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Development => Calculators => Calc Projects, Programming & Tutorials => Topic started by: DarkestEx on January 29, 2015, 12:48:00 pm

Title: [Beta] TwoStep - The challenging puzzle game! [Axe] [TI-8x+]
Post by: DarkestEx on January 29, 2015, 12:48:00 pm
(https://codewalr.us/proxy.php?request=http%3A%2F%2Fdata.bmuessig.eu%2FImages%2FTwoStep%2FTwoStepHeader.png&hash=f91f7d3572d2815e19367085b22aff93)

About the game:
The game is a challenging and addictive making puzzle game.
The goal of the game is it, to reach a platform, but you only have two steps, so choose wise, in which direction you go!
You will even be able to make your own textures and levels for it and have highscore tables.

Project status:
We're in beta now, the game mechanics are pretty much fully implemented, BUT right now highscores, texturepacks, leveleditor, settings, etc. aren't made yet. The project is real big, we started it back in 2014, working every day at home and at school, have big real physical, and digital folders full of source code, assembly and axe listings, drafts, textures. One of my friends (Fabian Sölch (http://codewalr.us/index.php?action=profile;u=130)) is helping me with the ideas, textures, levels and how the gameplay is going to be.

Programming:
Everything is written in Axe (with some assembly parts)
I'm using C / SFML style rendering code and the whole engine is built C styled like I would do in a modern environment, but everything is maxed out in speed and efficency. I'm using a main loop, dynamic callbacks, compression and decompression and more advanced stuff.

Current Version: z80-160210-a (download (http://data.bmuessig.eu/Projects/TwoStep/Beta/TwoStep_z80-b160211-a.zip))

Last Screenshot (of version z80-b150404-a):
(https://codewalr.us/proxy.php?request=http%3A%2F%2Fdata.bmuessig.eu%2FImages%2FTwoStep%2Fz80-b150404-a.gif&hash=2dc3df4159286579df559e36959d99d1)

Keys, UI and explanation:
(Enter) = Select during menu
(Clear) = Exit
(Up)/(Down)/(Left)/(Right) = Move Cursor
The goal is to collect all black tiles with the least amount of overall steps.
But you have to reach any portal or black tile within two steps. The screen wraps. If you can't reach a safe place after the 2nd step, you will loose one live and the level will restart. If you loose all lives, you have to restart from level 1.

Blocks:
Below is a list and explanation of the blocks in the game:
(https://codewalr.us/proxy.php?request=http%3A%2F%2Fdata.bmuessig.eu%2FImages%2FTwoStep%2FTiles%2F0-Empty_16.png&hash=b0c10611761ee60650e765b377a76cb9) - This is just plain void. Don't land on it with your 2nd step or you'll die!
(https://codewalr.us/proxy.php?request=http%3A%2F%2Fdata.bmuessig.eu%2FImages%2FTwoStep%2FTiles%2F1-Tile_16.png&hash=f394b6287b5b2cc042c16bf49e0e0b52) - This is a tile. You have to land on each of them with your 2nd step (and all checkpoints) to solve a level. Once you stepped on one, it will disappear afterwards and turn into void.
(https://codewalr.us/proxy.php?request=http%3A%2F%2Fdata.bmuessig.eu%2FImages%2FTwoStep%2FTiles%2F2-Solid_16.png&hash=48901ec1948d778f514b19c578c3660d) - This is a solid wall. You can't step on or interact with it.
(https://codewalr.us/proxy.php?request=http%3A%2F%2Fdata.bmuessig.eu%2FImages%2FTwoStep%2FTiles%2F3-Checkpoint_16.png&hash=f6a82cda4c4ed058377e4e06e55a8f00) - This is a checkpoint. You have to land on all of them with your 2nd step (and all tiles) to solve a level. Once you stepped on one of them, it will turn into a platform.
(https://codewalr.us/proxy.php?request=http%3A%2F%2Fdata.bmuessig.eu%2FImages%2FTwoStep%2FTiles%2F4-Platform_16.png&hash=da08471591680de7c83a0b191c6f83d8) - This is a platform. You can safely land on it. It won't disappear.
(https://codewalr.us/proxy.php?request=http%3A%2F%2Fdata.bmuessig.eu%2FImages%2FTwoStep%2FTiles%2FAC-PortalIn_16.png&hash=c4e6cec63fa1447858718a2361db226c) - This is a portal entrance. As soon as you land on it with your 2nd step, you will be teleported to a random one of its outputs. There are two portal channels, which look the same, but only teleport you to one of its child outputs.
(https://codewalr.us/proxy.php?request=http%3A%2F%2Fdata.bmuessig.eu%2FImages%2FTwoStep%2FTiles%2FBD-PortalOut_16.png&hash=69c7fdc461920daec2c13f66a44c6743) - This is a portal output. You can step on it, but nothing will happen. It will just behave like a platform.
(https://codewalr.us/proxy.php?request=http%3A%2F%2Fdata.bmuessig.eu%2FImages%2FTwoStep%2FTiles%2FE-Door_16.png&hash=126b8e376be35c1bff9ea89e94975985) - This is a door. There can be multiple doors in one level, but when you step on a switch, only one random door will open and turn into void.
(https://codewalr.us/proxy.php?request=http%3A%2F%2Fdata.bmuessig.eu%2FImages%2FTwoStep%2FTiles%2FF-Key_16.png&hash=7ed733f8f91a5069e9ea2a714832e609) - This is a key. There can be multiple keys in one level; if you step on one, a random door will be opened.

(https://codewalr.us/proxy.php?request=http%3A%2F%2Fdata.bmuessig.eu%2FImages%2FTwoStep%2FTiles%2FPlayer_16.png&hash=46262e6bb7498021c5f8e141fe7c5ee6) - And finally, this is you!

Testing:
If anybody wants to be a tester, just download the latest beta version and if you encounter any errors or feature requests, just write them down here.

Completed:
- Portals
- Checkpoints (done in b050215)
- Platforms (done in b050215)
- Level decompression and compressed write (fixed in b050215)
- BCD level and data reading routines (fixed in b050215)
- Step limit
- Screen wrapping
- Level rendering
- Level changing (fixed in b050215)
- Basic program structure (redone in b050215)
- Doors (added in b090215, fixed in b300315x)
- Buttons (added in b090215)
- Toggleable tiles (added in b090215)
- Normal Platforms (added in b090215)
- Konami code (fixed in b300315x)

In Progress:
- Textures (pretty done with 'em actually)
- Keybindings (a few tweaks needed)
- UI (started in b110215, redone until b150404-a)
- Dialogs (redone in b300315x); some UI elements still missing (input box, etc.)
- Settings Menu (started in b110215)
- Levelpack structure (v3 in progress)
- Levelpack scripting language
- More levels! (last ones added in b300315x)
- Highscore table (started in b150404-a)
- Time limit (started in b150404-a)

Todo:
- Synchronize high score tables over I/O, stats, and hs tables, new file format v3
- Pause menu

Ideas:
- Customizable keybindings
- Option to add a walkthorugh to every level

Feel free to visit my project page (http://legacy.bmuessig.eu/www/projects.html#TwoStep).
Title: Re: TwoStep - The challenging puzzle game!
Post by: DJ Omnimaga on January 29, 2015, 12:58:20 pm
Heya and welcome to the forums. :D By the way, is this also your account? http://codewalr.us/index.php?action=profile;u=105 Because it seemed like you registered two forum accounts, so if it's not a friend or member of a programming group, I will remove the duplicate account if you don't mind.

