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Topics - 123outerme

#1
PC, Mac & Vintage Computers / Shards of Uvutu
July 07, 2024, 10:15:09 PM
Shards of Uvutu is a FREE and OPEN-SOURCE indie turn-based RPG for PC, developed by me, in the Godot game engine, with plenty of help from some very talented individuals in the music and SFX department.
It's is a creature-collector RPG about a mysterious cave filled with magic crystals, and the ensuing struggle for power. Explore the landscape, fight through turn-based battles, and spend Shards in order to summon minions and gain an upper hand!
* Retro turn-based combat system!
* "Attune" with your minions to befriend them and summon them any time.
* Customize your stats and your minion's stats to your liking, using equipment and Stat Points!
* Fight for the Radiant Cave and take control of the source of Shards!
* 16-bit inspired pixel art graphics.
* Planned for a 20+ hour experience, including story, sidequests, puzzles, and challenges!
Already a year in the making, with 6 more months planned until a full release. Until then, I am now releasing the v0.1.2 demo with the first ~5 hours of content available! The save file you start in the demo SHOULD be compatible with the finished release, barring any stat rebalancing or quest modifications I may have to make. You can find the demo on my Github page, linked here. It will be releasing as a free game once it is complete!
#2
I noticed a few flaws in the groundwork I used to make Sorcery of Uvutu PC and Gateway to Legend. I noticed my rendering system was basically me just asking SDL to render an image rotated around its physical center. There's no changing the center, grouping images, applying filters, do real-time or pre-rendered animations, or anything like that.

That pushed me to write CoSprite, my SDL2 rendering engine/library, alongside this project. Warper is my application of CoSprite, so lets start talking about it.

Warper is a Beat-em-Up game set in the future, where mutations in genetics combined with advanced technology allows people to teleport. Some can only teleport small distances, some can teleport long distances but not small ones, and some have the rarest ability of all, being able to teleport into different dimensions.
You are a Short-Range Warper, and your brother is one of the rare Dimension Warpers, barely able to control his powers. What happens when his powers are misused or get out of hand?
The planned modes include a story, arena/infinite mode, and a training mode. More information soon.

You can see my most recent (documented) progress in this video update:


This game is a Work in Progress right now. Warper and CoSprite may and most likely will have several differences between their conception and finalization. Anything can change, so be aware. If you want to look at or use the code in Warper or CoSprite, be my guest! Be sure to abide by the MIT License, but other than that, do anything you want with them!
#3
Web / 123outerme's Minor Firebase Projects
May 09, 2018, 08:39:57 PM
Recently I have started to learn how to user Firebase, thanks to exposure from @_iPhoenix_ . I created a test website, which I have been developing on here. I've added a login/out button, file upload and download, and database read/write (demonstrated by the "load files" button). I intend to add more features to the test website before I call it complete, but know that some pretty cool websites will most likely begin development after this testing phase :)
#4
PC, Mac & Vintage Computers / Gateway to Legend [pc]
October 15, 2017, 08:11:30 PM
Gateway to Legend is an open-source Puzzle-RPG. The main focus of the game will obviously be solving puzzles to get experience, as any Puzzle-RPG would have it, but the mechanics that make this game unique is that most puzzle mechanics will be based off doors or gates! Switches and door pairs allow you to gain access to rooms, teleporters provide gates between two places on the map, and more! It also supports the development and easy integration of user-generated content, as well; you can make puzzle map-packs for this project! I've done quite a bit of work on this engine so far, and I'd like to show it off. Here's what I have so far:


In this video, I show off the work I've done with enemies and pathfinding, music, and sound effects! Bosses, the toolchain, and abilities are also shown off!

There are 3 enemy types: Fast but low damage and HP moving straight to you, slow but higher damage and HP, taking a slower, more methodical path, and a third, which totally ignores collision.

There's also a map-pack wizard that helps user-generated content, as far as the programs go. I have my Github repository over here, and I would very much appreciate any suggestions from the community!

