Update for part 1.
I have the basics of the enemies, I just need to implement enemy shooting and speed up the bullets. I also need to clean up the screen.
Nice game. It's a shame that the TI84+CSE is so slow though.
Idea: maybe add walls or other obstacles?
I was thinking about doing something with obstacles for part 3 ;)
Also,I was thinking about copying the code and remaking it for the monochromes when I am done.
Quote from: Unicorn on January 05, 2015, 02:34:34 AM
Also,I was thinking about copying the code and remaking it for the monochromes when I am done.
I was thinking that I could try to port it to the Voyage 200. It counts as monochrome, right? :P
The V200 doesn't have a homescreen, just a ProgramIO screen.
Quote from: princetonlion.tibd on January 05, 2015, 03:18:27 AM
Quote from: Unicorn on January 05, 2015, 02:34:34 AM
Also,I was thinking about copying the code and remaking it for the monochromes when I am done.
I was thinking that I could try to port it to the Voyage 200. It counts as monochrome, right? :P
The V200 doesn't have a homescreen, just a ProgramIO screen.
Well I definitly won't be attempting that :P But, I wouldn't stop you from trying!
Clarification: By monochrome I meant 83+ - 84+
Quote from: Unicorn on January 05, 2015, 04:32:05 AM
Quote from: princetonlion.tibd on January 05, 2015, 03:18:27 AM
Quote from: Unicorn on January 05, 2015, 02:34:34 AM
Also,I was thinking about copying the code and remaking it for the monochromes when I am done.
I was thinking that I could try to port it to the Voyage 200. It counts as monochrome, right? :P
The V200 doesn't have a homescreen, just a ProgramIO screen.
Well I definitly won't be attempting that :P But, I wouldn't stop you from trying!
Clarification: By monochrome I meant 83+ - 84+
There was a small chance you meant a 68k calculator (unless somehow TI released a color V200 or something :P)
Quote from: princetonlion.tibd on January 05, 2015, 05:30:32 AM
Quote from: Unicorn on January 05, 2015, 04:32:05 AM
Quote from: princetonlion.tibd on January 05, 2015, 03:18:27 AM
Quote from: Unicorn on January 05, 2015, 02:34:34 AM
Also,I was thinking about copying the code and remaking it for the monochromes when I am done.
I was thinking that I could try to port it to the Voyage 200. It counts as monochrome, right? :P
The V200 doesn't have a homescreen, just a ProgramIO screen.
Well I definitly won't be attempting that :P But, I wouldn't stop you from trying!
Clarification: By monochrome I meant 83+ - 84+
There was a small chance you meant a 68k calculator (unless somehow TI released a color V200 or something :P)
The first thing that came to mind is the Voyage 400 http://www.ticalc.org/archives/news/articles/8/85/85069.html :P
But if you ever do a 68K port you might want to create a new topic about it to not hijack Unicorn's topic :P
Ok, I need a little help. Can I have more than 2 colors on the homescreen using DCSE libraries?
Update: The single enemy is going to move sidways then down when it reaches the boundry. It will be a little like space invaders in that regard.
You can, but not in one single Output command. To display many different colors you must use multiple Output commands.
So after this code it would have 12345 one color with 67890 as another color?
det(12,3,20
Output(4,5,"12345
det(12,28,109
Output(7,8,'67890
Pause
I don't know the exact syntax of det(, since I never used that feature, but if that's the color setting command, then yes.
It might not work though. det( is celtic and what you told me about may be xlibs.
Nah xLIB is only the real() commands, so you shoudln't have any problem. It's when you use both real() commands and det() simultaneously that problems can arise, although maybe that was fixed.
Time for an UPDATE!
So, I have everything worked out except for a few (weird) bugs :banghead: and the enemy shooting back.
I also have a screenshot! >:D
(https://img.ourl.ca/1420742355.gif)
Ooh I like it so far. Have you thought about making the bullet and enemy different colors? Also I think for improvement, the green to the left and right of Enemy Health should also be brown, as well as the extra gap to the complete right next to the vertical Attack text.
I also like the Doors CS icon although I would make the bottom thing more like a w so it looks closer to a ship.
