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Bryan Thomas
Outer Limit Software

Joined: 20 May 2003
Posts: 298

 Posted: 21 Oct 2003 05:46:33 pm    Post subject: 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
Bryan Thomas
Outer Limit Software

Joined: 20 May 2003
Posts: 298

 Posted: 22 Oct 2003 08:51:43 pm    Post subject: 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... Last edited by Guest on 22 Oct 2003 08:55:57 pm; edited 1 time in total
Jeffrey

Member

Joined: 12 Jun 2003
Posts: 212

 Posted: 25 Oct 2003 06:41:10 pm    Post subject: 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.
Bryan Thomas
Outer Limit Software

Joined: 20 May 2003
Posts: 298

 Posted: 25 Oct 2003 06:56:54 pm    Post subject: 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!
Jeffrey

Member

Joined: 12 Jun 2003
Posts: 212

 Posted: 25 Oct 2003 07:18:56 pm    Post subject: 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.
aka Tianon

Know-It-All

Joined: 02 Jun 2003
Posts: 1874

 Posted: 25 Oct 2003 09:26:00 pm    Post subject: whoa! that looks awesome! and you say that is all basic? sweet!!!!
Dumb_cheese

Newbie

Joined: 03 Oct 2003
Posts: 11

 Posted: 26 Oct 2003 06:19:26 pm    Post subject: does it flash? If it doesn't can you tell me how you did it?
Arcane Wizard
`semi-hippie`

Super Elite (Last Title)

Joined: 02 Jun 2003
Posts: 8993

 Posted: 27 Oct 2003 11:30:34 am    Post subject: 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.Last edited by Guest on 27 Oct 2003 11:31:53 am; edited 1 time in total
aka Tianon

Know-It-All

Joined: 02 Jun 2003
Posts: 1874

 Posted: 27 Oct 2003 04:49:06 pm    Post subject: yes, it looks AWESOME for a basic game
Bryan Thomas
Outer Limit Software

Joined: 20 May 2003
Posts: 298

 Posted: 27 Oct 2003 05:20:33 pm    Post subject: 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 yearsLast edited by Guest on 27 Oct 2003 05:26:40 pm; edited 1 time in total
JesusFreak
JesusFreak

Active Member

Joined: 17 Jun 2003
Posts: 537

 Posted: 29 Oct 2003 05:37:26 pm    Post subject: 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
AndrewT
Outer Limit Software

Newbie

Joined: 20 Aug 2003
Posts: 21

 Posted: 27 Nov 2003 07:56:55 pm    Post subject: So how is the game coming along Bryan? Did you work on it any over thanksgiving break?
DarkerLine
ceci n'est pas une |

Super Elite (Last Title)

Joined: 04 Nov 2003
Posts: 8328

 Posted: 27 Nov 2003 08:07:57 pm    Post subject: Hmmm... doesn't seem like basic graphics are good enough...
Tyler

Joined: 29 May 2003
Posts: 352

 Posted: 27 Nov 2003 08:50:34 pm    Post subject: Doesn't seem like those gameboy graphics are good enough either...
DarkerLine
ceci n'est pas une |

Super Elite (Last Title)

Joined: 04 Nov 2003
Posts: 8328

 Posted: 27 Nov 2003 10:50:15 pm    Post subject: That is simply not realistic on a calculator. My picture could, possibly, be on a calculator, using assembly or maybe just omnicalc.
aka Tianon

Know-It-All

Joined: 02 Jun 2003
Posts: 1874

 Posted: 27 Nov 2003 11:33:04 pm    Post subject: I think that he has done a remarkable job on the graphics for basic! I can't wait to play it!
sgm

Calc Guru

Joined: 04 Sep 2003
Posts: 1265

 Posted: 28 Nov 2003 02:07:04 pm    Post subject: Or as good as Contra 89. I really, really wish I'd bought a TI-89 instead of an 83+. Last edited by Guest on 28 Nov 2003 02:08:08 pm; edited 1 time in total
DarkerLine
ceci n'est pas une |

Super Elite (Last Title)

Joined: 04 Nov 2003
Posts: 8328

 Posted: 28 Nov 2003 03:40:13 pm    Post subject: 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.Last edited by Guest on 28 Nov 2003 03:40:25 pm; edited 1 time in total
Bryan Thomas
Outer Limit Software

Joined: 20 May 2003
Posts: 298

 Posted: 01 Dec 2003 09:47:20 pm    Post subject: 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! . . . . . . . .
Bryan Thomas
Outer Limit Software

Joined: 20 May 2003
Posts: 298

 Posted: 02 Dec 2003 05:35:03 pm    Post subject: Well, Im feeling generous, so here one a little better, somewhat small tho :)
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