Other Stuff:
* Join my Discord! I post more frequent updates there.
* Take a look at my website I wrote!
* See my GameJolt Page!
#5
General Help / SDL2 on Linux Ubuntu - Seg Fault Error
September 18, 2017, 07:52:41 PM
When I run the code below inside of one of my functions called drawTile() (inside of another one called drawTilemap() ), I get a segfault. On Windows, nothing happens, and the code works fine, yet on my Linux VM (64-bit/Ubuntu, if that helps), I get a segmentation fault.

SDL_RenderCopyEx(mainRenderer, tilesetTexture, &rect1, &rect2, 0, &center, flip);

where mainRenderer = the global SDL_Renderer variable,
tilesetTexture = the global SDL_Texture that renders the full tileset (or individual tiles, in this case),
rect1 = a local SDL_Rect variable that specifies the tilesetTexture clip rectangle,
rect2 = a local SDL_Rect variable that specifies where on the screen the tile is to be rendered to,
center = a local SDL_Point variable that specifies the centerpoint of the rotating operations,
and flip = a local SDL_RenderFlip parameter that specifies which way(s) to flip the drawn image.

Like I said, on Windows, when I build and run, it runs perfectly. On Linux, when I redownload the library files (just to be safe), build, and run, it always segfaults on this line. I backtraced the issue in GDB, and here's what it told me:

#0  0x00007ffff7b1b21c in ?? () from /usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0
#1  0x00007ffff7b1b5fb in ?? () from /usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0
#2  0x000000000000b05f in drawTile (id=0, xCoord=0, yCoord=0, width=48, flip=SDL_FLIP_NONE)
#3  0x000000000040af6c in drawTilemap (startX=0, startY=0, endX=20, endY=15, updateScreen=0)
<my notes: There are 6 in total it displays, but all of them expand out to my main(), so nothing I didn't know past this.>
<As well, drawTile() is the function that calls SDL_RenderCopyEx(). The line it breaks on is the line that calls SDL_RenderCopyEx.>

I went through and searched all my variables for improper pointer initialization, passing bad arguments, even that the clipping bounds in rect1 weren't faulty, everything, but I found nothing. What's strange is that, I mentioned how I ran this line inside of a function inside another function; when I run drawTile() (which a call for is nested in drawTilemap(), naturally) by itself, it doesn't segfault. What's even stranger, is that when I navigated to either of the frames that say "?? ()" and type "list", it gives me random lines from either of my C sources.

Here's a larger look at my source:

From myInclude.c:

void drawTilemap(int startX, int startY, int endX, int endY, bool updateScreen)
{
    for(int dy = startY; dy < endY; dy++)
        for(int dx = startX; dx < endX; dx++)
            drawTile(tilemap[dy][dx], dx * TILE_SIZE, dy * TILE_SIZE, TILE_SIZE, SDL_FLIP_NONE);
    if (updateScreen)
        SDL_RenderPresent(mainRenderer);
}

void drawTile(int id, int xCoord, int yCoord, int width, SDL_RendererFlip flip)
{
    SDL_Rect rect1 = {.x = (id / 8) * width, .y = (id % 8) * width, .w = width, .h = width};
    SDL_Rect rect2 = {.x = xCoord, .y = yCoord, .w = width, .h = width};
    SDL_Point center = {.x = width / 2, .y = width / 2};
    SDL_RenderCopyEx(mainRenderer, tilesetTexture, &rect1, &rect2, 0, &center, flip);
}

and from main.c:

int mainLoop(player* playerSprite)
{
    //... setting up other, unrelated variables
    //on Linux, seg fault after calling drawTilemap
    drawTilemap(0, 0, WIDTH_IN_TILES, HEIGHT_IN_TILES, false);
    //WIDTH_IN_TILES is defined as 20, and HEIGHT_IN_TILES is defined as 15
    //... rest of code that isn't run because of the segfault
}

(The body of this message came from my StackOverflow question here, if you want to take a look at that as well)
#6
I recently got a Pebble Time smartwatch. You can get them for pretty cheap right now (~50$ new. Some models and colors are more, though), especially since Pebble was bought out by FitBit. I decided to make some Pebble apps in C, but then it hit me: why not make a Sorcery-themed watchface? So I worked using cloudpebble.net to make these Pebble C projects. Just saying, it's a really cool tool for anyone interested in this sort of thing. Here's v2.2 of that.

