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Messages - E37

#1
Hey, that is pretty neat. Ill use that if I can find a way to install python onto my thumb drive. I assume that you can detokenize programs to restore them to a previous version? Or are the detokenized files accompanied by the programs? If the program turns the detokenized strings back into programs, did you account for the fact that " and " and similar tokens can be interpreted multiple ways? The string " and " can be the 'and' function or it can be two space tokens and three lowercase letters. TokenIDE assumes that it is always the function so some parts of text could be converted to tokens by mistake which could cause problems in Axe (and I assume Grammer as well). Ti-BASIC would be unaffected as it uses strings of tokens not characters. But that is just a minor complaint if the problem exists at all. Nice work!
#2
Hey, I'm still working on this game for some reason.

It has been a while and I haven't had much time to work on Driller kNight since I have been away at college but here is an update anyway.

I am planning to release updates to the game on the first of every month to help boost the site and to give myself a deadline to work toward. Since I have a limited time to test, there is a chance I missed some bug. I would be very suprised if the game crashes but you shouldn't leave important things in RAM anyway.

Some unrelated things about the size of the game:
To recompile the whole game takes over 6 minutes. The game is broken up into 8 seperate files and each takes anywhere from 90 seconds (the App) to 15 seconds (the file that creates the saves)
The file dedicated to holding constants and variable locations is over 6k

[spoiler=Changelog:]

New Features:
The game can now be saved in the middle of a level. Be warned that the save file will be >10k and archived.
The player can now view some stats such as kills and loot collected
Added 1 new unit

Changes:
The godmode and random level add-ons are no longer optional
Removed the intro scroll when the game first starts
The invert screen option no longer does anything although the user's preference is still saved
The game now requires 20k of free RAM to run (Was 16k before)

Improvements:
Opening / closing menus is now twice as fast
Rewrote the Refiner Ai to not be so over powered / RNG based
Rewrote the Clearer Ai not to get stuck if there was no rubble nearby
Units no longer sit still and wait to die if they have low health and are being attacked
Upgrade menu is easier to use and upgrade costs are now clearer
The framerate no longer drops by 10% for each repair node built
The game now runs ~15% faster in general
Fixed the game crashing when revealing very large caverns
Roads no longer appear unpowered for a second when a building or road is removed
As a result of the previous fix the game now crashes when more than 60 power plants are built. (I could fix this but I thought it was funny)
Various parts of the game have been moved around to begin working toward 83+ support
Large amounts of the game's internals have been gutted and reworked to make expansion much easier

Outstandng bugs:
I beleive that the game will crash if the user doesn't have the 10k-13k needed to create the save file but I haven't tested it.
If the game reveals a cavern over 2/3 the size of the largest map it will still crash (Up from crashing on caverns over 1/8 the size previously)
The user can save the game right before they finish a level, gain the stats from winning, load the save, finish it to gain the stats again, load the save...
On one of the last levels the game states that the user needs to build a Hover Refiner to win even thought the pre-level story clearly states that a Doom Platform is the object.
[/spoiler]

I would post some screenshots but very few of the visuals have changed.
#3
Games / Re: Reuben Quest: Lost Between Times
December 09, 2017, 03:45:52 PM
I only had that bug happen when I had some part of my RAM corrupted or rarely after saving, exiting and relaunching the game (without a RAM clear before relaunch)
Anyway... It almost definitely has something to do with bad saves. It only triggers when loading a game.
#4
PC, Mac & Vintage Computers / Re: Driller kNight
September 27, 2017, 10:02:40 PM
Quote from: xlibman on September 27, 2017, 11:58:04 AM
I got some old-school graphics myself from past PC projects, but they're more suitable for JRPG's I would say.
Really? Like what? Can I see them? (I probably wont use them I'm just curious)
#5
PC, Mac & Vintage Computers / Re: Driller kNight
September 26, 2017, 03:46:27 PM
Quote from: xlibman on September 26, 2017, 03:14:00 PM
Will the final graphics style be similar to those old 90's strategy games?
That is what I am trying for. I am pretty bad at spiriting though. (And no motivation to do it)
I may wind up doing 8 bit graphics
#6
PC, Mac & Vintage Computers / Driller kNight [pc]
September 25, 2017, 08:55:38 PM
So... I have been working on porting Driller kNight to the pc. It is going pretty well so far. I even have a screen shot of it running.
The graphics are not final. They will probably change a bunch.
#7
Quote from: c4ooo on September 02, 2017, 10:15:52 PM
Some 2.5D graphics would be nice. Maybe an option to switch between an "old school" and newer HD-ish looks?
I am not a good enough artist for that. I was planning to use 8-bit graphics unless someone wants to create sprites that look better.
Quote from: kotu on September 02, 2017, 10:21:30 PM
The slugs sound cool but - I hope they are not too annoying (like siege weapons and boats in AOE)