Quote from: DJ Omnimaga on January 09, 2015, 03:48:09 PM
Ooh I like it so far. Have you thought about making the bullet and enemy different colors? Also I think for improvement, the green to the left and right of Enemy Health should also be brown, as well as the extra gap to the complete right next to the vertical Attack text.
I also like the Doors CS icon although I would make the bottom thing more like a w so it looks closer to a ship.
Yeah, that is one of those things I just wanted to get done, I will refine them soon enough. Changing the color of the ships sounds like a great idea, I will try to do it!
Update: Fixed a couple of bugs, and enemy fire and player health are almost done.
Cool to hear. Be sure to post a new screenshot soon :)
I have sort of taken a day break, so tomorrow should essentially see a finished game! :P
Oh yeah, does anyone have any ideas what the sprite should be for the enemy? ( P was just placeholder)
A cat?
I think he meant an ASCII sprite (meaning a letter or some random character). I personally am unsure tho, since I can't remember a character that has a similar shape. For space shooters, though, I usually go with uppercase "M", uppercase or lowercase "V" for enemy ships, though.
OH, in that case it should be something symmetric.
I have sort of taken a break from this project because I have been making levels for PortalCSE. But, now I am ready to resume progress!
Current screanie:
(https://img.ourl.ca/1421950185.gif)
Not many changes though :-|
You should make the enemy get erased when he moves down instead of leaving a trail behind. :P
Nice to see you back :D
Yeah well, obviously I need to remove that ;)
I hope to get something done in the next few days that has to do with enemy fire, but with the slow basic and all that, it seems like I will just add multiple enemies each level.
I would just make enemies so that when they shoot, it shoots accross the screen instantly, but during the two frames before they shoot it shows a different enemy sprite to warn you.
If speed is a problem you could make the game horizontal so that the laser can be drawn in one Output command.
Hmm good idea I just want to get it essentially done with though.
Maybe in the future I will switch around the screen.
I could have them be a M and then a V when they are about to shoot.
Or maybe M when it's about to shoot? The two vertical bars on each side of the M could act like turrets/cannons that appears when about to shoot.
But, the bullets are single shot, not two.
Time to load everything into SourceCoder for copying and pasting enemy code!
Oh right, I didn't think about that. Maybe it could change to an Y?
Well, bugs and mental things are happening... :banghead:
So yeah!
Also, should I upload it to this topic?
Sorry to hear about the bugs. Good luck fixing them and if you ever need any help, feel free to ask in a topic.
When you have a file ready to showcase, feel free to upload it in your first post (and don't forget Ticalc, Cemetech, etc) :)
Yeah, I sure won't forget those sites :P
I think I can fix the bugs, I just don't really feel like working right now :-\
I know the feeling. Motivation can be hard to get. Otherwise I would have made at least 6 more RPGs since 2005 :P
Yup, lovely motivation :P
Update: There is now 2 enemies that sort of move well... So yeah!
Cool. Do you have an updated screenshot of how it looks like so far?
No, I probably won't screenshot until the 2nd enemy is done.
Ah OK, I thought the 2nd one was done, though? (seeing your previous post)
The second one has some display issuses that need to be fixed. Mostly displaying and subtracting health.
Oh OK, good luck then >.<
By the way, will the game have different stages where the background color change?
Also I made some mockups of what it could look like with some improvements. The top-left screenshot moves the second Attack text one case to the right so there's no green gap and it mostly uses the same color hues as the Doors CS 8 icon, while still keeping the same background color. The bottom left screenshot uses a black background like in the DCS8 icon. The two mockups to the right hides the calc GUI using xLIBC's DrawShape commands (rectangles), but I don't remember if DCS 8.1 fixes compatibility issues between Celtic and xLIBC yet so I'm unsure if those two ideas would be possible.
(https://img.ourl.ca/cats.png)
Thanks for the mockups! I 'l'll try and incorporate them for the next update.
Update! (Just a screenie)
(https://img.ourl.ca/1423068378.gif)
Interesting. I wonder if the speed could be increased slightly or if the slow CSE screen refresh would prevent that? I once made a space shooter where I had 12 ships running at 2.5 FPS, but it was on a monochrome calc.
