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Jedd
1980 Pong World Champion


Elite


Joined: 18 Nov 2003
Posts: 823

Posted: 14 Jan 2004 10:25:03 pm    Post subject:

Wow this game rules. I wish I could take it with me everywhere. So that's my goal, make it for the calc! Anyway, I've been on a role with my last 2 projects failing in one way or another, so I'm hoping 3rd time's a charm. Anyway, here's some info on the game:

All in TI 83+ BASIC (assembly may come in the future once DigiTan finishes Robotwar)
As much like the comp version as possible (but different levels)
8x8 sprites
8x8 Screen
Level editor (don't count on this at the same time as the game release)

I'm lacking good sprites. Here's some that have really got me stumped:

"Dirt blocks" - (the brown ones if you've played the comp version) that look different from normal walls.
Keys - How can I make 4 keys that all look different? I have 2 ideas: Make them all face in different directions, or make them have slightly different teeth.

I doubt this project will get rolling until after I take finals (2 weeks). Hopefully I'll actually follow through on this one and have a real game. Wish me luck!
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Arcane Wizard
`semi-hippie`


Super Elite (Last Title)


Joined: 02 Jun 2003
Posts: 8993

Posted: 15 Jan 2004 06:40:40 am    Post subject:

Jedd wrote:
8x8 sprites
8x8 Screen

Um, the screen is 64 pixels high, true, but (correct me if I'm wrong in thinking this also applies to the Ti83plus) in basic you can't use that last row, so it's 63 pixels high. So your last row of srpites would miss 8 pixels each.
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Jedd
1980 Pong World Champion


Elite


Joined: 18 Nov 2003
Posts: 823

Posted: 15 Jan 2004 10:11:45 am    Post subject:

Yeah, you are right. The same thing happened in my last game. It's still not a huge loss, though.
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Arcane Wizard
`semi-hippie`


Super Elite (Last Title)


Joined: 02 Jun 2003
Posts: 8993

Posted: 15 Jan 2004 10:28:40 am    Post subject:

In that case:

/wishes luck
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Spyderbyte


Advanced Member


Joined: 29 May 2003
Posts: 372

Posted: 15 Jan 2004 04:46:22 pm    Post subject:

Well for the dirt blocks couldn't you just make a checkerboard pattern?

01010101
10101010
01010101
10101010
01010101
10101010
01010101
10101010

And I think having the keys facing different directions is a great idea, because different teeth would be too hard to pay attention to in an 8x8 sprite. I think that would mean you'll need the keyhole/locked blocks facing different directions too.

Spyderbyte
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Jedd
1980 Pong World Champion


Elite


Joined: 18 Nov 2003
Posts: 823

Posted: 15 Jan 2004 05:50:18 pm    Post subject:

Haha. I made that exact sprite at school today. Thanks Spyderbyte. More problems with sprites:

-Can anyone think of a way to have ice skates, flippers, suction cup shoes, and fire shoes while having them all look different? All mine look horrible.
-Fire (I have ice, water, and "1-directional" sprites but feel free to submit them if you want to)

Also I don't think I'll have monsters at first. I know it's possible, but it would just run too slow in BASIC. Maybe if I get it to the point where it's really optomized I'll add them in.
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Adm.Wiggin
aka Tianon


Know-It-All


Joined: 02 Jun 2003
Posts: 1874

Posted: 15 Jan 2004 06:19:03 pm    Post subject:

00001000
00010100
00101010
01011010
01011010
01000010
00111100
00000000

i dunno... does that look any good?
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62 52 53 53
Formerly known as 62 52 53 53


Active Member


Joined: 30 May 2003
Posts: 607

Posted: 15 Jan 2004 06:19:42 pm    Post subject:

Skates:
11100000
11110000
11111100
11111110
11111110
01001001
11111110
00000000
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Jedd
1980 Pong World Champion


Elite


Joined: 18 Nov 2003
Posts: 823

Posted: 15 Jan 2004 09:25:56 pm    Post subject:

Wiggin, yes, that looks great! I'll use that unless I find a better substitute.

Thanks 62! I switched it a little bit to fit the full 8x8.

Ok if someone out there with an 89 wants to do me a huge favor, go to this site and download the game:

http://nitro.120.free.fr/cclg.php

I think it's another version of CC for 89. When I searched online for TI 83 Chip's Challenge, that was the second site to pop up (the first was this forum!). I just want to get an idea of how the game looks and some of its features. Thanks!


Last edited by Guest on 15 Jan 2004 09:28:09 pm; edited 1 time in total
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Arcane Wizard
`semi-hippie`


Super Elite (Last Title)


Joined: 02 Jun 2003
Posts: 8993

Posted: 16 Jan 2004 10:18:05 am    Post subject:

Jedd wrote:
Haha.  I made that exact sprite at school today.  Thanks Spyderbyte.

