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Fallen Ghost
Elite
Joined: 15 Jun 2006 Posts: 955
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Posted: 22 Jan 2007 10:49:39 am Post subject: |
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File Name :: StarCalc 0.2 Beta
Author :: Fallen Ghost
Category :: Ti-83plus Asm Games
Screenshot ::
Description ::
Here it is! StarCalc 0.2 Beta!
This game is intended to be a remake of Starcraft: BroodWar, here at it's current features:
-Map exploration on a 128*128 map
-127 unit types, 127 building types, 127 static types
-Minimap
-Collision detection
-Save Games
-3 races (Protoss, Terrans and Zergs), each one with it's unique utility bar
And there's even a more!
View File
Please take note: Version 0.2 has bugs in it that can probably RAM clear or alter your memory. I recommend you to be careful with it. Those bugs have been fixed for next version.
Last edited by Guest on 04 Mar 2007 07:04:58 pm; edited 1 time in total |
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Harrierfalcon The Raptor of Calcs
Super Elite (Last Title)
Joined: 25 Oct 2006 Posts: 2535
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Posted: 22 Jan 2007 11:08:12 am Post subject: |
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I'll dl this when I get home and let you know... |
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luby I want to go back to Philmont!!
Calc Guru
Joined: 23 Apr 2006 Posts: 1477
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Posted: 22 Jan 2007 03:58:36 pm Post subject: |
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An objective and goals would be nice. A better readme. I can't figure out what I am supposed to do. nice main menu though. |
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Harrierfalcon The Raptor of Calcs
Super Elite (Last Title)
Joined: 25 Oct 2006 Posts: 2535
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Posted: 22 Jan 2007 05:17:55 pm Post subject: |
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Nice engine, but distinguishable sprites would be better. I recognize the Zealot, but where's the Probe? |
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Fallen Ghost
Elite
Joined: 15 Jun 2006 Posts: 955
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Posted: 22 Jan 2007 06:38:59 pm Post subject: |
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Ok. First, as it is Beta 0.2, there is no goal. Just so that I can have feedback from people.
@Luby: A better readme? Ok, but more precisely? I know there is no goal now (it's just a WIP), but that'll be included in 0.3.
Distinguishable sprites: I'll do some a "Stats" option in the main menu where you can see the unit and see it's stats. (and maybe even a link from in-game).
The probe is the little fly thingy. My friend does my sprites, and they are somewhat strange sometimes, but I use them because I cannot draw better ones.
I shall also ry to re-modify my sprites.
Any other comments? |
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Harrierfalcon The Raptor of Calcs
Super Elite (Last Title)
Joined: 25 Oct 2006 Posts: 2535
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Posted: 22 Jan 2007 06:43:59 pm Post subject: |
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If you don't mind, a smoother scrolling routine? That would make it much better. The mouse is too sensitive for my taste, but why not make that an option in the final version? Some rotated sprites would be cool, but would probably add some unnecessary size.
Are you doing fog of war as a greyscale sheet, while unexplored areas are totally black?
Last edited by Guest on 22 Jan 2007 06:46:40 pm; edited 1 time in total |
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Fallen Ghost
Elite
Joined: 15 Jun 2006 Posts: 955
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Posted: 22 Jan 2007 07:02:32 pm Post subject: |
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What I will release in Beta 0.3 (or 0.4 if i find 0.3 to be an internal only):
-The mouse will change to a select box moving by tiles in order to save alot alot and alot time so that it goes faster (and adding things like combat)
-Moving animations -> finally
-Combat : Force targetted (right click on the ennemy) and look-around targetted (within a range of the unit)
-Buildings (at least that they are in there)
-"Stats" Option I talked above and an in-game pause menu (instead of quitting upon pressing clear)
And if I have time: Fog of war, unexplored areas black and fog 01010101,10101010 patterns (basically like a chess board)
This will be February 26-27 (I know the date because that's when I will give Starcalc as my school project).
The current version of StarCalc takes 7215 bytes (according to ZDS), so I still have the space to add things.
Last edited by Guest on 22 Jan 2007 07:04:37 pm; edited 1 time in total |
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DarkerLine ceci n'est pas une |
Super Elite (Last Title)
Joined: 04 Nov 2003 Posts: 8328
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Posted: 22 Jan 2007 07:07:04 pm Post subject: |
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Could you make the corners of explored and unexplored areas more rounded? This would only show up in the corners, and just adding or subtracting a single pixel would be enough. |
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tr1p1ea
Elite
Joined: 03 Aug 2003 Posts: 870
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Posted: 22 Jan 2007 07:55:22 pm Post subject: |
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Cool stuff, no real terrain but thats probably a good thing since pathfinding would take too much time. I like the titlescreen too . |
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Fallen Ghost
Elite
Joined: 15 Jun 2006 Posts: 955
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Posted: 22 Jan 2007 08:01:16 pm Post subject: |
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Yep, but that will come after the most important thing: Combat!!