Anyway this game looks nice and it seems pretty interesting. I'll definitively need to play it in order to fully understand the gameplay mechanics. Keep us posted for updates :)
Title: Re: TwoStep - The challenging puzzle game!
Post by: Snektron on January 29, 2015, 02:50:12 pm
Looks promesing :) i'll defenitely test the beta soon. I'm glad to see more projects emerging from CodeWalrus.
Title: Re: TwoStep - The challenging puzzle game!
Post by: DarkestEx on February 06, 2015, 01:37:24 am
UPDATE [beta050215]:

Change Log:
- Added checkpoints
- Added platforms
- Fixed level decompression and compressed write routines
- Fixed BCD level and data reading routines
- Fixed level changing
- Redone game structure
Title: Re: TwoStep - The challenging puzzle game!
Post by: DJ Omnimaga on February 06, 2015, 03:57:15 am
Cool to see new progress. Will checkpoints be in the middle of longer levels or will they be between each level so you can continue where you left off? Also what kind of compression do you use? I am curious about what is the size of each level before and after compression? :)
Title: Re: TwoStep - The challenging puzzle game!
Post by: DarkestEx on February 06, 2015, 01:55:00 pm
Quote from: DJ Omnimaga on February 06, 2015, 03:57:15 am
Will checkpoints be in the middle of longer levels or will they be between each level so you can continue where you left off?

Level authors can choose if, and how many lives will be added at the beginning of a level. If you quit, you will be able to continiue, where you left (same level, same score, same lives, but if you're in the middle of a level, you will have to restart that level). But that goes onto my todo list, as right now, no saving is implemented at all. (You cold actually implement state save, as my engine's state and level data is completly in SaveSScreen, so you could just copy the contents of that into a file, and the engine would just continue executing where it left, when you restart the game and copy the contents back to SaveSScreen and jump directly to LOOP (like Hibernate function on PC)). But that is just a possbility and it would cost you about 700 bytes of Flash. It would easier than making a own file format for saving, but however, its on you to decide whats the best option.

Quote from: DJ Omnimaga on February 06, 2015, 03:57:15 am
Also what kind of compression do you use? I am curious about what is the size of each level before and after compression? :)

I pack my data as small as possible by using every bit of any byte and only using the smallest required data size. This saves a lot of flash but makes uncompressing harder (many bitwise commands in my decompressing algorythm). I made many functions to directly manipulate the compressed content and some to decompress data into ram. The size of one uncompressed level (including its own header) is about 80 bytes. But with my compression its reduced to 40 bytes per level (50% compression rate). An important element of the compressing is using binary coded decimal and splitting bytes in halves. To prevent any problems, the levels will each have its own checksum byte, which must match the checksum of the uncompressed level. There will be a level editor, so its very easy to make levels.

Levels are made out of a 10 bytes header which contains an unique id, setting such as if there is a time and or a step limit, (if any) the actual time and or step limits, the average time needed to complete a level, the average steps needed to complete a level (theyre both for calculating the score), the start x and y position (as one byte, bcd; e.g. write 0x34 (EE34 on calc) for a starting position of X:3, Y:4), and the difficulty of the level (beetween 0 and 15, where 0 is easy and 15 hard) and some reserved bytes, that might get used in later versions). If you're unsure about one field, just fill it with 0.
The second part of every level is it's actual map. It is 30 bytes in size. The data is allocated as a matrix, with a width of 10 blocks (5 bytes) and a height of 6. You can use two portal classes, which might have any amount of inputs and each one can have up to 8 outputs. If one class has more than one output, the output will be choosen randomly. The both portal classes are seperate and don't link to each other. You can place doors and buttons too. But there's only one class. So its the same as with the portals: You can have unlimited buttons, but they can control up to 8 randomly selected doors. You can have platforms, that you have to step on (checkpoints; they turn to platforms after stepping on them) and stay there, you have sole platforms, that you don't have to step onto, you can have solid blocks, that you can't step onto (good for making levels, where you can't acces an area, before solving a puzzle; portals can help by providing a single direction way), you can have empty blocks and finally tiles, that you have to step on, but then disappear when you leave them.

I'm sorry for writing that much, but I'm sure it will make it easier to understand.
Title: Re: TwoStep - The challenging puzzle game!
Post by: DJ Omnimaga on February 06, 2015, 11:26:17 pm
Ooh, I like the level customization and editor idea :)

Also nice to see how small levels are. I thought that they would be close to 200 bytes each before compression because of the data and stuff.


Also no problem about long posts every once in a while, especially to explain stuff. ;) The only downside is that since people are busy they might not necessarily reply to them, so I usually keep them for such explanations :P
Title: Re: TwoStep - The challenging puzzle game!
Post by: DarkestEx on February 09, 2015, 12:40:44 pm
UPDATE b090215:

- added doors
- added buttons
- added checkpoints that you have to reach
- added platforms
- added 4 new levels
- a few bugfixes
- compiled and uploaded new binary (download (http://benediktmuessig.tk/projects/TwoStep/testing/TWOSTEP_090215.8xp))

Screenshot:
(https://codewalr.us/proxy.php?request=http%3A%2F%2Fbenediktmuessig.tk%2Fprojects%2FTwoStep%2Fpics%2Fb090215.gif&hash=cb6717105c776f5509a4683e67559301)
Title: Re: TwoStep - The challenging puzzle game!
Post by: tr1p1ea on February 09, 2015, 12:42:27 pm
Wow looking nice! I can see this game becoming very addictive :).
Title: Re: TwoStep - The challenging puzzle game!
Post by: DarkestEx on February 09, 2015, 12:43:55 pm
Quote from: tr1p1ea on February 09, 2015, 12:42:27 pm
Wow looking nice! I can see this game becoming very addictive :).

Thanks, tr1p1ea!  :). I hope it makes as much fun playing it as it makes making it.
Title: Re: TwoStep - The challenging puzzle game!
Post by: DJ Omnimaga on February 09, 2015, 04:16:10 pm
Looks nice, but you should make the Level complete thing so it's a box that appears in-game so it looks more professional and stuff. Also which sprite are the doors?
Title: Re: TwoStep - The challenging puzzle game!
Post by: Snektron on February 09, 2015, 06:00:02 pm
Looks good! Maybe like DJO said, some more animations/eye candy. Animations for moving the "player" maybe?
Title: Re: TwoStep - The challenging puzzle game!
Post by: DarkestEx on February 09, 2015, 08:05:05 pm
Well yes of course will I improve visuals (player animation, gameover screen, etc.) but now as I'm mainly done with the actual gameplay I can focus on the visual things :).
Title: Re: TwoStep - The challenging puzzle game!
Post by: DJ Omnimaga on February 10, 2015, 12:24:31 am
Good move I guess. Some people start with visuals first then the gameplay, without realizing that the latter can be much harder to implement. I generally try to make sure the project is not beyond my skills before spending too much time on anything else.

That said, certain people in the TI community often used very simple graphics in the past (some even stuck with menu-based gameplay) and since many games use similar graphics, it's good to ask newer programmers if in the future they plan to spice things up.  :P
Title: Re: TwoStep - The challenging puzzle game!
Post by: DarkestEx on February 11, 2015, 06:24:23 pm
UPDATE b110215:

- Fixed glitch, that allowed to cheat (You could have gone one step and then pressed Enter to trigger it, as if you landed on it with your 2nd step; No worries, Konami Code will be added instead ;))
- Added dialog messages using dynamic assembly callbacks
- Fixed last level's portal positions
- Changed texture of door and button (now key)
- Started with the config menu (for you, it just displays "Comming soon!" - Don't notice the typo :P)
- Changed in-game footer status text for readability
- Bugfix in level loading routine (removed wrong return statement in the middle of the levelrc block; how did that came there?)
- Added block explanations to the main post

Download the binary (http://benediktmuessig.tk/projects/TwoStep/testing/TWOSTEP_110215.8xp) here while it's fresh.

