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* WalrusIRC

You need to have 5 posts and not be part of restricted usergroups in order to use the WalrusIRC embedded shoutbox. However, you can also access our IRC channel called #CodeWalrus via EFnet.

Recent Posts

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1
Drawing & Animation / Re: Walrii fanart walrusspritespixel artsprite sheet
« Last post by _iPhoenix_ on July 19, 2018, 11:04:06 pm »
I was joking with TheLastMillennial about "forcibly grabbing a walrus to harvest its tusks for reuse as piranha teeth" (the fish being used in a game), and I sent him a frame from my avatar to use "as a testificate".


In five minutes, I modified that walrus to this:



Enlarged:



Not bad for 5 minutes :P
2
Calc Projects, Programming & Tutorials / Dodge Assembly Port
« Last post by _iPhoenix_ on July 19, 2018, 06:02:12 pm »
x-post from Cemetech, horizontal lines indicate different posts


Earlier this year, I created a small TI-BASIC game that I creatively titled "Dodge". It's not a good enough game for me to release it into the archives, but it's relatively simple and fun. There are 6 rows of "dots" on the screen, and you can switch around rows. You get points for how many dots are on your row, but you lose if a dot makes it to the end of the row that you are on. (You have to switch rows to dodge the dots) There's also a score multiplier/difficulty feature. Occasionally, some dots will not be shown (this is a bug, err, feature), so you have to look at the number in the top to see how many dots are on your row.


Here's a demonstration of that game: (Reminder, this is not a "released" program, it's buggy and stuff. It's also not the one being worked on in this thread.)



Now that I am learning Assembly, I think it would be fun to try and port this TI-BASIC game over. So that's what I'm doing.


I've shifted from a circular layout to a flatter layout, because it makes my math so much easier. I've also chosen to do 8 lines instead of six. I couldn't afford to do this in the TI-BASIC version because of speed, but here switching to 8 will actually make it faster because of how I plan to implement movement (I think it's really clever, I'm going to use circular bit shifts and then an [mono]and[/mono] instruction to check for collisions).


Here's the first actual screenshot:



This is a demonstration of how the game is going to look. The lines on the screen are debug features, I'll change them so they look better eventually.


The green dots are placeholders, too. I'm going to change them into piranha sprites later.
All of the rows on shown there are not random, they are just patterns I made to show off the drawing capabilities (I have checks to make sure that a row of 8 piranhas will never happen in-game). Each "piranha" is represented by one bit in memory (each row is a byte), so changing them is super easy.


I took that screenshot a few days go, when I started the project, I made all kinds of fun additions recently! Now, the screen will scroll with new rows being pseudorandomly (but deterministically, I want all games to be the same) generated on the fly.


Here's a new, updated screenshot:



I'm triggering the changes manually, but eventually it'll go on a clock, speeding up as you play more. This is opposed to the TI-BASIC game, because it generates more squares and goes slightly faster as you play, but this is a little tricky to do and I can make it just as difficult by speeding up more. All of the ones after the initial screen are generated pseudorandomly by a custom routine.


In the screenshot, the battery indicator is drawn and I happened to switch to the next row almost immediately after it did it. Apparently this is caused by the fact that I was using an OS routine (_GetKey) to add manual pauses between the redraws, so it won't be in the final program.


I don't think I'm going to release my source just yet, I want to get more of the core mechanics done first.



Since I wrote the above stuff, a lot has happened! I added player movement and the rows are now on a timer! I haven't done sprites for the player or the piranhas yet, but that is the next big step.






The program is about 450 bytes right now, but I think I can get this down quite a bit. It doesn't seem like a lot (to me, at least), but we don't have all of the features done yet. The sprites are probably going to be at least half of the whole program.



Huge update! I finished the player sprite and added him in to the game.

Here's the sprite I made for the player. His name is Robert, and he's adorable. :P

This is before I put him through convpng, we lose some detail in the hair afterwards, but I'm not going to go to 16bpp just because 8 pixels in the hair are weird.

I'm not entirely content with it and I'll probably change him a little eventually.