Anyway, I'll try to re-model certain sprites. Here are what each of them are, please tell me if they look of what they are:
Click the thumbnail and then save the full-view pic (or just copy it) into any image editor (paint, Microsoft Picture Editor, Photoshop, etc.). Builgings are bigger so they are much more easily recognizable (but they are not in this pic).
Last edited by Guest on 22 Jan 2007 08:04:27 pm; edited 1 time in total |
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luby I want to go back to Philmont!!
Calc Guru
Joined: 23 Apr 2006 Posts: 1477
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Posted: 22 Jan 2007 08:07:32 pm Post subject: |
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this looks complicated. I need a very descriptive guide book. I am slow like that. |
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Liazon title goes here
Bandwidth Hog
Joined: 01 Nov 2005 Posts: 2007
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Posted: 22 Jan 2007 08:50:50 pm Post subject: |
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i have to say those sprites are uber cool though |
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AlienCC Creative Receptacle!
Know-It-All
Joined: 24 May 2003 Posts: 1927
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Posted: 23 Jan 2007 01:25:01 am Post subject: |
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This looks very promising, great job so far.
--AlienCC |
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Fallen Ghost
Elite
Joined: 15 Jun 2006 Posts: 955
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Posted: 23 Jan 2007 06:22:30 am Post subject: |
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@Luby: Thanks for the comment, the guide book will be more appropriate than what it is now. For now, the only things you can do is select the unit and move it to explore terrain.
Thanks guys for comments. I'm working on adding targetting and ennemies now. |
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Cure
Active Member
Joined: 11 Apr 2006 Posts: 739
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Posted: 23 Jan 2007 03:32:42 pm Post subject: |
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*Borat voice* Very good how much?
Last edited by Guest on 23 Jan 2007 03:32:56 pm; edited 1 time in total |
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MaNNeRedNaGa
Newbie
Joined: 23 Jan 2007 Posts: 6
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Posted: 23 Jan 2007 04:08:46 pm Post subject: |
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Hmm, btw these sprites aren't really official, trying to focus on buildings right now
They are the real fun |
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Fallen Ghost
Elite
Joined: 15 Jun 2006 Posts: 955
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Posted: 23 Jan 2007 04:16:27 pm Post subject: |
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Ok, so here is MaNNeRedNaGa, the guy who does the sprites (I draw very badly).
I code, he draws. The only thing he knows about TI calcs is how to play with them and how to draw on them. |
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Liazon title goes here
Bandwidth Hog
Joined: 01 Nov 2005 Posts: 2007
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Posted: 23 Jan 2007 06:51:21 pm Post subject: |
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I think they're pretty good. I've never played the original so I don't know how close they are to the real thing.
Either way, awesome sprites. |
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Delnar_Ersike Lazy H4xx0r
Active Member
Joined: 24 Dec 2006 Posts: 578
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Posted: 23 Jan 2007 07:25:22 pm Post subject: |
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IMHO, the sprites that need improvement are:
-All Terran infantry: they look waaay to similar to each other
-Goliath (looks like...I don't know what!)
-Science Vehicle (looks like an alien mask thingy)
-Probe (looks like a house fly)
-Shuttle, Arbiter, Broodling, Infested Terran, and Scout (hehe, I hate blank sprites)
-Queen (looks like a turret)
-Scourge (looks like some random sprites)
-Hydralisk (looks like an old man with a cane)
my question is...how would you implement the RTS of the original game? Because if you find a way, people are going to spend more time playing on their calcs than being on the computer (no, really)! |
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Fallen Ghost
Elite
Joined: 15 Jun 2006 Posts: 955
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Posted: 23 Jan 2007 08:22:26 pm Post subject: |
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Thanks for the sprite improvements (I'm serious)
For the RTS part, I would first implement the combat, then add buildings and then add air units. Then it would be only matter of AI and visual beautifulness (fog of war, greyscale, alert messages like "base under attack" or such, pathfinding (a real one, like in the real game), cliffs) ->all of them in order I need to do them.
I pretty much want to implement the RTS part in 0.4 or 0.3. |
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