[spoiler=Features]* Tells time (thankfully :P)
* Battery level indicator
* Uses the official TI-84+ font
* Has a little 64x64 image of the main character sprite (which I have yet to name, I just realized)
* Bluetooth connection status & vibrate on disconnect
* Day of the week and numerical date
[/spoiler]
[spoiler=Installation Instructions]* Download the .pbw file in the .zip
* Send it to your Android/Apple device somehow (I personally use Dropbox)
* Attempt to run it on your Android/Apple device, and select the app to run it with as the Pebble app
* Wait for install
* Enjoy

Compatible With:
* original Pebble
* Pebble Time & Pebble Time Steel
* Pebble Time Round
* Pebble 2
[/spoiler]

Screenshots of v2.2:


Download here for the direct, here for the Pebble App Store link, or download from the .zip attached below. You can find the source here if you want, as well.
#7
Recently, I've started work on a port of Sorcery of Uvutu to the monochrome z80 calculators. I'm using xLIB (monochrome) in place of xLIBC and have already started work on the black and white spritesheet and some porting of the main engine. String data, non-DCSE specific commands, and general ideas I've used can all stay, yet they'll probably all have to be changed in one way or another. Map data, some tricks using color (screen inversion, intro text fade-in, probably screen shaking, etc.) and other CSE specific things will all have to be entirely reworked for this port. I don't have any screenshots yet, as I'm still working on sprites and the like, but that will come soon.

As for my vision, I expect the monochrome version to likely run faster, due to the CSE's speed limitations being removed here. Also, as each overworld map will be colorless and the screen size will have to make each map smaller, I can only do so much in each, and battles will probably have to be more frequent per map. Think of it this way: In Sorcery CSE, battles would occur at a minimum, every 11 steps. For the CSE, 11 steps was enough to traverse half of most maps, making battles occur 1-2 times per map. This played a huge part in the balance I did for exp/money gain, HP, etc. Now, 11 steps will probably be enough to traverse 1.5 typical maps, meaning by the time you reach a boss in a world, you'd likely be underleveled without serious grinding. I'm looking to reduce that number to every 5-6 steps, which will mean technically more encounters, but encounters per map screen will likely stay the same.


Here's the latest screenshot showing all the game features. Shows all the features implemented!

You can download Sorcery of Uvutu Monochrome either under this post, or you can get both versions in the main, stickied topic.
#8
Here's where I'm going to put various tables, data, etc. about Sorcery of Uvutu.


[spoiler=Attacks]Physical Attacks:

Slice/Slash: No element  - Automatically obtained from the start
Flare/Blaze: Fire (Increased damage on West Pole enemies)  - obtained from Flame Sword
Crack/Break: Earth (Increased damage on NO enemies)  - obtained from Rock Sword
Chill/Ice: Ice (Increased damage on NO enemies)  - obtained from Chill Sword
Flow/Sweep: Water (Increased damage on Dragon's Den and Under City enemies)  - obtained from Water Sword
Whack/Bash: Dirty (Increased damage on Upper City enemies)  - obtained from Dual Knife
Stab/Gash: Evil (Increased damage on NO enemies)  - obtained from Gold Sword
Smash: Ultra (Increased damage on all enemies except the second-to-last boss)  - Obtained from Smash Sword

Magic Attacks:


Thorn/Vine: Plant (Increased damage on Worry Quarry and River Lake enemies)  - obtained from Wood Tome
Fire/Pyre: Fire (Increased damage on West Pole enemies)  - obtained from Burnt Tome
Rock/Stone: Earth (Increased damage on NO enemies)  - obtained from Stone Tome
Frost/Hail: Ice (Increased damage on NO enemies)  - obtained from Cold Tome
Storm/Volt: Water (Increased damage on Under City enemies)  - obtained from Storm Tome
Smell/Stench: Dirty (Increased damage on Upper City enemies)  - obtained from Smelly Tome
Dark/Evil: Evil (Increased damage on NO enemies)  - obtained from Dark Tome
Alpha: Ultra (Increased damage on all enemies except the second-to-last boss)  - obtained from Alpha Tome