Here he is in situ:

He's super tiny (this is a 2x scaled image so that you can actually see him without hurting your eyes). But it's fine, I'll probably scale him up programmatically so the piranhas aren't half his size.

I'm working on a three-frame running animation just for looks, too.
Conveniently (and intentionally) all three frames share the same upper part (only the legs/feet change) and are entirely reversible, so I can save almost 2.5kb (compared to having 3 full-body sprites for each direction) by writing a fun sprite routine.

TheLastMillennial expressed interest in IRC/SAX and in the cemetech thread to do the piranha sprite, so I'm letting him do that.
3
Media Talk / Re: Funny/awesome Youtube videos
« Last post by JWinslow23 on July 18, 2018, 06:34:11 pm »
Because I have no idea where to put this:

4
Calc Projects, Programming & Tutorials / Re: Age of CEmpires I
« Last post by PT_ on July 16, 2018, 06:30:16 pm »
This is the beauty of color palettes and the ability to change them. To save space when units die or gets healed, all you have to do is dim their palettes to red, blue or whatever, and in the case of dying units, if you plan to have maps where only 1 floor tile is used at a time (for example, grass), then you could simply make the unit turn red then fades to grass colors to simulate translucency when it dies. (kinda like how Final Fantasy VII enemies die)
That doesn't work, because the units use the same palette as the buildings, trees, game, etc.
5
Drawing & Animation / Re: My very own art thread
« Last post by Decon Theed on July 16, 2018, 03:17:40 pm »
Just caught up with the recent (and not so recent) posts I'd been missing, and damn; I wish I could think of something more constructive to say then just "YEAH I LIKE THE ART INNIT", but, well, I really dig the art m'dude, much the same as before. It's bright, colourful, cute, full of personality and just a joy to look at all around~!
6
Calc Projects, Programming & Tutorials / Re: Age of CEmpires I
« Last post by xlibman on July 16, 2018, 01:58:11 pm »
This is the beauty of color palettes and the ability to change them. To save space when units die or gets healed, all you have to do is dim their palettes to red, blue or whatever, and in the case of dying units, if you plan to have maps where only 1 floor tile is used at a time (for example, grass), then you could simply make the unit turn red then fades to grass colors to simulate translucency when it dies. (kinda like how Final Fantasy VII enemies die)
7
Consoles / Re: My own custom firmware for the RS-97
« Last post by Caleb Hansberry on July 16, 2018, 12:16:38 am »
Well I don't know anything about these, but thank you for your service. As long as the device is cheap anything is forgivable.
8
I'm also happy you're working on ez80 assembly. It's absolutely a worthwhile endeavor!
9
Gaming / Cuisine Royale
« Last post by xlibman on July 15, 2018, 06:27:13 pm »
I wonder if anyone here is into games like PUBG? Because recently there is a new Battle Royale game called Cuisine Royale that went in public alpha on Steam and I was surprised by how polished it is. If you prefer PUBG style to Fortnite but can't afford the former, then you might have more bang for your buck with Cuisine Royale, IMHO, for the following reasons:

Despite the name implying that weaponry might be 100% kitchen-related rather than World War 2, you're actually fighting with guns in there. It's just the armors that are made of cauldrons, stoves, etc.



Despite being in alpha stages, free to play and originally intended as an April Fools joke for the upcoming game Enlisted:
-It has much better graphics
-It actually manages to run at an higher and more steady frame rate despite the superior graphics. PUBG team, you have a thing or two to learn from Gaijin Entertainment and post-2016 Ubisoft games
-It crashes less often
-Finding a vehicle on the map doesn't take 40 minutes
-There are less server disconnects
-The only load time that sucks as much as PUBG is when the match starts. But again, you drop on the map instantly, which saves time
-They don't sue Epic Games every five second

The main downside I can see, however, is that games feature only 40 players at a time and you cannot choose where you want to drop. There is also no sound (yet) when the zone shrinks down.

Anyway I am posting this in case anyone would be interested in this game but can't afford (or run) PUBG. https://store.steampowered.com/app/884660/Cuisine_Royale/
10
Drawing & Animation / Re: My very own art thread
« Last post by mazhat on July 15, 2018, 06:02:04 pm »
New art dump from the past few months.
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