Screenshot is here: (https://codewalr.us/proxy.php?request=http%3A%2F%2Fbenediktmuessig.tk%2Fprojects%2FTwoStep%2Fpics%2Fb110215.gif&hash=421ee3cf40e908475dd743e6e91b26c2)
Title: Re: TwoStep - The challenging puzzle game!
Post by: DJ Omnimaga on February 12, 2015, 04:01:55 am
Quote from: DarkestEx on February 11, 2015, 06:24:23 pmKonami Code


Relevant :P (WARNING: loud volume) http://codewalr.us/index.php?page=uuddlrlrba


Anyway I like the new look and update so far. Also I like the door key idea :)
Title: Re: TwoStep - The challenging puzzle game!
Post by: DarkestEx on February 13, 2015, 02:13:07 pm
Thank you for all your positive feedback.

Quote from: DJ Omnimaga on February 12, 2015, 04:01:55 am
Relevant :P (WARNING: loud volume) http://codewalr.us/index.php?page=uuddlrlrba

LOL! :)
Nice idea, hiding the konami code in url.
Title: Re: TwoStep - The challenging puzzle game!
Post by: DJ Omnimaga on February 14, 2015, 04:18:55 pm
The best would be if we typed the letters and arrows in our browser page then it redirected, though. But such script could be annoying if it slowed down browsing or made some site features unreliable.
Title: Re: [Beta] TwoStep - The challenging puzzle game! [Z80 ASM] [Axe] [TI-8x+]
Post by: DarkestEx on March 29, 2015, 01:09:15 pm
We are working on the next update since quite some time. Sadly you won't notice much, as many things happened under the hood of the game and make it run better and are preparations for future function implementations. It will be released in the next time.

But you can still download the latest version here: http://muessigb.net/download.php?id=twostep (http://muessigb.net/download.php?id=twostep)
or check out my homepage: http://muessigb.net/ (http://muessigb.net/)
Title: Re: [Beta] TwoStep - The challenging puzzle game! [Z80 ASM] [Axe] [TI-8x+]
Post by: Snektron on March 29, 2015, 01:12:57 pm
Still nice that this is actively being worked on :)
Title: Re: TwoStep - The challenging puzzle game!
Post by: Streetwalrus on March 29, 2015, 01:48:41 pm
Wow I can't believe I missed this, it really sounds impressive. Great job and good luck completing it. ;)
Title: Re: [Beta] TwoStep - The challenging puzzle game! [Z80 ASM] [Axe] [TI-8x+]
Post by: DarkestEx on March 29, 2015, 02:12:00 pm
Thanks.

If anybody wants to know, what the visible improvements of the new version are:
- Last step before dying, winning, or completing a level is now visible
- Levelpack is now external and can be changed by the user
- New levelpack format V2 which has a few improvements (V3 will finally support high score tables and stuff)
- New levels in the default level pack
- Dialog boxes are now autosizing itself
- Konami code fixed
- Saving is improved (Pressing clear while playing)
- Some other Bugfixes
Title: Re: [Beta] TwoStep - The challenging puzzle game! [Z80 ASM] [Axe] [TI-8x+]
Post by: Snektron on March 29, 2015, 02:19:41 pm
Thats quite the list :o
Title: Re: TwoStep - The challenging puzzle game!
Post by: DJ Omnimaga on March 29, 2015, 06:13:15 pm
Glad this is still alive. :)  I wonder how smaller the new version will be with the improvements?
Title: Re: [Beta] TwoStep - The challenging, multipla puzzle game! [Z80 ASM] [Axe] [TI-8x+]
Post by: DarkestEx on March 30, 2015, 01:47:54 pm
New UPDATE!

Changes:
- Last step before dying, winning, or completing a level is now visible
- Levelpack is now external and can be changed by the user
- New levelpack format V2 which has a few improvements (V3 will finally support high score tables and stuff)
- New levels in the default level pack added
- Dialog boxes are now autosizing itself
- Konami code fixed
- Changed the UI strings
- Added UI message parser
- Saving is improved (Pressing clear while playing)
- Door block fixed
- Some other Bugfixes

Installation:
You have to extract the zip-archive and then copy both files onto your calculator. Then run the TWOSTEP program using a shell or by using Asm(prgmTWOSTEP)

Screenshot
(https://codewalr.us/proxy.php?request=http%3A%2F%2Fmedia.muessigb.net%2FTwoStep%2Fres%2FScreenshots%2Fz80.b300315x.gif&hash=b3a20a64491729c497f04ea1d929dd1a)

Download:
Get it here: http://muessigb.net/download.php?id=TwoStep-z80 (http://muessigb.net/download.php?id=TwoStep-z80)
Title: Re: [Beta] TwoStep - The challenging, multiplatform puzzle game! [Axe] [TI-8x+]
Post by: Snektron on March 30, 2015, 04:40:46 pm
Awesome :D
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DJ Omnimaga on March 31, 2015, 05:44:14 am
Awesome. I'll download it soon. I am curious about how challenging this can get. I got better at puzzle games in recent years, but if they are as hard as Donut Quest II default levels then I'm out of luck. :P
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: Unicorn on March 31, 2015, 07:30:50 am
I guess its time for me to try this out! Looking great Darkest!
Title: Re : [Beta] TwoStep - The challenging, multiplatform puzzle game! [Axe] [TI-8x+]
Post by: DarkestEx on April 01, 2015, 11:50:19 am
Thanks for all that positive feedback!

The new level pack scripting language is in progress, so that you can make your own levels.
Its more a descriptive language than a scripting language, but anyways.
It is influenced by JSON and can be compiled oncalc to level pack binary files.
Title: Re : TwoStep - The challenging, multiplatform puzzle game!
Post by: DJ Omnimaga on April 02, 2015, 06:28:06 am
That is awesome. I wondered before if this game would have custom levels. This should increase replay value quite a bit. Glad it can be compiled on-calc too, since some people might want to quickly make levels like they could do with Mario.
Title: Re : [Beta] TwoStep - The challenging, multiplatform puzzle game! [Axe] [TI-8x+]
Post by: DarkestEx on April 02, 2015, 11:57:33 am
Thanks, DJ!

You can see my current progress here:
(https://codewalr.us/proxy.php?request=http%3A%2F%2Fmedia.muessigb.net%2FTwoStep%2Fz80%2FLevelpackScriptingLanguage%2Fdemo_020415x.gif&hash=7c69eaf6a526869228b4a8259d7729d9)

I have debugging mode enabled, thats why it is printing the output all over the screen.
Also there are delays in the Debugging Mode to see what is actually parsed (like 300x slowdown)
Title: Re : TwoStep - The challenging, multiplatform puzzle game!
Post by: DJ Omnimaga on April 02, 2015, 12:08:26 pm
Awesome. I was wondering about the end indeed due to the loading time, but I figured it might have been because it displays text. I wonder if using custom fonts (via sprites) would make it 300 times faster, seeing how slow TI's proprietary text routines are? :P
Title: Re : [Beta] TwoStep - The challenging, multiplatform puzzle game! [Axe] [TI-8x+]
Post by: DarkestEx on April 02, 2015, 11:36:10 pm
Its time to give you a sneak peek on the update I am working on.
Its about the main game in this case.

(https://codewalr.us/proxy.php?request=http%3A%2F%2Fmedia.muessigb.net%2FTwoStep%2Fres%2FScreenshots%2Fteaser_z80.0304150131.gif&hash=2a826d427e6cd5d86f5c4deae308cccd)

Do you all understand the icons or not? Is it obvious what they mean or do I need to change or explain them?
Title: Re : TwoStep - The challenging, multiplatform puzzle game!
Post by: CKH4 on April 02, 2015, 11:59:31 pm
Wow, that is very cool. I think I get the hearts and the blocks but I'm confused on what the shield does. I also assume that you are adding a timed mode ( or is the bottom right something else? ).
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DJ Omnimaga on April 03, 2015, 02:56:47 am
I'm not too sure honestly, but for that kind of game, I usually just trial and error at first to check what each object or icon do and learn from that. It can be hard to tell from a static screenshot, but I would probably need to try that version to judge.