Other Attacks:


Block: Blocks half of enemy damage. Reduces your damage by 20%  -  Always available
Arrow: Unobtainable move only used by one enemy type.
[/spoiler]

[spoiler=Other Things]
Github Link:
https://github.com/TildaCubed/SorceryofUvutu
(Includes CSE and mono source up to v1.3 and Nspire ports (but there's not a whole lot to look at there :P)
[/spoiler]
[spoiler=Secrets/Little Known Stuff]
* Levelling up after beating a boss will grant you a higher potential HP increase (increase while not fighting a boss is between 5-7, fighting a boss is 7-9).
* Upon level up, you have a 1 in 5 chance of getting an extra Stat Point to level your stats up with.
* The two ultimate moves do increased damage to every enemy besides the second-to-last boss, and as of v1.3, have increased critical potential.
[/spoiler]
#9
Phones & Tablets / Google Cardboard
October 23, 2016, 05:54:53 PM
I just received my Google Cardboard in the mail and I'm very impressed with it. This being a technology forum, does anyone else have one? What games/apps do you like? I'll add a list of mine below.
If you don't know what Google Cardboard is, it's literally cardboard. Well, it's a 3D viewer/headset made out of your phone and a material such as cardboard or plastic. On your phone, you launch VR apps which basically splits phone res in half to display two eyes-worth of game. It's the same system the Oculus Rift first used. As this is tied to your phone, you can both take and view pictures (in 3D or not), watch videos (on Youtube, from your phone storage, etc.), surf the Internet, and more. Of course, games are the best part.

[spoiler=Apps I Have]
*Fulldive (basically a VR launcher app combined with Internet, viewing pictures/videos)
*BAMF VR (Puzzle game where you teleport around the map to collect gems. My personal favorite game)
*Trooper 2 (Basically a 3D version of those crappy zombie-killing games where you turn the camera 360 degrees to find and kill zombies standing still, but VR)
*StarTracker VR (Basically a planetarium)
*Youtube (watching videos on a seemingly room-sized screen is cooler than it may sound, not to mention 360 videos)
[/spoiler]
#10
Gaming / Xbox One / Live Gamertags
May 22, 2016, 09:34:43 PM
I'm getting an Xbox One for my birthday (I'm asking for my friends to get me GameStop gift cards - yes I'll get some strange looks at the counter when I show up with a McDonald's toy's worth of plastic), and the party is in less than a week. Before you tell me to get a PS4, let me just say that I'm only getting a One to play with my friends, since most of my friends who play multiplayer games have a One (although some have a PS4 too). I'm mostly gonna be playing Destiny with my friends.

My gamertag is ThePolicelee. I've already made my account, so you can add me if you want. Just message me telling me who you are.
#11
Gaming / Hearthstone
January 04, 2016, 11:16:15 PM
I just saw someone on Hearthstone named jW1n, so I was prompted to make this post.
If you play, post your Battle.net here! I'm on there as 123outerme.
Hearthstone is a really fun CCG, with extremely simple mechanics, hence the "deceptively SIMPLE" part. The "deceptively" part comes from the amount of choices both in deck building and in play itself. You play to reduce the opponent's health from 30 to 0 before they can do the same to you.
[spoiler=For players of Hearthstone already, or those not already overloaded with info]
If you've watched Trump's basic Hearthstone guide, you obviously know that this is only the win condition; the goal is to control the board with your minions, to make reducing you opponent's health easier.
[/spoiler]
Anyways, if you haven't tried it, I reccomend it. It requires a lot of strategic thinking, and is extremely fun and rewarding.
#12
Warning: Discussion of beta features, maps, etc. may include SPOILERS. Proceed at your own caution.

