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Messages - DarkestEx

#1366
Quote from: DJ Omnimaga on February 14, 2015, 04:40:51 PM
Anyway back on topic, for the Android game do you plan to use new graphics and higher resolution or do you plan to stick to calculator-style, but colored to keep it true to the original?
Actually, I could let the user choose, what design he wants. But I prefer new HD graphics for the app version. You can still use the emulator to play with the real feeling.
#1367
Thank you for all your positive feedback.

Quote from: DJ Omnimaga on February 12, 2015, 04:01:55 AM
Relevant :P (WARNING: loud volume) http://codewalr.us/index.php?page=uuddlrlrba
LOL! :)
Nice idea, hiding the konami code in url.
#1368
Quote from: DJ Omnimaga on February 13, 2015, 07:31:52 AM
Quote from: DarkestEx on February 12, 2015, 08:47:38 PM
(even with a little cheating)
I would actually discourage doing such thing. Better study more so you can actually improve (although with languages it can be hard to remember so much stuff, especially written French, which is a nightmare to learn to write even as native French-speaking person.

Oh. I'm normally never cheating. But in this case, I wrote two primary subject tests within two days and I came home from school very late the day before. I learned all the time when I came home, but the in the test, I forgot some words and my pal helped me with them.
I did'nt knew about the french test, as I was sick for 1 1/2 weeks and just got told about it on Tuesday.
So don't be too disappointed about me  :(
#1369
Good luck with your test.
I wrote french today. And I wasn't really good  >:(
(even with a little cheating)
#1370
Sure if you want to. We do need every help possible :)
#1371
Yes, he (soelchf) wants to sign up soon here and on Cemetech.
So he will join in the next days :)
#1372
Of course will the calculator version allways be the most important for me, but as my friends think the games makes real fun, we decided to make an app too, when the most of the calculator functions are tested and made. We will keep both project alive :)
#1373
To all Walrusses :walrii: out there.
We are porting our calculator game TwoStep to Android (in the future)


Special thanks go to
@AliceIsDead, because of making awesome textures and animations for the game.
@DJ Omnimaga, for donating some of his great music to the game.
@soelchf, for donating the Google Play registration fee.
@CKH4, for testing the app.

Cumred_Snektron can help, if he wants. He just needs to PM me.

Technical
We are using libgdx, IntelliJ Idea and a Motorola Moto G2 for debugging.
I set up multiple gradle scripts and a crosscompiler to release to the different platforms.

Progress
Complete rewrite pending...

Availability
The game will be available for all platforms from my homepage and for Android aswell from Google Play.

Price
The game will be free. Maybe there will be some ads in the Android version some day, but nothing is planned by now.

Levels
Theoretically users could make levels by their own and share the via bluetooth or the internet, but not right now.
There will be levelpacks embedded.

Scoreboard
I guess I will connect it to Google Play's stats service. Or create my own stats service.

Screenshots
Android version:


Betatesting download
Download the Android version here.

This project is ON HOLD!

Keep checking out this thread, as it will keep you updated.
#1374
UPDATE b110215:

- Fixed glitch, that allowed to cheat (You could have gone one step and then pressed Enter to trigger it, as if you landed on it with your 2nd step; No worries, Konami Code will be added instead ;))
- Added dialog messages using dynamic assembly callbacks
- Fixed last level's portal positions
- Changed texture of door and button (now key)
- Started with the config menu (for you, it just displays "Comming soon!" - Don't notice the typo :P)
- Changed in-game footer status text for readability
- Bugfix in level loading routine (removed wrong return statement in the middle of the levelrc block; how did that came there?)
- Added block explanations to the main post

Download the binary here while it's fresh.