Of course, though, always add a readme with instructions/doc no matter what. TI-Nspire coders have set a trend in the TI community to not include any instructions with their new game releases, sometimes  not even in their main topic nor the ticalc.org description. I would like other people to not take that habit.
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: Duke "Tape" Eiyeron on April 03, 2015, 08:25:14 am
You should do a 7*7 heart, this size is perfect for them.
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DarkestEx on April 03, 2015, 12:01:24 pm
Quote from: CKH4 on April 02, 2015, 11:59:31 pm
Wow, that is very cool. I think I get the hearts and the blocks but I'm confused on what the shield does. I also assume that you are adding a timed mode ( or is the bottom right something else? ).

Yeah, a timed mode is planned. The shield should show, if your next step is save or not, (you can do one save step and the second one must end on a save block). But I think about maybe just changing the icon from a shield to an exclamation mark every time.

Quote from: DJ Omnimaga on April 03, 2015, 02:56:47 am
I'm not too sure honestly, but for that kind of game, I usually just trial and error at first to check what each object or icon do and learn from that. It can be hard to tell from a static screenshot, but I would probably need to try that version to judge.

Of course, though, always add a readme with instructions/doc no matter what. TI-Nspire coders have set a trend in the TI community to not include any instructions with their new game releases, sometimes  not even in their main topic nor the ticalc.org description. I would like other people to not take that habit.

I am the last person not to include a readme. I think the first post is already half the readme :P
I will still make a static html version out of it and put it in the zip. Also on my website you can find (a growing) article (http://muessigb.net/projects.html#twostep) about the game.

Quote from: Duke "Tape" Eiyeron on April 03, 2015, 08:25:14 am
You should do a 7*7 heart, this size is perfect for them.

Oh, you're totally right. Thanks, I will change all items to fit the new 7x7 style!
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: Duke "Tape" Eiyeron on April 03, 2015, 02:20:19 pm
You're welcome sir (-_(//)); I hope your game will be finished soon!
Title: Re: [Beta] TwoStep - The challenging, multiplatform puzzle game! [Axe] [TI-8x+]
Post by: DarkestEx on April 03, 2015, 05:32:40 pm
I hope the new version is easier to understand, and the icons better-looking than before:
(https://codewalr.us/proxy.php?request=http%3A%2F%2Fmedia.muessigb.net%2FTwoStep%2Fres%2FScreenshots%2Fteaser_z80.0304151930.gif&hash=1f0bad952ad03bd1404d3465c67f6034)

EDIT: I remember you like animated screenshots too, so here you go:
(https://codewalr.us/proxy.php?request=http%3A%2F%2Fmedia.muessigb.net%2FTwoStep%2Fres%2FScreenshots%2Fteaser_z80.0304151936.gif&hash=983d1d4febb672a281eb181574775bad)
I am happy for any feedback.
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: Duke "Tape" Eiyeron on April 03, 2015, 05:45:57 pm
The neat thing with 7*7 is that they have natural margin when you align them to 8*8 and they can vertically align with text without any problems! :p
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DarkestEx on April 03, 2015, 05:49:07 pm
Quote from: Duke "Tape" Eiyeron on April 03, 2015, 05:45:57 pm
The neat thing with 7*7 is that they have natural margin when you align them to 8*8 and they can vertically align with text without any problems! :p

Yeah, you're right. Well, what needs to be improved else?
Are the icons easy to understand? How does the 2nd icon from right need to be (it shows the homaniest step (of 2) you are going right now.
Of course I could invert the screen too or do similar things. What would you use as a visual indicator, that the next step must end on a safe platform?
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: Duke "Tape" Eiyeron on April 03, 2015, 08:04:51 pm
Why not adding some sort of decorating frame to the HUD? (The icons are vey great, you won't improve them that easily now)
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: Snektron on April 03, 2015, 08:53:16 pm
Quote from: DarkestEx on April 03, 2015, 05:32:40 pm
I hope the new version is easier to understand, and the icons better-looking than before:
(https://codewalr.us/proxy.php?request=http%3A%2F%2Fmedia.muessigb.net%2FTwoStep%2Fres%2FScreenshots%2Fteaser_z80.0304151930.gif&hash=1f0bad952ad03bd1404d3465c67f6034)

EDIT: I remember you like animated screenshots too, so here you go:
(https://codewalr.us/proxy.php?request=http%3A%2F%2Fmedia.muessigb.net%2FTwoStep%2Fres%2FScreenshots%2Fteaser_z80.0304151936.gif&hash=983d1d4febb672a281eb181574775bad)
I am happy for any feedback.


Looks way better than before! I'm liking the sprites :)
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DJ Omnimaga on April 04, 2015, 06:03:23 am
Woah I like the new layout even better! O.O Same with the new sprites :)
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: Duke "Tape" Eiyeron on April 04, 2015, 06:17:08 am
Eyup, with some tweaking work, your game will look quite polished and pretty! :D
Title: Re: [Beta] TwoStep - The challenging, multiplatform puzzle game! [Axe] [TI-8x+]
Post by: DarkestEx on April 04, 2015, 08:56:34 am
Great that you like the changes!

Heres the next update for you!

Changes:
- Ingame UI-redesign + new HUD
- Some new icons
- Preparations for new Timed game mode
- Removal of obsolete resources (-700 bytes)
- Screen now flashes on damage
- Proper "To be implemented" dialogs
- Preparations for the new settings and highscore menu items
- Version format changed and now displayed in the preliminary settings menu in the main menu

Download:
as always: http://muessigb.net/download.php?id=TwoStep-z80 (http://muessigb.net/download.php?id=TwoStep-z80)
Please don't deep link to the actual file. The php script keeps track of downloads and the current version and redirects you the best way possible.
Of course can you link to this url, but keep in mind, that it only works for the lastest version.

Screencast:
(https://codewalr.us/proxy.php?request=http%3A%2F%2Fmedia.muessigb.net%2FTwoStep%2Fres%2FScreenshots%2Fz80-b150404-a.gif&hash=3be0385e02c807a137ce16fdaa82f3eb)
Title: Re: [Beta] TwoStep - The challenging, multiplatform puzzle game! [Axe] [TI-8x+]
Post by: DarkestEx on April 04, 2015, 10:38:53 am
Well the highscore tables will (hopefully) be implemented in the next version.
My idea is saving the highscore tables inside of every single level file.
This has quite some benefits as it makes the levels portable and you can easily share your scores with others by simply sending them their level pack file and they can try to beat your score. The scores for a level pack can of course be resetted in the (planned) menu. I plan on saving quite a few information in the file, and display it to the user (like if he successfully was able to beat another players score, or if he dies, how far the next better player come.
I think that it could be interesting to have one or more save slots per level pack (password protected), that allow the player to continue where he left off.
But that would require quite some changes (and i would then drop (finally) the hibernation feature, which brings a lot of trouble and makes updates extremely hard). Also i got a few ideas for the level pack compiler to make the whole thing more dynamic.

