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b/PC, Mac & Vintage Computers publicado por u/DarkestEx April 06, 2015, 05:51:12 PM
TwoStep for PC

[emoji517] Features
- Fully scriptable, JIT compiled Lua levels with full engine control and all standard .NET framework classes (Web, Sockets, File, Collections, ...)
- Custom blocks, Textures, Players and Levels definiable from Lua
- Awesome textures from @AliceIsDead
- Great sounds from @DJ Omnimaga
- Fast, dynamic game engine
- SFML framework, which is written in C++, fast, multiplatform, simple and powerfull
- Portability
- Awesome space levels and animated graphics
- Completely written in efficient C#
- Fully extendable engine framework
- Runs on Windows, Mac and Linux
- And many more...


[emoji613] Current Version
alpha-150416-a


[emoji334] Download
Please keep in mind that the amd64 verison doesn't work for all 64 bit machines. If the game doesn't start, please try the i386 version instead.
Windows, i386
Windows, amd64


[emoji560] Screenshots





[emoji452] Controls
They are pretty easy. Right now the character is controlled by the Up, Down, Right and Left keys.
Last Edit: April 20, 2015, 05:00:17 PM by DarkestEx
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u/Dream of Omnimaga April 06, 2015, 09:46:09 PM
Will this game require some external dependencies or will the final download come with everything required to run it? I would definitively like to see a PC version myself. :)
u/DarkestEx April 06, 2015, 11:17:53 PM
Quote from: DJ Omnimaga on April 06, 2015, 09:46:09 PM
Will this game require some external dependencies or will the final download come with everything required to run it? I would definitively like to see a PC version myself. :)
It always depends on the platform. Windows users (>= Win 7 SP1) normally don't have to download anything. The only requirement for Windows users is .NET Framework 4.x, which is installed on Win 7 SP1 and Win 8.x by default. All other dependencies and native libraries are in the download package for x86 or x64.

Mac and Linux users do have to install sfml-bin and mono framework to run the game. Then they have to create a few symlinks to the native files, but I assume somebody who uses Linux is able to do such things ;)
I can't test it on Mac, as I don't have one and I don't know anybody with one so I can't provide any support on that.

Nice that there will be PC users like you! I hope that it will become a great game once :)
It will be free right now, but I will put ads on the download site to get a little revenue for my paid hosting (only a few cents probably, but still).
I already coded a good part of the game engine today, as I am very familiar to C# and SFML and even gave a lesson at school about it (On two special days, students could teach other students things).
Last Edit: April 06, 2015, 11:20:16 PM by DarkestEx
u/Dream of Omnimaga April 07, 2015, 12:29:02 AM
Ah nice it will work on Linux too :D. I assume there might be a way to get it to work in Mac, if it doesn't work already via Wine or something, though. But yeah it can be hard to test when we don't have an extra $2500 to spend on a logo and a computer :P
u/DarkestEx April 07, 2015, 06:40:27 AM
Quote from: DJ Omnimaga on April 07, 2015, 12:29:02 AM
I assume there might be a way to get it to work in Mac, if it doesn't work already via Wine or something, though. But yeah it can be hard to test when we don't have an extra $2500 to spend on a logo and a computer :P
Yeah, if somebody here in the community had already spend so much money on a logo and a computer this person would be greatly appreciated to provide some sort of a tutorial or atleast a note, if it works on mac.
u/Dream of Omnimaga April 07, 2015, 06:43:11 AM
Maybe you could get Adriweb or Elfprince to test it when it's out? Both have a Mac IIRC.
u/DarkestEx April 07, 2015, 06:48:03 AM
Quote from: DJ Omnimaga on April 07, 2015, 06:43:11 AM
Maybe you could get Adriweb or Elfprince to test it when it's out? Both have a Mac IIRC.
Yes, that could be an option. I am going to ask them.
u/DarkestEx April 07, 2015, 10:54:19 AM
I made a good amount of success with the engine so far.
It renders quickly and a basic map is showing up. I am already further than I was with the Android version so far.
And the code is not hacked together like the one in the Android version ;)
I am away for 3 days, so don't expect anything to happen during this time, but I will continue coding later this week.
u/Dream of Omnimaga April 08, 2015, 06:35:33 AM
Glad to hear. By the way, will the PC version have some levels with much larger maps, such as 40x40 tiles and scrolling?

See you again soon :)
u/DarkestEx April 08, 2015, 10:28:33 PM
Quote from: DJ Omnimaga on April 08, 2015, 06:35:33 AM
Glad to hear. By the way, will the PC version have some levels with much larger maps, such as 40x40 tiles and scrolling?

See you again soon :)
Well the tile size will be the same as the Android one will be (64x64).
But yes, scrolling and larger maps are completely possible. I will probably even allow extending the levels options via inline lua support, but the lua thing is not completely sure right now.

Thanks for the greetings. I am still on vacation but the hotel has free WiFi :)
u/Duke "Tape" Eiyeron April 09, 2015, 07:22:33 AM
Why not allowing bigger levels on calculators?
u/Dream of Omnimaga April 09, 2015, 06:52:14 PM
64x64 is quite large for a calculator. 4096 bytes of RAM would be required unless you can read directly from archive fast enough in real time, or 2048 if he uses half-byte tiles. The 84+ only has 24 KB of RAM.
u/DarkestEx April 09, 2015, 08:06:26 PM
Quote from: DJ Omnimaga on April 09, 2015, 06:52:14 PM
64x64 is quite large for a calculator. 4096 bytes of RAM would be required unless you can read directly from archive fast enough in real time, or 2048 if he uses half-byte tiles. The 84+ only has 24 KB of RAM.
No, the texture size is 64x64 PX in the PC and android versions.
The textures are read from ram directly using a lookup table in the calc version and are only 8x8 PX in size there.
The android and pc versions will have animations so only the base will be 64px.
Quote from: Duke "Tape" Eiyeron on April 09, 2015, 07:22:33 AM
Why not allowing bigger levels on calculators?
Well its just hardcoded like this and the levels are designed to work like this but it is probably possible to make them bigger sometime.
u/Dream of Omnimaga April 10, 2015, 05:37:06 AM
Oh I was talking about the tilemap data being 64x64, not the textures themselves. :P
u/DarkestEx April 10, 2015, 08:02:08 AM
Quote from: DJ Omnimaga on April 10, 2015, 05:37:06 AM
Oh I was talking about the tilemap data being 64x64, not the textures themselves. :P
Oh yeah, my bad  :(. Well, currently the size of one tilemap (on the calc version) is 10x6 blocks or 30 bytes of memory plus 10 bytes of an individual level header.
The level is copied into ram and is then modified there (like when you collect something or use a key). When the level restarts somehow or a new level starts the temporary data is overwritten with the base level again.
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