- Signing Up
If you would like to sign up for the closed beta, please PM me to avoid cluttering the topic. I won't accept many testers, to avoid many cooks in one kitchen, as well as to contain possible spoilers. If I accept you, you will be PM'd a link to the newest beta whenever they are released, as well as a save file editing program, and instructions.
As you will be able to modify your save file and experience a lot of content in a short time, I ask that if you would want to experience the game free from beta duties, that you not sign up. Other than that, go for it!

- Beta Information
As for what beta testers will be testing, I say just playtesting. If you see a possible bug, try to replicate it, and report it. If it is unreplicatable, report it anyways but make sure you specify that it's unreplicatable. Worlds 1 and 2 have been thoroughly tested. World 3 has been tested a bit, and World 4 hasn't been tested at all.

- Known Issues
*Progression is mostly linear
*Little amounts of story
*Not really an issue but I have to implement DJ Omnimaga's battle background code.
#13
Gaming / Airsoft Discussion
December 14, 2015, 11:08:22 PM
(When Street gets around to fulfilling my request of a "Real Life Games" subforum, feel free to move this there)
So recently, just to mess around with my friend, I ordered a spring pistol Airsoft gun. For those curious, it's found here. According to the reviews, it's incredibly sturdy, reliable, and for a $15 springer it's pretty good over all. I also got a $20 paintball mask and a $5 canister of BBs.
#14
Gaming / What GC/Wii Game Should I Get?
December 06, 2015, 11:25:02 PM
I'm planning on getting some GameCube or Wii game soon, and here's what I'm thinking about:
*Super Smash Bros Melee (I can find this at GameStop, so I don't have to pay 70$ online :crazy: . I'm an avid Project M player but I'm not sure I want two copies of the same thing, although I know they are slightly different.)
*LoZ: Wind Waker (I can find this at GameStop too, but if not I can find a cheaper disc online than Melee. I also love me a good Zelda game)
*LoZ: Skyward Sword (I know I can find this at GameStop, but the question is: this over Wind Waker? Prob not)
*Mario Kart Wii

If you know of another Wii/GameCube game I'd probably enjoy, tell me. I'll check it out.
#15
PC, Mac & Vintage Computers / Programming Ideas
December 06, 2015, 08:46:07 PM
Post your programming/game ideas here!

I had an amazing idea for a 3d-ish game for the CSE. It takes advantage of the fact that you can run xLIBC code without going into half-res mode, where it'll draw both sides of the screen simultaneously. Although you won't be able to use double-buffer techniques like switching between buffers to create a more seamless experience, 3D!!! *.*  Of course, you'll also have to make a 3D viewer like Google Cardboard but if it's easy to make and understand the directions, I'll play the game!
I'm not going to make that, so someone else can if they want.
#16
[spoiler=Gameplay Screenshots]
Old DCSE Icon:

New DCSE Icon:

Sorcery of Uvutu Walrii:


Tileset test:

Sample town and battle screen test:

Updated overworld and menu:

Updated battle screen:

Name entry update:

Collision and tileset update:

Text box style unification and tileset update:

Battle backrounds, level up, and menu update:

NPCs and battle screen sky update:

Beta 0.1 release:

Beta 0.2 release:

Dragon's Den sneak peek:

Worry Quarry sneak peek:

0.5 Beta Teaser:

0.63 Beta Teaser:

0.7 Beta Teaser/World 5 Teaser

World 6 Teaser

[/spoiler]
[spoiler=World Screenshots (CSE): HUGE SPOILERS!]
World 1; Plain Plains


World 2; Dragon's Den


World 3; Worry Quarry


World 4; West Pole


World 5; River Lake


World 6; Under City


World 7; Upper City


World 8; Battleground

[/spoiler]
[spoiler=World Screenshots (Mono): HUGE SPOILERS!]
World 1; Plain Plains


World 2; Dragon's Den


World 3; Worry Quarry


World 4; West Pole


World 5; River Lake


World 6; Under City


World 7; Upper City


World 8; Battlefield

[/spoiler]
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