How do you like these ideas? Feel free to comment!
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: Duke "Tape" Eiyeron on April 04, 2015, 11:15:18 am
Problem : you'll have to manage the highscores when you will have to send the level packs. If someone overwrites a level pack with an higher score than what your overwrites with, you will lose the best result. You should create some sort of storage based in hash code of a level pack.
Title: Re: [Beta] TwoStep - The challenging, multiplatform puzzle game! [Axe] [TI-8x+]
Post by: Snektron on April 04, 2015, 11:15:43 am
I feel like there needs to be some kind of info bar on the menu screen saying something like "play" and "credits".
Otherwise, looks good as always :D
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DarkestEx on April 04, 2015, 11:20:33 am
Quote from: Duke "Tape" Eiyeron on April 04, 2015, 11:15:18 am
Problem : you'll have to manage the highscores when you will have to send the level packs. If someone overwrites a level pack with an higher score than what your overwrites with, you will lose the best result. You should create some sort of storage based in hash code of a level pack.

Well, I know what you mean, but there's -sadly- no other way known to me to save the data. The only other way would break all compatibility by saving the results in a separate file. If a level pack gets corrupt or deleted the database would fill up, or I would need to constantly pull and check if the level pack file is still unchanged and there. Maybe I will make some kind of a merge function that could somehow merge two level pack files into one.

Quote from: Cumred_Snektron on April 04, 2015, 11:15:43 am
I feel like there needs to be some kind of info bar on the menu screen saying something like "play" and "credits".
Otherwise, looks good as always :D

Thanks :)
You mean on the main menu screen, right?
If so, yes, I will do that, but the main menu screen will be redone anyways.
Title: Re: [Beta] TwoStep - The challenging, multiplatform puzzle game! [Axe] [TI-8x+]
Post by: Snektron on April 04, 2015, 11:33:18 am
Yeah i meant that :) and that will be good :D
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: Duke "Tape" Eiyeron on April 04, 2015, 12:57:49 pm
Darkest : you maintain a table of hash-code/highscores : you'll make a function which returns a different value for each level and you link it to the score. Google Hashing code or Hash maps to see what I'm talking about.
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DarkestEx on April 04, 2015, 01:05:22 pm
Quote from: Duke "Tape" Eiyeron on April 04, 2015, 12:57:49 pm
Darkest : you maintain a table of hash-code/highscores : you'll make a function which returns a different value for each level and you link it to the score. Google Hashing code or Hash maps to see what I'm talking about.

Oh this. Yeah I was doing that anyways (Have you seen the doors and portals? There can be up to 8 portal outputs of one channel. a random one of them is selected when stepping onto one. The same applies to the keys and doors, only that there's only one door channel. I am pretty sure that I am using hash tables there.) for the savedata. But I don't know what benefit would be when making a hash table for saves and highscores into an extra file.
I could have gotten you completely wrong. I was using struct-lists. The first element is the size of the data and the elements are structs containing data.
I was also using a lookup table for the textures adresses in ram (no i am doin it mathematically no if-blocks for rendering tiles).
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DJ Omnimaga on April 05, 2015, 05:13:34 am
You know, this could very well get a featured project sub-forum. I know this is very far into completion already but since the Android version is still underway, I guess it wouldn't hurt if TwoStep had its own section. Good work so far :)
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DarkestEx on April 05, 2015, 06:37:22 am
Quote from: DJ Omnimaga on April 05, 2015, 05:13:34 am
You know, this could very well get a featured project sub-forum. I know this is very far into completion already but since the Android version is still underway, I guess it wouldn't hurt if TwoStep had its own section. Good work so far :)

Oh that would be awesome! Thank you so much, DJ Omnimaga :)
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: Duke "Tape" Eiyeron on April 05, 2015, 08:04:47 am
I support waht DJ O said, you deserve your own subforum! :p
Title: Re: [Beta] TwoStep - The challenging, multiplatform puzzle game! [Axe] [TI-8x+]
Post by: Snektron on April 05, 2015, 08:38:22 am
+1
Also handy since this project has 2 threads
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: Duke "Tape" Eiyeron on April 05, 2015, 08:44:37 am
I can't change the forum's structure, I only can move, merge, lock or delete. We'llhave to wait until an admin does the thing, okay? ^^
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DarkestEx on April 05, 2015, 11:05:33 am
Quote from: Duke "Tape" Eiyeron on April 05, 2015, 08:44:37 am
I can't change the forum's structure, I only can move, merge, lock or delete. We'llhave to wait until an admin does the thing, okay? ^^

No problem, I will wait until somebody can do it. I am happy that you even consider giving me a own sub forum for it ;)

Thank you all!
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DJ Omnimaga on April 05, 2015, 04:32:24 pm
Yeah Eiyeron as moderator can only ban, delete, edit, moveetc, while as forum maintenance you can change the forum layout and do some minimal moderation (eg moving a topic) like the Topic Management group can do in addition to changing the actual layout. Now to make a project icon :P


EDIT: looks like you had one already, so I used that icon. :P
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DarkestEx on April 05, 2015, 04:52:24 pm
QuoteEDIT: looks like you had one already, so I used that icon. :P

Oh okay. Do you mind when I redesign it, when reaching release state somewhere in the next time?
Also I don't think it matters, but the new branch of TwoStep for Android will be compatible with PC's too ;)
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: Unicorn on April 05, 2015, 05:15:15 pm
Cool! I'll play this on my PC as well when its done.
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DJ Omnimaga on April 07, 2015, 06:21:41 am
With PC compatibility at the horizon, will the Android version still run on somewhat middle-end phones or will it move mainly to higher end phones? Also is there a chance that one day there could be a port for color calcs? :P (Although someone else could do it too. Even in Nspire Lua it would probably be fast enough, same for CE hybrid BASIC (although it uses 8x8 sprites so reusing the Android sprites would be hard)
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DarkestEx on April 07, 2015, 06:45:59 am
Quote from: DJ Omnimaga on April 07, 2015, 06:21:41 am
With PC compatibility at the horizon, will the Android version still run on somewhat middle-end phones or will it move mainly to higher end phones?

Well, I don't see why it wouldn't work on lower end phones. It should get along with a minimum of 500 MB Ram total (on the phone, although this is untested and I dunno how much it will be at the end)

Quote from: DJ Omnimaga on April 07, 2015, 06:21:41 amAlso is there a chance that one day there could be a port for color calcs? :P (Although someone else could do it too. Even in Nspire Lua it would probably be fast enough, same for CE hybrid BASIC (although it uses 8x8 sprites so reusing the Android sprites would be hard)

I wouldn't say never. I can (and will) give permission (if somebody is interested) to port the game to another platform. If somebody wants, I can even provide him / her with the resources. But then the person should really PM me about it. And if somebody accidentally drops a rom image of the Nspire in my postbox I wouldn't be unhappy and could try porting it myself (If I have time; I know this is against the rules but I am just sayin ;))
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DJ Omnimaga on April 07, 2015, 06:54:38 am
Aah ok. I was more wondering about low end phones because people who make computer games will sometimes add more features due to the more powerful platform, so on a phone like the Samsung i5510 (Android 2.2.2, 400 MHz, etc) this results into massive slowdown (if it runs at all).

As for ROM images that stuff better be kept for e-mail. Although we wouldn't know if such stuff gets sent between members, the issue is that PMs are not encrypted and I don't know much power TI could have if they ever suspected us of allowing such file sharing then asked DigitalOcean to monitor our site data or something then CodeWalrus could get in trouble. >.<

I myself don't really have any anyway since I never figured out how to setup Nspire Emu/KarmTI myself for emulation >.< (it's more complicated than using jsTIfied or any other TI-83+ emulator)
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DarkestEx on April 07, 2015, 09:12:54 am
Quote from: DJ Omnimaga on April 07, 2015, 06:54:38 am
Aah ok. I was more wondering about low end phones because people who make computer games will sometimes add more features due to the more powerful platform, so on a phone like the Samsung i5510 (Android 2.2.2, 400 MHz, etc) this results into massive slowdown (if it runs at all).