I honestly don't know, thes main problem with this progran is the long while loop. But, Catnipper doesn' have a huge while loop and it is still sort of slow.
Well, the game is done as soon as I change the colors and finish looking for bugs.
Aah ok. I guess eventually I could look at the code, although I generally have troubles reading other people's code so yeah. :P I'll be sure to try the final version when it comes out (unless it's this weekend). :)
Why this weekend? Knowing the way I work it will be sometime between tomorrow and next week. The motivation varies. :P
I work from wednesday to Saturday and have something to do Sunday. I also work on Saturday evening so I probably won't be on much this weekend except a few times. :P
Ah, I see. I thought you were going to some event. Also, thank you for the support you have given me throughout this project.
By the way, for the sake of forum consistency, since Caticle is a project and not a final release, wouldn't it be better if I split the discussion from the Cat Nipper download post and move it in the projects showcase section? You could just post a new topic in this section with the download link once the game is finished.
Yes that makes sense.
OK done. :)
Yaaaaaasss! >:D Caterite Attack is now completly done!!!!!!!
:w00t: :love: :thumbsup: :crazy: O.O ;D (emoticons!) :P
Now that my excitement has gotten out, I wish to inform you that this game will not be realeased until cateroid or something like that is done. Unless something changes of course. But, to play cat nipper, you need to now beat Caterite attack.
Dj, can I remove the Cat Nipper download from the other toopic?
Awesome to hear. Wasn't Caticle supposed to be the name though?
Also I can remove it, but I'm going to move the topic to projects section until you put a download back up.
Thats fine if you move it. Caticle is the name of the chronicles. Caterite Attack is the name of part one
Aah ok. Just make sure Part 1 isn't impossible to beat, so that people even have hopes to ever play the 2nd game. :P Also, ideally maybe you should consider releasing a beta at one point with only the first parts, so if you ever lose interest or all data+backups for whatever reason then we still have something to play.
So, I have decided to release Caticle Chronicles part [bold] one and two [/bold].
I will post it in the downloads section, renaming Cat Nipper to Caticle Chronicles.
Cool to hear. Do you also plan to release them on ticalc.org?
Quote from: DJ Omnimaga on February 21, 2015, 06:27:25 AM
Cool to hear. Do you also plan to release them on ticalc.org?
I will probably put the programs on ticalc when part three is done.
Should I do a side scrolling astroid collision game?
It depends. If you use DCS8.1 you should probably try to take advantage of xLIBC scrolling and drawing utilities in such case, because it would be much faster than clearing the screen everytime.
I would like to do that, but is the learning curve for xLIBC very steep? I would like to get this project done within month or two. :P
It depends what you do with xLIBC. If you do collision detections and tilemaps using its routines then it's a major nightmare to get used to IMHO (which is why I stopped bothering). But using DrawShape is fine. That said, scrolling isn't that easy either. It's up to you really, but yeah it might be pretty slow (although maybe if Celtic2CSE is ported to the CE it will be much faster?)
Is DrawShape for drawing a shape, moving it and erasing the leftover sprite when it moves? If it is, I could use sidescroller engine that Outerme made and use a little bit of collision.
Nah, DrawShape lets you draw pixels of any size, rectangles (filled or not filled), invert parts of the screen, draw circles.
IIRC there is a command to redraw the map in the background when moving a sprite but I never figured out how to use it properly.
DrawShape is considerably faster than Output() and Text(), though. I tried filling the screen with characters using Output() and it takes 1.25 second or so. With a rectangle it takes about 0.25 seconds.
Would it be possible to have the rectangle draw, then move it over, then cover the rectangle with one of different color? (movement)
Yes you can draw stuff on top of each others, but remember to erase the trail behind the moving rectangle.
So I wa lookin at the Doors Cse SDK an this is what I got:
real(9,7,X,Y,10,10,25,1/0
If I add a loop with a getkey that changes the X an Y values, it should move the blue rectangle around the screen right?
