Well, I was able to win a game on about my 4th try. It does display the winning message and it then doesn't display fuel and exp after that, but it still killed me once the fuel ran out, I think I know how to fix this. Time to work out my last few bugs.


Last edited by Guest on 24 Nov 2008 09:26:24 pm; edited 1 time in total
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GloryMXE7
Puzzleman 3000


Active Member


Joined: 02 Nov 2008
Posts: 604

Posted: 24 Nov 2008 09:17:23 pm    Post subject:

I can try it out if i get a chance to get on my laptop( i have TI connect on it)
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darkstone knight


Advanced Member


Joined: 07 Sep 2008
Posts: 438

Posted: 25 Nov 2008 07:02:29 am    Post subject:

Quote:
The cursor moves too quickly on the calc in the menu system. I don't know how to slow this down. I have it set up so that it polls direct input until the up and down arrows are released, but it still moves too quick. Maybe I should just redraw the menu each time


use some HALT's
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simplethinker
snjwffl


Active Member


Joined: 25 Jul 2006
Posts: 700

Posted: 25 Nov 2008 08:55:17 am    Post subject:

This game is awesome! (But you didn't take my advice Sad Why did you add in the homers? They always screw me up Sad)
I'm amazed at how close this is to the original. It feels just like the real one! Neutral

The miners seems to be crossing the screen a bit fast though. They usually stay on-screen longer than the other enemies.

What did you use for the xp formula for combos? I don't think we ever figured it out.


Last edited by Guest on 25 Nov 2008 08:55:58 am; edited 1 time in total
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GloryMXE7
Puzzleman 3000


Active Member


Joined: 02 Nov 2008
Posts: 604

Posted: 25 Nov 2008 09:19:00 am    Post subject:

how about 1 3 6 10 15...
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darkstone knight


Advanced Member


Joined: 07 Sep 2008
Posts: 438

Posted: 25 Nov 2008 09:35:44 am    Post subject:

you need a formula that:

i easy to implement
doesnt overflow

probaly: (the above.. beat me to it..)


LD HL,(counter)
inc hl
LD (counter),HL
LD DE,(exp)
or A
ADC HL,DE
LD (exp),HL
RET


of course, you terminate (counter) to zero each time you hit the ground

(excuse my horribly inefficient coding skillz)


Last edited by Guest on 22 Jul 2010 11:42:03 am; edited 1 time in total
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