I want to make the game efficiently. But I will set the minimum android version to 3.x. If you need a specially compiled version (for a version below 3.x) you can contact me and I remove some features and compile it for 2.2.2. For the hardware, I dunno. I haven't really written any android games in java before so I can only assume. But I think it should work.

Quote from: DJ Omnimaga on April 07, 2015, 06:54:38 am
As for ROM images that stuff better be kept for e-mail. Although we wouldn't know if such stuff gets sent between members, the issue is that PMs are not encrypted and I don't know much power TI could have if they ever suspected us of allowing such file sharing then asked DigitalOcean to monitor our site data or something then CodeWalrus could get in trouble. >.<

Yeah, I know. But if anybody wants to contact me, you can do it here: muessigb[at]yahoo.de
It is not my main e-mail, but non-spam mails get redirected to my main address automatically.

Quote from: DJ Omnimaga on April 07, 2015, 06:54:38 am
I myself don't really have any anyway since I never figured out how to setup Nspire Emu/KarmTI myself for emulation >.< (it's more complicated than using jsTIfied or any other TI-83+ emulator)

I havent used any calculator emulator, except WabbitEmu and jsTisfied (TI84). Well, if somebody has a way to do it or knows a good emulator for a color platform, let me know.
Title: Re: [Beta] TwoStep - The challenging, multiplatform puzzle game! [Axe] [TI-8x+]
Post by: Snektron on April 07, 2015, 09:40:03 am
How are you making the Android app btw (OpenGL ? :P)
Title: Re: [Beta] TwoStep - The challenging, multiplatform puzzle game! [Axe] [TI-8x+]
Post by: DarkestEx on April 07, 2015, 09:48:01 am
Quote from: Cumred_Snektron on April 07, 2015, 09:40:03 am
How are you making the Android app btw (OpenGL ? :P)

Well, I wanted to make it with libGdx, but if you know anything better or easier, please let me know.
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: Duke "Tape" Eiyeron on April 07, 2015, 11:45:13 am
HaxeFlixel? (http://haxeflixel.com/)
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DJ Omnimaga on April 08, 2015, 06:30:09 am
Quote from: DarkestEx on April 07, 2015, 09:12:54 am
Quote from: DJ Omnimaga on April 07, 2015, 06:54:38 am
Aah ok. I was more wondering about low end phones because people who make computer games will sometimes add more features due to the more powerful platform, so on a phone like the Samsung i5510 (Android 2.2.2, 400 MHz, etc) this results into massive slowdown (if it runs at all).

I want to make the game efficiently. But I will set the minimum android version to 3.x. If you need a specially compiled version (for a version below 3.x) you can contact me and I remove some features and compile it for 2.2.2. For the hardware, I dunno. I haven't really written any android games in java before so I can only assume. But I think it should work.

Quote from: DJ Omnimaga on April 07, 2015, 06:54:38 am
As for ROM images that stuff better be kept for e-mail. Although we wouldn't know if such stuff gets sent between members, the issue is that PMs are not encrypted and I don't know much power TI could have if they ever suspected us of allowing such file sharing then asked DigitalOcean to monitor our site data or something then CodeWalrus could get in trouble. >.<

Yeah, I know. But if anybody wants to contact me, you can do it here: muessigb[at]yahoo.de
It is not my main e-mail, but non-spam mails get redirected to my main address automatically.

Quote from: DJ Omnimaga on April 07, 2015, 06:54:38 am
I myself don't really have any anyway since I never figured out how to setup Nspire Emu/KarmTI myself for emulation >.< (it's more complicated than using jsTIfied or any other TI-83+ emulator)

I havent used any calculator emulator, except WabbitEmu and jsTisfied (TI84). Well, if somebody has a way to do it or knows a good emulator for a color platform, let me know.
KarmTI and NspireEmu are the only Nspire emus around. It's more the way TI made the calcs that makes them a bit trickier to emulate, though. For Z80 calcs, the only color emulators available are jsTIfied and WabbitEmu. Another issue with Nspire emulation is how as soon as a new game comes out it uses the latest Ndless build, so you have to update your emulator to run the latest version of Ndless and stuff, which can be a major hassle if you don't remember how to do it by heart.

That said, if you were to do a color version of the game for calcs, I would probably go with the 84+CSE or CE, though, since they seem to be the most popular for games lately.
Title: Re: [Beta] TwoStep - The challenging, multiplatform puzzle game! [Axe] [TI-8x+]
Post by: Lionel Debroux on April 08, 2015, 07:03:20 am
QuoteFor Z80 calcs, the only color emulators available are jsTIfied and WabbitEmu

There's also TilEm, which got some 84+CSE support long before WabbitEmu did :)
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DJ Omnimaga on April 08, 2015, 11:13:58 am
I get an error about unsupported format when sending CSE ROMs to TilEm O.O
Title: Re: [Beta] TwoStep - The challenging, multiplatform puzzle game! [Axe] [TI-8x+]
Post by: DarkestEx on April 08, 2015, 10:53:46 pm
Well if I should *try* it, somebody needs to either mail me a ROM of the calc or send me a real, physical one ;)
Title: Re: [Beta] TwoStep - The challenging, multiplatform puzzle game! [Axe] [TI-8x+]
Post by: DarkestEx on June 12, 2015, 12:25:28 pm
I found some time during school breaks to work some more on the real, original TwoStep Editor.
It will be graphical (no compiler anymore) and it is pretty far already.
Hopefully you will be soon able to make your own levels :)
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: alexgt on June 12, 2015, 02:31:33 pm
Awesome :), I see it is in Beta now O.O
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: Unicorn on June 13, 2015, 10:45:55 pm
Oooo a level editor? Awesome! Great job Darkest.
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DJ Omnimaga on June 19, 2015, 06:24:48 am
Quote from: DarkestEx on June 12, 2015, 12:25:28 pm
I found some time during school breaks to work some more on the real, original TwoStep Editor.
It will be graphical (no compiler anymore) and it is pretty far already.
Hopefully you will be soon able to make your own levels :)
Glad to hear. I was curious if a more user-friendly editor would eventually come out. :)
Title: Re: [Beta] TwoStep - The challenging, multiplatform puzzle game! [Axe] [TI-8x+]
Post by: DarkestEx on January 22, 2016, 03:07:18 pm
I should really finish this nice game sometime :)
Title: Re: [Beta] TwoStep - The challenging, multiplatform puzzle game! [Axe] [TI-8x+]
Post by: Dudeman313 on January 22, 2016, 09:03:29 pm
Have you noticed all your download links are broken? I wanted to try this out!
Title: Re: [Beta] TwoStep - The challenging, multiplatform puzzle game! [Axe] [TI-8x+]
Post by: DarkestEx on January 22, 2016, 09:11:48 pm
Quote from: Dudeman313 on January 22, 2016, 09:03:29 pm
Have you noticed all your download links are broken? I wanted to try this out!

Until today all source code and binaries were lost. I found the harddisk of my dead laptop I threw away and luckily managed to recover it. The laptop died of the graphics chip overheating. Not fixable. This is why I bought myself a proper laptop a while back. The new laptop is actually my first new laptop. I went though about 4-5 used ones so far. They were all 10-6 years old and died quickly. At some point I stopped buying replacement parts and scrapped then for parts.