You actually got the first two numbers inverted so it would be 7,9 but you get the idea. However a blue trail will be left behind your rectangle so you need to do something about that. For example this:
real(0,1,1 //Half-resolution mode
real(8,1,0 //Mark first half of screen as active drawing space
80->X
60->Y
While 1
real(7,7,X-1,Y-1,12,12,255,0 //white rectangle border
real(7,9,X,Y,10,10,25,0 //blue filled rect
getKey->Z
X-(Z=24)+(Z=26->X
Y-(Z=25)+(Z=34->Y
End
But I would avoid going outside the screen if possible because I don't know if xLIBC supports clipping.
(http://img.codewalr.us/rect.gif)
Quote from: DJ Omnimaga on February 25, 2015, 06:59:01 AM
getKey->Z
X-(Z=24)+(Z=26->X
Y-(Z=25)+(Z=34->Y
Welp im stealing this trick ;D
Ho would I make the rectangle move larger increments using your code? Also, is Drawsprite hard to use? I think I will use the circle drawshape as the asteroids and drawsprite for the player.
Quote from: Cumred_Snektron on February 25, 2015, 08:36:31 AM
Quote from: DJ Omnimaga on February 25, 2015, 06:59:01 AM
getKey->Z
X-(Z=24)+(Z=26->X
Y-(Z=25)+(Z=34->Y
Welp im stealing this trick ;D
It's actually a very common BASIC trick and I believe there was an even smaller way on TI-BD wiki :P (although it's not necessarily faster). But yeah it can be very handy to get rid of spaghetti code.
Quote from: Unicorn on February 26, 2015, 12:22:59 AM
Ho would I make the rectangle move larger increments using your code? Also, is Drawsprite hard to use? I think I will use the circle drawshape as the asteroids and drawsprite for the player.
If you want to move larger increments then my trick might not work as well. YOu'll need more than a non-filled white rectangle border to erase the sides of the blue rectangle. And for sprites you might need to check DCS tutorials more at such point, because it's definitively trickier.
I use
getKey->Z
X-2(Z=24)+2(Z=26->X
Y-2(Z=25)+2(Z=34->Y
Edit.
You could also use a for( loop to make a smooth transition.
Edit.2
real(0,1,1 //Half-resolution mode
real(8,1,0 //Mark first half of screen as active drawing space
80->X
60->Y
While 1
If Z=24 or Z=25 or Z=26 or Z=34
real(7,9,X,Y,8,8,255,0 //white rectangle
X-8(Z=24)+8(Z=26->X
Y-8(Z=25)+8(Z=34->Y
real(7,9,X,Y,8,8,25,0 //blue filled rect
getKey->Z
End
This is the code for moving 8 spaces without leaving a trail.
Ok I found the code, but it actually just checks if an arrow key was pressed, not which one: http://tibasicdev.wikidot.com/max .
:If max(K={24,25,26,34
:<do stuff>
EDIT: Btw CKH4 your code doesn't work. I removed the first End to fix it then fixed the blue rectangle to be the same size as the other. This is what I get:
(http://img.codewalr.us/rect2.gif)
Ideally you might want to use xLIBC getkey routines, because they allow diagonal movement and quick key repeat, along with faster key detection (although the latter isn't much useful due to how slow BASIC is). But of course its getkey routines require using internal xLIB user variables instead of TI-OS ones, which can be inconvenient in some cases.
Is there any xlib case documentation? I looked but couldn't find anything at all.
Edit.
I forgot the Then. Silly me, too much Axe programming lately.
What do you mean by xLIB case?
Whoops I meant xlib cse. Autocorrect ate my words.
Oh OK. The Doors CS wiki is where it's at. http://dcs.cemetech.net . I usually search for xLIBC then in the result I get third-party BASIC libraries (Color) or something like that, and this is where you can get info on how to use the various commands. It isn't that hard to learn the basics, but since every command are basically a bunch of numbers, this can get confusing fast.
Since everyone is so into code today, I need help optimizing.
For my shooting code in Caterite attack, I did something like this:
Lbl 1
al the movement code
While 1
getkey->M
If M=21
Then
set coords and variables
While 1
C+1->C
Output(D,C,".