Screenshot is here:
#1375
Well yes of course will I improve visuals (player animation, gameover screen, etc.) but now as I'm mainly done with the actual gameplay I can focus on the visual things :).
#1376
Quote from: tr1p1ea on February 09, 2015, 12:42:27 PM
Wow looking nice! I can see this game becoming very addictive :).
Thanks, tr1p1ea!  :). I hope it makes as much fun playing it as it makes making it.
#1377
UPDATE b090215:

- added doors
- added buttons
- added checkpoints that you have to reach
- added platforms
- added 4 new levels
- a few bugfixes
- compiled and uploaded new binary (download)

Screenshot:
#1378
Quote from: DJ Omnimaga on February 06, 2015, 03:57:15 AM
Will checkpoints be in the middle of longer levels or will they be between each level so you can continue where you left off?
Level authors can choose if, and how many lives will be added at the beginning of a level. If you quit, you will be able to continiue, where you left (same level, same score, same lives, but if you're in the middle of a level, you will have to restart that level). But that goes onto my todo list, as right now, no saving is implemented at all. (You cold actually implement state save, as my engine's state and level data is completly in SaveSScreen, so you could just copy the contents of that into a file, and the engine would just continue executing where it left, when you restart the game and copy the contents back to SaveSScreen and jump directly to LOOP (like Hibernate function on PC)). But that is just a possbility and it would cost you about 700 bytes of Flash. It would easier than making a own file format for saving, but however, its on you to decide whats the best option.

Quote from: DJ Omnimaga on February 06, 2015, 03:57:15 AM
Also what kind of compression do you use? I am curious about what is the size of each level before and after compression? :)
I pack my data as small as possible by using every bit of any byte and only using the smallest required data size. This saves a lot of flash but makes uncompressing harder (many bitwise commands in my decompressing algorythm). I made many functions to directly manipulate the compressed content and some to decompress data into ram. The size of one uncompressed level (including its own header) is about 80 bytes. But with my compression its reduced to 40 bytes per level (50% compression rate). An important element of the compressing is using binary coded decimal and splitting bytes in halves. To prevent any problems, the levels will each have its own checksum byte, which must match the checksum of the uncompressed level. There will be a level editor, so its very easy to make levels.

Levels are made out of a 10 bytes header which contains an unique id, setting such as if there is a time and or a step limit, (if any) the actual time and or step limits, the average time needed to complete a level, the average steps needed to complete a level (theyre both for calculating the score), the start x and y position (as one byte, bcd; e.g. write 0x34 (EE34 on calc) for a starting position of X:3, Y:4), and the difficulty of the level (beetween 0 and 15, where 0 is easy and 15 hard) and some reserved bytes, that might get used in later versions). If you're unsure about one field, just fill it with 0.
The second part of every level is it's actual map. It is 30 bytes in size. The data is allocated as a matrix, with a width of 10 blocks (5 bytes) and a height of 6. You can use two portal classes, which might have any amount of inputs and each one can have up to 8 outputs. If one class has more than one output, the output will be choosen randomly. The both portal classes are seperate and don't link to each other. You can place doors and buttons too. But there's only one class. So its the same as with the portals: You can have unlimited buttons, but they can control up to 8 randomly selected doors. You can have platforms, that you have to step on (checkpoints; they turn to platforms after stepping on them) and stay there, you have sole platforms, that you don't have to step onto, you can have solid blocks, that you can't step onto (good for making levels, where you can't acces an area, before solving a puzzle; portals can help by providing a single direction way), you can have empty blocks and finally tiles, that you have to step on, but then disappear when you leave them.

I'm sorry for writing that much, but I'm sure it will make it easier to understand.
#1379
UPDATE [beta050215]:

Change Log:
- Added checkpoints
- Added platforms
- Fixed level decompression and compressed write routines
- Fixed BCD level and data reading routines
- Fixed level changing
- Redone game structure
#1380
Other / Re: New member introductions: Say hello here!
January 31, 2015, 12:44:34 AM
Hello everybody!
I'm Benedikt (or known as DarkestEx, Muessigb) and whatever username I picked else on the wide internet.
I guess a few of you already know me from Omnimaga and Cemetech.
I'm interested in design, cooking, microelectronics, physics and programming.
Actually I'm good i those programming languages: C, C#, VB.NET, PHP, HTML & CSS, TI-Basic, Small Basic, Axe, Bash (and my own 2016 programming language Claw)
And I know those a little: Java, Z80 Assembler, Basic, JavaScript.
I'm going to a high-school in Germany.

If you want to know more about me, feel free to visit my homepage: http://muessigb.net/

And no, I'm not depressed, or having any trust problems ;)
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