Go here for a list of the latest releases: http://media.muessigb.net/TwoStep/z80/Beta/ (http://media.muessigb.net/TwoStep/z80/Beta/)
Download the latest version here: http://media.muessigb.net/TwoStep/z80/Beta/TwoStep_z80-b150404-a.zip (http://media.muessigb.net/TwoStep/z80/Beta/TwoStep_z80-b150404-a.zip)
Title: Re: [Beta] TwoStep - The challenging, multiplatform puzzle game! [Axe] [TI-8x+]
Post by: Dudeman313 on January 22, 2016, 09:26:48 pm
Thanks!
Title: Re: [Beta] TwoStep - The challenging, multiplatform puzzle game! [Axe] [TI-8x+]
Post by: DarkestEx on January 22, 2016, 11:41:50 pm
You're welcome :)

I have finally decided to release the TwoStep Level devkit:
http://media.muessigb.net/TwoStep/z80/Beta/TwoStep_z80-b150404-a-lvldev.zip (http://media.muessigb.net/TwoStep/z80/Beta/TwoStep_z80-b150404-a-lvldev.zip)

You will need Axe to compile and run it.

This is how to make levels:
1. Grab a sheet of paper and design some levels that you might find interesting. Choose a start position and the start and endpoints of the portals (you can have multiple inputs and outputs per portal channel A and B; every input of a channel goes to a random output of a portal of the same channel).
2. The size of a level is 10x6. The list and value of the blocks is attached.
3. Build the hex version of the level by going row by row. Start in the upper-left corner and go right. Then go to row 2 and proceed. To write the hexadecimal representation of the blocks, just write the hex character of the block. Two blocks build one byte. The MSB of the byte is the left block of the pair and the LSB is the right block of the pair.
4. Build the [] blocks of the levels like in the default level pack file attached. Just take the hex representation.
5. Build the Data() block for every level as shown in the sample level. Make sure you understand the header format: [encloses bits] {encloses single bytes} (encloses multiple {bytes})
6. Finally build the initial Data() block as described in the devkit.
7. Compile and run the Axe program. You have to run it, what will make it create your actual level file. You can delete the compiled Axe file if you want; it is not needed anymore.

Have fun and don't forget to share some levels :)

I will probably make a graphical editor at some point, but for now this is the easiest way to make levels.
Title: Re: [Beta] TwoStep - The challenging, multiplatform puzzle game! [Axe] [TI-8x+]
Post by: DarkestEx on January 23, 2016, 07:41:34 pm
Finally a new update after all this time.
I just looked through the code again and checked out, how it actually works.

The latest update consists mainly of bug fixes and some level pack releated changes.
It can be downloaded here: http://dl.muessigb.net/TwoStep/z80/Beta/TwoStep_z80-b160123-a.zip
From now on, the level SDK is included within the archives.

As always, have fun!
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: alexgt on January 24, 2016, 04:11:02 am
Nice! I like bugs becoming extinct :P
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DJ Omnimaga on January 24, 2016, 08:21:30 am
Oh I am happy you are resuming work on this. I was wondering if it would get revived or not at one point. A level editor is cool. I don't know if I'll have time to make levels myself, though. Do you plan to release this on ticalc.org?
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DarkestEx on January 24, 2016, 11:51:07 am
Quote from: alexgt on January 24, 2016, 04:11:02 am
Nice! I like bugs becoming extinct :P

Me too :)

Quote from: DJ Omnimaga on January 24, 2016, 08:21:30 am
Oh I am happy you are resuming work on this. I was wondering if it would get revived or not at one point. A level editor is cool. I don't know if I'll have time to make levels myself, though. Do you plan to release this on ticalc.org?

Well, it is not really a level editor yet, but a level development kit. That means no graphic interface, but a stub axe project, where you insert you level blocks, and that you compile and run.
It will then output the actual level file. About ticalc, I think I will, when this project comes to a release state.

The next tasks are:
- Getting timed mode done
- Restructuring the level file format to allow saving and high scores
- Implement high scores and possibly saving (though idk if we really need saving - it adds just extra work)
- Design a new loading screen (I need help redrawing the logo; I would appreciate any help!)
- Work on the menu screen and on the level selection
Title: Re: [Beta] TwoStep - The challenging, multiplatform puzzle game! [Axe] [TI-8x+]
Post by: DarkestEx on January 24, 2016, 04:08:07 pm
So I took some time to recover the images from the first post and and went through the links and fixed them.
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: SiphonicSugar on January 25, 2016, 04:02:44 am
Quote from: DarkestEx on January 24, 2016, 11:51:07 am
Quote from: alexgt on January 24, 2016, 04:11:02 am
Nice! I like bugs becoming extinct :P

Me too :)

Quote from: DJ Omnimaga on January 24, 2016, 08:21:30 am
Oh I am happy you are resuming work on this. I was wondering if it would get revived or not at one point. A level editor is cool. I don't know if I'll have time to make levels myself, though. Do you plan to release this on ticalc.org?

Well, it is not really a level editor yet, but a level development kit. That means no graphic interface, but a stub axe project, where you insert you level blocks, and that you compile and run.
It will then output the actual level file. About ticalc, I think I will, when this project comes to a release state.

The next tasks are:
- Getting timed mode done
- Restructuring the level file format to allow saving and high scores
- Implement high scores and possibly saving (though idk if we really need saving - it adds just extra work)
- Design a new loading screen (I need help redrawing the logo; I would appreciate any help!)
- Work on the menu screen and on the level selection

The logo is what you should try to do first.
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DarkestEx on January 25, 2016, 04:29:43 pm
Quote from: SiphonicSugar on January 25, 2016, 04:02:44 am
Quote from: DarkestEx on January 24, 2016, 11:51:07 am
Quote from: alexgt on January 24, 2016, 04:11:02 am
Nice! I like bugs becoming extinct :P

Me too :)

Quote from: DJ Omnimaga on January 24, 2016, 08:21:30 am
Oh I am happy you are resuming work on this. I was wondering if it would get revived or not at one point. A level editor is cool. I don't know if I'll have time to make levels myself, though. Do you plan to release this on ticalc.org?

Well, it is not really a level editor yet, but a level development kit. That means no graphic interface, but a stub axe project, where you insert you level blocks, and that you compile and run.
It will then output the actual level file. About ticalc, I think I will, when this project comes to a release state.

The next tasks are:
- Getting timed mode done
- Restructuring the level file format to allow saving and high scores
- Implement high scores and possibly saving (though idk if we really need saving - it adds just extra work)
- Design a new loading screen (I need help redrawing the logo; I would appreciate any help!)
- Work on the menu screen and on the level selection

The logo is what you should try to do first.

Sure, I would love to get any help, as stated :)
Title: Re: [Beta] TwoStep - The challenging, multiplatform puzzle game! [Axe] [TI-8x+]
Post by: c4ooo on January 25, 2016, 10:17:46 pm
i could try to convert it to monochrome. could you post the image and the output [size] specification?
Title: Re: [Beta] TwoStep - The challenging, multiplatform puzzle game! [Axe] [TI-8x+]
Post by: DarkestEx on January 25, 2016, 10:31:01 pm
Quote from: c4ooo on January 25, 2016, 10:17:46 pm
i could try to convert it to monochrome. could you post the image and the output [size] specification?

