So, I finally came up with an idea for the contest! :w00t:
WalTourney:
Storyline:
You are the lowly :walrii: and you must advance through the annual WalTourney to get the prize money that is needed to keep your forum alive. As you go, you get some amounts of money from the battles, but you need that money to train and get better skills to be able to be the WalTourney Champion.
Gameplay:
The game is essentially a bunch of battles randomized in a tournament style. The battles will be something like an RPG's battles, turn based. As you go along, you get new :walrii: skins as you reach certain training levels. Once you become the champion (it may take a few years) money will rain down upon you and you will get to choose which calc site you would like to give your money to. There will also be an "Other" option. (Would this be ok? I'm not sure, it might cause some problems)
Technical Stuff:
Will be written in xLIBC/Celtic/BASIC for the TI 84+ CSE
Screenshots to come!
Any Suggestions?
Interesting idea. I am curious about what you'll come up with. Will you be able to move around or will it be mainly arena-based?
Just arena based. I might put some minigames in as easter eggs, but we'll see.
Ok I see. I can't wait for more updates :)
Great idea, suggestion: make lots of powers :)
Connect it to calcnet and make a poll out of the finish :P
/me runs
Well, it looks like I won't be able to complete this idea, unless I get a sprite sheet figured out. To bad the Walruses aren't 16x16 <.<
I'm looking around for another idea, though.\!
Good luck :/
Well, it looks like I'm not participating in this contest. WalTourney would just take to much time, and I haven't come up with a better idea. If I do, though, I'll try to through it together before the deadline.
Maybe you could do a smaller game or something still based on fighting, but simpler? It could even be something like whack a mole, a memory game, a space shooter, etc
Quote from: DJ Omnimaga on December 28, 2015, 07:36:33 AM
Maybe you could do a smaller game or something still based on fighting, but simpler? It could even be something like whack a mole, a memory game, a space shooter, etc
idk, I have this one idea... Like you are at a carnival, and you have to throw a baseball into a hat, and each baseball you get, you get money, and with your money you could buy new characters (walruses, of course) and then save money to buy new throwing items and upgrades for those items and such. Then theres endgame when you through a nuke :P
That would be cool actually. Maybe you could play as Walrii (not necessarily see it when throwing balls) and when getting new characters, you could use them and they would have slightly different attributes (eg throwing speed, accuracy, etc)
Quote from: DJ Omnimaga on January 02, 2016, 06:55:17 AM
That would be cool actually. Maybe you could play as Walrii (not necessarily see it when throwing balls) and when getting new characters, you could use them and they would have slightly different attributes (eg throwing speed, accuracy, etc)
There we go! And to throw, you actually spit them :D
Time to write up the entire game in the op and start coding!
Will it be for calcs or in Ruby?
Quote from: DJ Omnimaga on January 02, 2016, 08:07:06 AM
Will it be for calcs or in Ruby?
Probably calcs, I don't really have moving sprites around set up in ruby.
If you need help with setting up xLIBC sprites and stuff, I'm happy to help.
Quote from: 123outerme on January 02, 2016, 06:30:07 PM
If you need help with setting up xLIBC sprites and stuff, I'm happy to help.
I'm all set for that, xLIBC makes sense to me now :P
Quote from: 123outerme on January 02, 2016, 06:30:07 PM
If you need help with setting up xLIBC sprites and stuff, I'm happy to help.
Note that the contest doesn't allow people to help each others with code and stuff, though :P
I don't think Unicorn in participating anymore :(
Ah that sucks D:
Woah, I still am! I was just hanging out with friends last weekend, I'm still in this! ;)
Anyways, I just messed around on-cac (my spritesheet was already uploaded) and now all the sprites are displaying. I just need to implement the gameplay, along with a background (that reminds me, I also need a tophat to through things into) , then the walrus spinner (to get walriis and throwing items), then walrus powerups, then throwing item powerups. Then, the game is done! Hopefully I can add more characters to keep the game going for a while if I have extra time.
Actually maybe it was c4ooo that wasn't participating anymore, but he said he might try to sneak in a quick entry. I'm glad that you're still in, by the way. :)
Will the walrus spinner be the walrified Pokéball sprite? :P
Thanks! :)
Actually... that is a good idea. I won't have to create some weird spinning animation.
Gameplay/Info
Through a baseball at a moving object as a :walrii:
Get 1 coin when a Coin object appears and you hit it.
Once you get 10-20 coins (I'm going to finalize a number for that once the gameplay is done), you get a walriiball to get either a new throwing object or new character.