If C=3
Goto 1
End
End
I assume there is a way faster way to do this without leaving the While loop and making another one.
Isn't this bad code for your calc? Everytime you use the goto
You dont exit the while loop, which causes memory leak (right?). Also you miss an end, but i assume it's on the end of the snippet, after the 2 other end's?
Lbl 1
Repeat getKey=21
End
<set coords and variables>
For (c,c,3)
Output(D,C,".
End
Goto 1
Note: this is untested, but ill test it in a min on my 84+ (not cse)
Edit: tested and it works, but im not sure if this code works for you if you do other things in the first while loop, since my snippet simply waits for a key press
In case the first while loop was a game loop and connects to the missing end it would be something like this:
While 1
getKey->M
If M=21
Then
<set coords and variables>
For (C,C,3)
Output(D,C,".")
End
End
<more code>
End
Cumreds code is pretty good. Like he said about the memory leak. Its never good to exit loops or conditionals with goto. A simple alternative is to have a big if statement like:
Lbl 1
While 1
<code that does something>
If M≠0 or C=3 or A=7
End
<more code>
End <the while loop>
<conditionals>
Goto 1
Yeah, I just couldn't figure out how to do that correctly. I really need to read up on For loops.
Wait, CKH4, did you forget a Then somewhere or something? Because it looks like you have one too many End instruction.
cumred, in the for loop could I add collision detection with the displayin of the bullet?
Probably, but how do you check for objects in your code?
I mean is there some array or something it's stored in? (Maybe post a test expression)
I just check if the variable coords of the bullets equals the variable coords of the enemies.
If A=C and B=D
Do health reduction code.
I assume the bullet only travels from left to right:
While 1
getKey->M
If M=21
Then
<set coords and variables>
For (C,C,3)
If A=C and B=D
Then
<health reduction>
3->C //to break from the for loop
Else
Output(D,C,".")
End
End
End
<more code>
End
This stops the bullet after it hits something too
EDIT: okay i did some oncalc testing and i came up with this code:
While 1
getKey->M
If M=21
Then
<set coords and variables>
For(C,C,3-(4-A)*(B=D)
Output(D,C,".
End
If C!=4
<health reduction code>
End
<more code>
End
The 4 in this case is 3+1, so if you wanted to let the bullet travel to eg 10 you would replace 3 with 10 and 4 with 11 :P
Edit 2: fixed error and i think this is about the best i can do:
<max x, in your case 3> ->X
While 1
getKey->M
If M=21
Then
<set coords and variables>
X-(X+1-min(A,X+1))*(B=D)->E
For(C,C,E
Output(D,C,".
End
If C=A
//hitpoint is stored in C and D, so you could
//have something like Output(D,C,"X as explosion :P
<health reduction>
End
<more code>
End
X can be replaced in the code, theres no need to save it in a var :P
Quote from: DJ Omnimaga on February 26, 2015, 07:27:56 PM
Wait, CKH4, did you forget a Then somewhere or something? Because it looks like you have one too many End instruction.
Just taking out the extra end statement optimizes it for size. If you add a then it will be optimized for speed. (I guess but I'm failing at coding right now so don't take my word on anything being right)
I was wondering because there seemed to be too many Ends for the amount of blocks.
Cumred: I am shooting the bullets from top to bottom. What would I have to change your last code? The X-(X+1-min(A,X+1))*(B=D)->E ? Can you explain what that is doing to me?
Yeah its a tricky one :P
Basically, It calculates the distance to the hit point.
The X-(X+1-max(A,X+1) part calculates the (in this case) x coord of the collision. The first X is standard, its what i did without collision. Then, i subtract from it the distance to A. I do this instead of just setting the distance to A so i can multiply it with 0 to cancel the substraction. The (B=D) part checks if the Y coordinates are the same. If so, the substraction continues (it returns 1) and the final x pos is of the collision. If the Y coordinates are not the same, the bullet will miss. (B=D) will return zero and the substraction is cancelled. The final x pos is the maximum x pos.
(Im sorry it's hard to explain)
Anyway, the code for shooting from the top would look like this:
<max y, in your case 3> ->X
While 1
getKey->M
If M=21
Then
<set coords and variables>
X-(X+1-min(B,X+1))*(A=C)->E
For(D,D,E
Output(D,C,".