Try to make a different one, a checkerboard pattern get's very repetitive and it's only possible use would be dithering, which doesn't work on the calc because of the LCD screen's properties.
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Jedd
1980 Pong World Champion


Elite


Joined: 18 Nov 2003
Posts: 823

Posted: 16 Jan 2004 05:45:17 pm    Post subject:

I can make the same sprite with a box around it. Would that look any better?

btw I think I'm going to use Codex for this game.
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Arcane Wizard
`semi-hippie`


Super Elite (Last Title)


Joined: 02 Jun 2003
Posts: 8993

Posted: 17 Jan 2004 04:15:53 am    Post subject:

No, try to make it look like dirt but with more variety than a simple checkboard pattern.
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iMatt


Newbie


Joined: 17 Jan 2004
Posts: 26

Posted: 17 Jan 2004 05:22:58 am    Post subject:

wow i would love to hav this game!

me and my sister play it and we're up to lvl62...but i'm sure some ppl hav clocked it!

good luck!
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Adm.Wiggin
aka Tianon


Know-It-All


Joined: 02 Jun 2003
Posts: 1874

Posted: 17 Jan 2004 01:34:58 pm    Post subject:

how about an every 4rd block or something?

you could also do something like Zelda's dirt.

just a few ideas

00010001
01000100
00010001
01000100
00010001
01000100
00010001
01000100
any good? i dunno, just brainstorming...
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Jedd
1980 Pong World Champion


Elite


Joined: 18 Nov 2003
Posts: 823

Posted: 17 Jan 2004 04:00:43 pm    Post subject:

That might work. The only thing is that it doesn't look like the one from the actual game. I know I can't make it exactly the same, but I want to be close. What does the Zelda dirt sprite look like?



OK I'm going to leave some stuff out from the comp version to make it run faster:

-Putting dirt in water immediately makes it become a normal tile, unlike the comp version where you have to walk on it.
-The kind of tile that has a "skinny" wall (not a block of a wall)
-Monsters
-Main character facing different directions
-Invisible/fake walls
-Buttons that make things happen

I know, it's sad that I'm leaving all this out. Maybe when I make this game in ASM i'll have all this cool stuff.


Last edited by Guest on 17 Jan 2004 07:11:08 pm; edited 1 time in total
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iMatt


Newbie


Joined: 17 Jan 2004
Posts: 26

Posted: 17 Jan 2004 11:02:49 pm    Post subject:

when the dirt block goes into water it could change into the negative of what a dirt block normally is, and then change to a normal tile once the char steps on it
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Jedd
1980 Pong World Champion


Elite


Joined: 18 Nov 2003
Posts: 823

Posted: 18 Jan 2004 02:03:53 am    Post subject:

If I did that it would look the same to the player, because its just a checkerboard pattern, and inverting it would only move the design 1 pixel over.
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Jedd
1980 Pong World Champion


Elite


Joined: 18 Nov 2003
Posts: 823

Posted: 19 Jan 2004 11:13:14 pm    Post subject:

Progress: 1%
-Sprites done (almost)
-Screen generator done (but unoptomized)

You heard it folks, 1%. For some reason I can't post my pic directly on to this forum, so here's the link:

http://www.angelfire.com/un/twods/chip.html

Go to this topic:
http://www.unitedti.org/forums/index.php?showtopic=1123&hl=
for the info on my problem with the screen loader.

Progress: 3%
-Simple level playable with a key and lock, 4 chips, and 1 chipgate.

I was working on the new screen loader when my RAM got cleared, and ruined about a half hour of programming. I'll be sure to back it up more frequently from now on.

Progress: 5%
-Some new sprites and better-looking gameplay.
-Still uses Codex, but I'm going to use some other ASM code to draw the screens once I get around to it.
-Keys and locks all work now, chips and the chip counter work (the # of chips left displays on the right side of the screen and says 0 then the number if it's below 10. Gives it a nice arcade look).

Some guys at Drubu want to make this game in ASM, so after they finish all their projects and I learn ASM, we'll start working on it (I think DigiTan might join too, since we talked about making this game in the project ideas forum). Go here for details:Drubu CC Topic
I'm STILL trying to make a flipper sprite. PLEASE post any ideas, this is the most frustrating sprite I've ever made!!!
I post a new screenshot on my site about every other day. Click on the link in my signature to see them!


Last edited by Guest on 23 Jan 2004 03:17:13 pm; edited 1 time in total
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Jedd
1980 Pong World Champion


Elite


Joined: 18 Nov 2003
Posts: 823

Posted: 27 Jan 2004 06:06:57 pm    Post subject:

Hey all. Just wanted to let everyone know that I've been lazy the past week and I haven't done much. Mainly because of finals, but laziness too. I'm going to continue programming today and hopefully I'll make some progress in the coming week.
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 27 Jan 2004 06:27:19 pm    Post subject:

A flipper sprite? That's a tough one. The closest thing a got was:

Code:
11100000
11100000
10010000
10011110
10000001
01001010
00100100
00011000

...but --eh-- it sort of looks like a blot a best. If the flipper thing doesn't pan out, you could try something *similar* like an archor or something...

Code:
00010000
00101000
00010000
00010000
00111000
10010010
01010100
00111000
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