What I suspect you have done is they appear randomly (not all the time) and destroy a few buildings. that WOULD be cool..... although, slugs - I do not eat enough slugs
The slugs don't destroy buildings. Instead they drain your power which can prevent you from buying new units and turn off the electric fences which will leave the base vulnerable to monster attacks. The slugs are immune to the electric fences.
#8
Now that I have finished the calc version, I am working on a pc remake in c++. I have to redo all of the sprites for the computer. If someone is interested in helping to create the sprites, please tell me.
Any way... I'm moving forward!
#10
Quote from: p2 on July 28, 2017, 08:33:42 PM
Nice, glad to hear that :)
btw in case something goes wrong, how much extra time for such cases have you planned in on your statement to release it on August 5th? :)

(Rick and Morty Season 3 release sunday July 30 and only on adult swim, weeee!)
The game is done now. So a week I guess. I am just playing it as much as I can now.

Quote from: xlibman on July 29, 2017, 12:55:11 AM
Glad to see development is going well. I personally hated setting myself deadlines because I never met them *glares at New Beginning of the Ultimate End*

Good luck with this project :3=
Thanks!
#11
Everything is going according to schedule. I have reworked more mechanics to make the game more fair.  I have added a new unit and creature and a new ai type. The randomly generated level and godmode addons are finished also. I will spend next week debugging.
#12

Update: I will release Driller kNight on August 5

I added another enemy and building.
There is now a menu that opens all the controls in the game for easy reference.
All content is finished.
I will just be optimizing and testing until release so I can be sure I am releasing a good game!
#13
I am continuing to work on the game. I added another building and reworked monster spawns to make them make more sense. All levels now slowly increase in difficulty as time goes on. I may add researchable tech, but that will be an afterthought if it gets added at all. You can now press STAT on the unit menu to receive a summary of the unit before you buy it and to know which building is required to access it.
#14
Quote from: xlibman on June 09, 2017, 04:19:10 AM
Quote from: E37 on May 31, 2017, 02:10:05 PM
Quote from: xlibman on May 29, 2017, 04:21:42 PM
I couldn't figure out what the old code did 
Sounds like my life. I can never figure out old code. Sometimes I try to optimize things... then I wind up breaking what I didn't understand in the first place and trying to fix it - which always winds up less optimized than before! Thanks for the support though! It is really nice!
I usually just ended up rewriting the entire code lol. Took less time. And this is why when I tried to revive Illusiat 13 after years of hiatus it died again almost immediately :P (the other reason being that I had started to lose interest in programming)
Quote from: E37 on June 08, 2017, 11:33:59 PM
I am about halfway done creating the new levels. I also made a bunch of tweaks and added a new unit!
I would be happy to post a beta if anyone is interested in testing the game. On a side note, the game's executable code (no data) is reaching 30K
Glad to see :D. And darn, that,s a lot of code. Glad you can still work within the limitations, though. I might be ok for a beta but I dunno if I'll have much time to test.
I have three more levels to make. I also added a lot of little things to make it seem like a pc game such as a text box appearing on tiles to tell you what they are when you hold your cursor there for a while. I even added scroll bars for some menus! 4 levels of difficulty has been added - easy, normal, hard, and insane. It is almost hard to die on easy and there are some levels I can't beat on insane. I added 2 more units to bring the total count up to 23 and changed a lot of old ones. You now receive a score when you beat a level. I have further improved all of the ai's to make them seem a lot smarter. (No more fighters walking past their target because it moved) I will post some screenies when I work up the motivation to deal with wabbitemu. The whole game is more balanced now.
#15
I am about halfway done creating the new levels. I also made a bunch of tweaks and added a new unit!
I would be happy to post a beta if anyone is interested in testing the game. On a side note, the game's executable code (no data) is reaching 30K
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