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Messages - 123outerme

#691
Other / Re: New member introductions: Say hello here!
January 25, 2015, 03:23:15 AM
Quote from: James Oldiges on January 25, 2015, 02:25:04 AM
Welp, I guess I am new to this site XD


My name is HappyBobJr, but everyone just calls me James.  My dad insisted me be named after him, HappyBob.
I am mostly a lurker, but will respond to tidbits here and there.
I know Axe (less than yall though), C, some JS, HTML (Do we even consider that a language?), some Python, and a bit of Japanese.
I am very friendly to the point where I may become annoying, so I beg you to please just let me know so I can modify my behavior.

I pop up in the IRC now and then, but if you want to contact me you can PM me, add me on FB, or text me at (513)889-6709 (North America ONLY)


HAPPY PROGRAMMING EVERYONE
Welcome! I hope to see some of your projects take shape. :) I don't know anything of what you know (except a bit of HTML), but there are plenty of users here who are fluent in all of the above! Well, I dunno if anyone here is fluent in Japanese :P
#692
Quote from: LD Studios on January 24, 2015, 09:34:31 PM
Looking good, here's a few tips on level design:
-Having multiple platforms will increase difficulty as well as level diversity
-Make them longer by spawning the player on the far left and putting the target closer to the far right
-Put enemies between the spawning point and the target, right now it's too easy to avoid them entirely
-Having multiple enemies in one level would also be nice
Thanks! I will see if these can be done. One of the reasons that I was avoiding this [the first one] is because of speed issues. Also, I think that two platforms are unnecessary, as there's only one layer where you can't get to from the ground. Although, scrolling levels might be an option (although, smooth scrolling is out of the question by far).
#693
Quote from: DJ Omnimaga on January 24, 2015, 07:13:54 PM
Awesome to hear :D
The demo is released! I'm also now working on a level editor. It can create levels, but not load them yet.
#694
Quote from: DJ Omnimaga on January 24, 2015, 07:11:36 PM
Actually Text(-1 works on every 83+/84+ models including the color ones ???

That said if you ise Text instead of home screen, then you don't need Celtic for colors.

Also I like the boss rush idea.
I know, but I believe that CVSoft was working on the TI-82 port, and the first game, apart from the amount of strings it uses (which I can fix) was fully compatible. I might as well take that extra step and keep it compatible.
The Text( commands are only really used for the main menu and when you acquire an artifact. I suppose I could use the homescreen for it all, however. In fact, that way I can add more text.
Thanks! I might have a Boss Rush mode as well if I add more bosses, since only 2 bosses are present in the original version.
#695
Quote from: DJ Omnimaga on January 22, 2015, 11:44:40 PM
I would definitively like to see a remake of this. It might not have been Portal, Mario or SSBOpen but it was still quite fun to play considering when you joined Omni you were still new in programming. ASCII graphics would be fine, but you might want to take advantage of Celtic2CSE for the CSE to add colors. Maybe you could also make it a bit more RPG-ish in the way that you can go back to previous dungeons and perhaps have a village?
I'll probably have a village with like a "Memory Link" that can take you back to previous dungeons or replay the game at a higher difficulty, sorta like OoT(3D)'s  Boss Rush/Master Quest.
Quote from: Streetwalrus on January 23, 2015, 06:56:51 AM
Hmmm Celtic 2cse would be a good addition to your game. I never played it though. :P
I'll look in to Celtic but I might just stick to the original mentality of complete portablilty. That's why I also never used Text(-1,... and why the text was so compact on the CSE.

I also have the bare minimum for the main engine in place, I just have to start the level interpreter.
#696
Quote from: Streetwalrus on January 23, 2015, 06:59:17 AM
Looks pretty cool so far. :) I don't have a CSE unfortunately so I won't be able to play it. :/
Thanks! Maybe you'll get the CE when it comes out (and hopefully the code won't have to be ported too much)
In other news, I moved the jumping and sword swinging code to outside of the loop, and the speed is tolerable. I'm releasing a beta soon.
#697
Quote from: DJ Omnimaga on January 22, 2015, 11:53:59 PM
I didn't check the code, but is the jumping code located outside the main loop? When I create a walking engine, I try to make it so that everything that isn't walking around is processed outside the main loop. If it checks for collision and it's not an empty spot then it exits the walking loop, same if I press the jump key. Once the jumping and collision is calculated, I go back to the main loop. It requires an extra variable but the speed gain can be worth it.
I've done that sometimes before, but I only deem it necessary if the speed is atrocious. That being said, I believe my version's speed is near that level, so I'll try that.
#698
I've decided to revisit that old 10k bytes of a "gem" I made 6 months ago, Source Seekers. To jump straight to my plans:

[spoiler=Plans]
*Fix the size
*Fix bugs/issues
*Improve graphics generally
*Rewrite story
*Add HP
*Revamp enemies
*Revisit previous levels
*Add in Village system (don't worry, there's a reason. If it doesn't really work, I'll remove it)
*Ideas:
**CSE-exclusive engine/program?
[/spoiler]

Add your own ideas if you have any!
#699
Quote from: DJ Omnimaga on January 20, 2015, 07:11:24 AM
That said, if you are able to you could always sell your CSE then buy a CE with that money, but it is still a money loss either way. Maybe Kerm could add a speed mode in jsTIfied that makes jsTIfied run approximately twice faster in CSE mode so BASIC programmers can test their games and see if they run too fast or not at CE speed.


That said, for jumping I felt that jumping was kinda fine. The only issue was that jumpind left or right was sometimes hard because you had to tap the arrow then jump key quickly, since the game is quite fast. Maybe you could make it so that when you move left or right it waits two frames instead of one before reseting the jump direction to 0? That said, maybe it could get annoying.
Thanks for the advice! As for jumping, I feel like all that code is slowing the main loop down, so I'm trying to get rid of a lot of it. Another idea I had was to get rid of the jumping "animation" entirely, sorta like how Block Dude didn't animate the blocks falling.
I think that if that doesn't help, I'll drop it for now, and come back when I've learned a lot more ASM, and try to make this an ASM project. But, as far as I am in ASM now, that sounds like a bit of a stretch. :P
#700
Quote from: DJ Omnimaga on January 14, 2015, 11:11:16 PM
I plan to get it but I need to save money first, plus I most likely won't buy it if its speed is identical to the CSE (for example, if they just emulate a CSE Z80 ROM on a modified TI-Nspire hardware and forgot to remove speed throttling, assuming the Clickpad Nspire 84+ emu didn't run at full speed). Otherwise I am interested since it might give more freedom to TI-BASIC programmers (faster simple games, for example).

I still wish that dual layer ASCII worked on the CSE so that we could use two text characters as a shortcut to draw fast BASIC sprites like on monochrome models. You could even have used them in your game if they would have worked.
Yeah. I'm mostly not sure that I'll get it because it's money I could use to replaced some of my breaking/broken tech, and I could always do with saving up for the future.
Quote from: AssemblyBandit on January 18, 2015, 03:50:17 AM
The o 0 jumping animation is pure genius!
Thanks! Like I said earlier, it was because it was near impossible to tell when you could input a direction to affect your momentum, as is required for some jumps. I thought that your character needed to "telegraph" the input timing. However, mechanically, I might not need this anymore, because I am trying to get real-time jumping to work, where your momentum will be freely controllable. Until now, I've been using a small For( loop to propel you upwards and check your collision.
#701
Quote from: DJ Omnimaga on January 14, 2015, 02:51:22 AM
Aaah ok, sorry to hear. D: I guess maybe variable height platforms as I suggested would have to be kept for the TI-84 Premium CE then >.<
When it comes out ;)
(And if I'm gonna get it)
#702
Quote from: DJ Omnimaga on January 13, 2015, 11:47:18 PM
Would having two or three or one platform with an hole in the middle slow things down too much?
Probably, seeing as it's pretty laggy already, but still barely playable (which is why I haven't released the next alpha). I could probably try, but I think the most feasible one would be a hole in the ground, since that doesn't require you to go through multiple sets of coordinates to get the collision.
#703
Quote from: DJ Omnimaga on January 13, 2015, 01:15:04 AM
Ooh I see, but will this allow platforms to actually be higher in the screen too, forcing the player to jump from one platform to another in other to reach the highest platform?
So far I only have 1 platform per screen, but theoretically, yes.

Edit: What I mean, is that now platforms can have their top surface in the air and the bottom touching the ground. Differing heights with the same dimensions was always possible.
#704
Quote from: CKH4 on January 12, 2015, 11:31:37 PM
You just got a +1 for awesomeness. But seriously will there be lives or something?
Make that a +2. I believe he's using it for the [spoiler=PORTAL SPOILERS:]ending ;)[/spoiler]
#705
Quote from: DJ Omnimaga on January 12, 2015, 05:32:07 PM
Oh it will support height too?
Yeah, so instead of being one "layer" (one set of 8 pixels) tall, I can change that to make walls and boxes and stuff. Going back to my example:
                                  ( XXXXXXXX
                                  ( XXXXXXXX

                                  I
                              This is a variable now also.
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