End
If D=B
//hitpoint is stored in C and D, so you could
//have something like Output(D,C,"X as explosion :P
<health reduction>
End
<more code>
End
I just switch A&B and C&D ;D
Sorry if I am asking to much, But could you refrase it with these variables?
Output(A,B,"Is the player controlled sprite
Output(C,D,"Is the bullet
Output(G,H,"Is the enemy
The enemy health is stored in Q
If I had 2 enemies I would replace all of the G and Hs with the other varibles for the enemy right?
So, I think I am going to halt development on this project for now, as I don't have the necessary skills in xlibC to create an asteroid game. Once I get TokensIDE working, I will finish my first xlibC program MonyWal. (Throwing money at Walruses) Then I may start development on Cateroid. (Good name? Yes? No?)
Sorry to hear D:. I hope you continue calculator developement, though. You could maybe ask for help in a new xLIBC thread?
Cateroid sounds like a good name but make sure it wasn't already taken in Cemetech's contest.
Thats what I was thinking. I am surely continuing to do calc development, I just have to learn a bit!
Awesome to hear. :D I hope you continue posting here as well (including outside your project topics). In any case I wish you good luck and don't hesitate to ask questions (although I don't know many xLIBC tricks)
Ah! But you know more! and tr1p1ea is around to just in case! :P
Yeah true. Of course for tr1p1ea you need to poke him on IRC to check your topics, though :P
Caterite is now in development for the 83+ / 84+! (it is pretty much done :P)
Turns out, instead of making my code better, I had to make it way slower to make it winnable. ;)
So all I have to do know is to fix the display issues with text!
Awesome that it's being ported. :)
How much do you need to slow the game down, though? If all you need is For(Z,0,10:End, for example, then using some rand instructions together (eg randrandrand) might just be enough to slow the code down. If you don't need the Ans variable, then randrandrand is much smaller than For(Z,0,10:End and stuff like that.
Also on monochrome calcs, if you ever need circles, there is a way to display much faster circles. Use Circle(X,Y,radius,{i (where the i is the imaginary i)
I think I added the nessicary slowing by putting text display in the While loop.
Part 2 will probably be completed within this month! If anyone wants to try it out to check for bugs or something, please PM me!
I wouldn't mind testing, although I don't know how busy I'll be. I should be fine, though, now that I finished FF.
Great! I'll PM you the file in a few hours. (I am at school)
Ok thanks. Keep in mind that PMs don't allow attachments, though, so ideally try to upload it secretly in a folder on your site then give me the link (then remove the file in a few days)
A service of crypted file sharing with times auto-desturction. does Mega offer this service?
I just use dropbox. Much simpler.
Yeah that works well, or you can use your own host like me with djomnimaga.codewalr.us and delete the file afterward.
Quote from: Unicorn on April 10, 2015, 04:06:04 PM
I just use dropbox. Much simpler.
I said crypted. Once you send a file to a dropbox file, they own your file, so...
There's always a downside isn't there... >:(
Quote from: Duke "Tape" Eiyeron on April 10, 2015, 09:23:55 PM
Quote from: Unicorn on April 10, 2015, 04:06:04 PM
I just use dropbox. Much simpler.
I said crypted. Once you send a file to a dropbox file, they own your file, so...
Wait what?? O.O Source?
I'm confuzzled...
Dj, did you get a chance to play MonoCaterite?
Not yet, I was too tired and had to go out. >.< I hope to do it soon.
Ok.
Well, anyways screenshots of monocaterite are coming!
Awesome :D. And yeah for some reasons I have been more tired than usual in the last week or so despite sleeping a lot more lately. If it continues I might go see the doctor to see what's up but this could also means I might be on semi-hiatus and postpone most program testing+contest.
I hope everything works out. There is no rush to test it, so take your time.
SOMETHING NEW!
I am adding text in the status bar areas now (CSE), and power ups to mono caterite.
Did you get tie to test it DJ?