Each object and character gives you certain perks, like more money made and so on.
Item and Character Buffs
Will be listed soon
Oddly enough, I once wanted to make a baseball Walrii sprite, but I finally didn't due to lack of motivation :P
a sports game would probably be quite hard under such time frame, though. It would have to be a dumbed down version of baseball or whatever you want to make.
Oh, lol, its not a sports game :P
You throw an item at a moving object, and once you hit it you get points and rarley some coins.
Bumpdate!
Got general game mechanics halfway done, and I'm ready to implement a menu, scoring, and character selection. (Currency and character unlocking will come later)
Just a note to myself: add a separate spritesheet with rotated silhouettes to erase characters.
Oh I see about the game genre now, lol. Glad to see updates, by the way :)
Thanks :) And yeah, if I buckle down for an hour and just program this thing I should be able to have the game done, along with half of the currency system finished. :3
What have you done so far?
Well movement of the player is set, along with the movement of the target, and you can now throw things. There is no collision detection, but that will come after I make the throwing items smaller. Should have a screenshot by tomorrow.
That is good. I was a bit worried since you resumed this recently and the game changed a bit, plus with DarkestEx not having started coding yet I was worried that some other entries had no line of code written yet either, just a week before the deadline >.<
Well, you get to see some progress!
(https://usercontent.irccloud-cdn.com/file/f8143dpb/1452666385.gif)
I had erasing of the player down, but I tried a new way of erasing that didn't work, and I haven't changed it back yet. I'm working on erasing for the target, and I have a new sprite for that. If you notice that the tophats of the drawn walruses kinda disappear, that is when the throwing sprite is supposed to show up. I changed the sprite location, so that's gonna get fixed soon as well.
And dang, jsTIfied is sloooooow when recording in chrome O.O I should really make sure firefox works.
That looks cool :D. Does erasing the old way slow the game down? It seems pretty fast. As for jsTIfied, I had issues as well, so I use WabbitEmu unless I don't need much speed. Wabbit crashes more, though, so when I don't take screenshots, jsTIfied is recommended.
Erasing now is drawing a rectangle, and if I didn't want to do that (it looks much nice sithout using the rectangle) I would need to use 4 extra pixels on each side of the sprite on the spritesheet, but no rectangle command. That is how my target is erased. I may do that someday. A new screenshot right now would actially be worth it, but my kindle doesnt have a usb port. :P
By the way, maybe the circle should be red if it's kept?
Just what I was thinking, heres a screenshot update :)
I'm gonna remove the baseball as it hits the green, or not when it hits the target
(https://usercontent.irccloud-cdn.com/file/JT1wD3KU/version%20.5.gif)
It might be best to remove it when it hits the green, since it looks a bit weird when the target moves over (since the target isn't transparent). But overall this looks quite good :)
Also, aside from the sprites, this reminds me a bit of Atari 2600 games. :P
Yeah, that is what I am working on. Hopefully more progress this weekend!
Good luck Unicorn :)
Thanks! After a day of focusing more on programming then schoolwork, I have finished! It is a demo and a little bit more. The whole game works, but the highscores are saved as variables, and all the walruses are unlocked. I will fix that if I have time.
There is a small display bug in the walrus selection screen: If you move the cursor too fast the other walrus remains in inverted colors with a square around him.
I noticed that on Critor's video too.
Quote from: DJ Omnimaga on January 24, 2016, 07:51:51 AM
There is a small display bug in the walrus selection screen: If you move the cursor too fast the other walrus remains in inverted colors with a square around him.
Yeah... There is no remove invert rectangle command in xlibc (that I know of), so I'm gonna need to do something about fixing that. Maybe use another variable or something.
Quote from: Unicorn on January 24, 2016, 06:27:59 PM
Quote from: DJ Omnimaga on January 24, 2016, 07:51:51 AM
There is a small display bug in the walrus selection screen: If you move the cursor too fast the other walrus remains in inverted colors with a square around him.
Yeah... There is no remove invert rectangle command in xlibc (that I know of), so I'm gonna need to do something about fixing that. Maybe use another variable or something.
You know, inverting something twice brings it back to how it was before...;)
Yes, that was how I had it blinking, but I think I have to put the invert command into an If statement and and change a variable between 1 and 0 when the invert command is called.
Lol so much complicatedness!
THe trick is to always make sure to invert the square again (to erase it) before changing the cursor position variable. If you are inverting the square once per frame to do an animation then it might be best to invert it twice every frame.