I actually played the shooter game on the CSE last week or so and liked it, but I didn't have time to test any of the monochrome games yet since I was mostly on my CSE lately. I'll do so as soon as possible. :) Also nice to see this updated :)
Cool, MonoCaterite is going to get power ups, and Cat Nipper (graph and homescreen) is getting status bar removal.
What kind of power ups do you plan to add?
More damage and adding health to the enemy and bombs
Aah ok. You should change some colors when power ups are in effect.
Monochrome....
Oh right, my bad, I always mix them up. But do you plan to add the power ups to the color version too?
no, its not fast enough :(
Maybe if I port it to the CE depending on how fast the BASIC is...
EDIT: 301 post...
Ah sorry to hear. For the CE you might want to switch to sprites, since they will be considerably faster than Output/Text due to xLIB taking advantage of the memory-mapped LCD.
Hmmm...
once I get Money Walrii done. ;)
Its been a while since I've posted here, but I just finished removing the status bar from the whole caterite game. A download will be coming soon!
Good to hear. :) Do you plan to put stuff there such as HP/score/level/etc?
Maybe later, but the downloads are in the downloads sub forum topic now!
Ok I'll check them out. :)
EDIT: Why did you remove the Cat Nipper download link again in the downloads section? Or has it merged into Caticles Chronicles/CaterPi?
EDIT: Looks like it, but your game file is corrupted. When I send it to TI-Connect I get an Invalid file error. I have to load it into SourceCoder then save it before sending it with success.
Uh oh... I'll try to re-upload it today. But nothing has realy changed aside from removing the status bar, so its not that big of an update :) I am also trying to finish monoCaterite by monday... I'm trying to add powerups.
I avtually played it after reconverting it in SourceCoder and with the bar removed It looks much better. Kinda old school arcade. :)
That was what I was aiming for :) The download on cemetech might work, there was a problem uploading it here, because I didn't add anything else in the post.
Can you not only change the attachment? o.o
Nope, at least it gave me an error.
Hmm that sounds like a bug :/
Oh, thats weird, it just worked for me :/
Probably an error on my end.
Most likely, or maybe the file was too large? Some people puts copies of their animated screenshots in their zip files.
It was just the readme and file...
I'll re-upload it tomorrow anyhows.
Ah ok. Have you uploaded it yet?
Oops, Iforgot to do that :/
sorry, but the cemetech download may be uncorrupted, so if you want to download it click the link. Unless when updating a file the url changes?
Nope, the URL remains intact. It's dated from June 16, though, so maybe it's the same file?
It's te same file, but it may not be corrupted. Anyways, I can't reupload yet.
Ah ok, I'll try it when I'm back home.
Yeah, I can't do much about it right now :/
Bump.
Topic copied by dj, and I need new ideas for the third installment.
Haven't posted here for a while.
Anyways, since I got a CE or christmas, I've been working on porting Caterite to the CE, using DrDnar's library. So far, I've gotten gameplay, done, and I'm just making sure it's text components get colored correctly. No screenshots, but it should be done soon,
Glad to read. How is the speed so far? I know the Asm() command has a delay when launching programs, especially when low in RAM or when the VAT is clogged.
So far its a bit faster than the origonal version, so it should be fine. Once celtic is ported it will get faster.
Good to hear. Don't wait until Celtic/DCSE are ported, though, in case it would take months.
Lol, I won't wait that long, because I finished the port! I should have it uploaded by sometime tomorrow :)
Now to get cracking on that cpntest entry...
Awesome. Do you have a way to take pictures of howthegame looks like?
Great can't wait for the release ;)
Well, I updated the front page, and it is now in the Cemetech archives, so its all set!
Good to hear. I'Ll give the game a try soon. I just saw that ticalc approved the game, by the way. :)
Its not that differsnt from the cse version :P
Annd thanks for mentioning the upload to ticalc. :)
You should also update your file download topic on CW so that people don't miss out there. :)
(And maybe link to both Cemetech/CW topics in the readme for support if people downloaded it from ticalc :P)
I did update it here and at cemetech :) So now I can focus on the contest game.
There is a bug: When the enemy dies, his health displays negative numbers. Otherwise, it plays pretty nicely and faster :)