(https://codewalr.us/proxy.php?request=http%3A%2F%2Fwww.ninjabyte.eu%2Flibrary%2Fimages%2Flogo.png&hash=52b34fd37a912b227444888f67792e4d) (http://www.ninjabyte.eu/library/images/logo.png)
I'd like something around 30*40 or similar. I'll check real quick.
Title: Re: [Beta] TwoStep - The challenging, multiplatform puzzle game! [Axe] [TI-8x+]
Post by: DarkestEx on January 25, 2016, 11:16:49 pm
@c4ooo 40px in height max. the width doesn't matter. I hope you can do that :)
The double post is neccessairy so that c4ooo gets notified.
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DJ Omnimaga on January 26, 2016, 07:16:02 am
Wouldn't (https://codewalr.us/proxy.php?request=http%3A%2F%2Fimg.codewalr.us%2Fmicrowalrii.gif&hash=55fceb5b674fdc8df85d5272056bb0e1) work? :P
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DarkestEx on January 26, 2016, 08:26:35 am
Quote from: DJ Omnimaga on January 26, 2016, 07:16:02 am
Wouldn't (https://codewalr.us/proxy.php?request=http%3A%2F%2Fimg.codewalr.us%2Fmicrowalrii.gif&hash=55fceb5b674fdc8df85d5272056bb0e1) work? :P

Well, I tried it and even with slight modifications, it is barely recognizable in monochrome. Maybe you could make a monochrome version of the Ninjabyte walrus, DJ?
Title: Re: [Beta] TwoStep - The challenging, multiplatform puzzle game! [Axe] [TI-8x+]
Post by: c4ooo on January 26, 2016, 06:20:10 pm
Sorry, no time to try to make a b/w version yet <_<
But good job with the game itself, :D
Any chance of a greyscale upgrade? ( :P )
Title: Re: [Beta] TwoStep - The challenging, multiplatform puzzle game! [Axe] [TI-8x+]
Post by: DarkestEx on January 26, 2016, 06:36:01 pm
Quote from: c4ooo on January 26, 2016, 06:20:10 pm
Sorry, no time to try to make a b/w version yet <_<
But good job with the game itself, :D
Any chance of a greyscale upgrade? ( :P )

Grayscale is not planned and will not be implemented as it requires a complete rewrite.
Title: Re: [Beta] TwoStep - The challenging, multiplatform puzzle game! [Axe] [TI-8x+]
Post by: c4ooo on January 26, 2016, 08:40:47 pm
This isnt a masterpiece, but i think its the best i can do :P
(https://codewalr.us/proxy.php?request=http%3A%2F%2Fimgur.com%2F8ncTIcL.png&hash=39a73626be2985967d58b5ab0f042ab5)
I dont know how to make the face well <_<
Title: Re: [Beta] TwoStep - The challenging, multiplatform puzzle game! [Axe] [TI-8x+]
Post by: DarkestEx on January 26, 2016, 08:42:31 pm
Quote from: c4ooo on January 26, 2016, 08:40:47 pm
This isnt a masterpiece, but i think its the best i can do :P
(https://codewalr.us/proxy.php?request=http%3A%2F%2Fimgur.com%2F8ncTIcL.png&hash=39a73626be2985967d58b5ab0f042ab5)
I dont know how to make the face well <_<

Looks good, thanks :)
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DJ Omnimaga on January 27, 2016, 05:36:05 am
Quote from: DarkestEx on January 26, 2016, 08:26:35 am
Quote from: DJ Omnimaga on January 26, 2016, 07:16:02 am
Wouldn't (https://codewalr.us/proxy.php?request=http%3A%2F%2Fimg.codewalr.us%2Fmicrowalrii.gif&hash=55fceb5b674fdc8df85d5272056bb0e1) work? :P

Well, I tried it and even with slight modifications, it is barely recognizable in monochrome. Maybe you could make a monochrome version of the Ninjabyte walrus, DJ?
Would that work? (https://codewalr.us/proxy.php?request=http%3A%2F%2Fimg.codewalr.us%2Fmonochromemicrowalrii.gif&hash=2590cf11d8567d31d3c46ccc55ef5ae8)

That said, c4ooo's sprite looks cool too.
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DarkestEx on January 27, 2016, 06:04:40 am
Quote from: DJ Omnimaga on January 27, 2016, 05:36:05 am
Quote from: DarkestEx on January 26, 2016, 08:26:35 am
Quote from: DJ Omnimaga on January 26, 2016, 07:16:02 am
Wouldn't (https://codewalr.us/proxy.php?request=http%3A%2F%2Fimg.codewalr.us%2Fmicrowalrii.gif&hash=55fceb5b674fdc8df85d5272056bb0e1) work? :P

Well, I tried it and even with slight modifications, it is barely recognizable in monochrome. Maybe you could make a monochrome version of the Ninjabyte walrus, DJ?
Would that work? (https://codewalr.us/proxy.php?request=http%3A%2F%2Fimg.codewalr.us%2Fmonochromemicrowalrii.gif&hash=2590cf11d8567d31d3c46ccc55ef5ae8)

That said, c4ooo's sprite looks cool too.

Ita great too.. I wkk use both somewhere in the program.
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DJ Omnimaga on January 28, 2016, 08:09:48 am
Maybe one could be a power-up, like the big flying Walrii in Wal-Rush?
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DarkestEx on January 28, 2016, 08:18:38 am
Quote from: DJ Omnimaga on January 28, 2016, 08:09:48 am
Maybe one could be a power-up, like the big flying Walrii in Wal-Rush?

Hmm, probably not as the game doesn't really have any power ups except for time power ups. Idk how I will do the timed mode yet.
Back to the images, both are bigger than 8*8 so they cannot be used anyways.
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DJ Omnimaga on January 28, 2016, 08:23:43 am
But why did you ask something that is 30x40 or similar if you can only use 8x8 sprites? ???

Quote from: DarkestEx on January 25, 2016, 10:31:01 pmI'd like something around 30*40 or similar. I'll check real quick.
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DarkestEx on January 28, 2016, 08:32:38 am
Quote from: DJ Omnimaga on January 28, 2016, 08:23:43 am
But why did you ask something that is 30x40 or similar if you can only use 8x8 sprites? ???

Quote from: DarkestEx on January 25, 2016, 10:31:01 pmI'd like something around 30*40 or similar. I'll check real quick.



=>
Quote- Design a new loading screen (I need help redrawing the logo; I would appreciate any help!)

Obviously i don't use it as a sprite when I need a graphic that big.
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DJ Omnimaga on January 28, 2016, 08:37:55 am
Ah right. I was confused here :P

It might take a while before someone can come up with a sprite this small, though. It seems like not many people here have time, the ability or are interested at all to make 8x8 sprites nowadays, which is sad... (but again perhaps sprites in older pixel art topics could be used?). It probably has something to do with most people getting color calculators.
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DarkestEx on January 28, 2016, 08:52:03 am
Quote from: DJ Omnimaga on January 28, 2016, 08:37:55 am
Ah right. I was confused here :P

It might take a while before someone can come up with a sprite this small, though. It seems like not many people here have time, the ability or are interested at all to make 8x8 sprites nowadays, which is sad... (but again perhaps sprites in older pixel art topics could be used?). It probably has something to do with most people getting color calculators.

I don't need 8*8 versions of them. That is already solved. I needed the big versions.
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DJ Omnimaga on January 28, 2016, 08:54:21 am
But you just told me you can't use the big versions ???

Unless you mean you need them for the title and just can't use them in-game, in which case you already have them now. If that's not what you mean then something must be lost into the German<>English<>French post translations.
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DarkestEx on January 28, 2016, 10:17:05 am
Quote from: DJ Omnimaga on January 28, 2016, 08:54:21 am
But you just told me you can't use the big versions ???

Unless you mean you need them for the title and just can't use them in-game, in which case you already have them now. If that's not what you mean then something must be lost into the German<>English<>French post translations.

Nah, I said I couldn't use them, but I don't need them small anyways.

I write straight in English, don't translate between German and English. English is like a native language for me.
Do you translate from English to French?
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DJ Omnimaga on January 28, 2016, 12:24:07 pm
Ah ok, I don't really translate, but since English is not my native language I sometimes have to decipher what people mean and sometimes stuff gets lost.
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: Ivoah on January 28, 2016, 02:18:40 pm
Quote from: DarkestEx on January 28, 2016, 10:17:05 amEnglish is like a naive language for me.

I think you meant native there :P
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DarkestEx on January 28, 2016, 03:28:43 pm
Quote from: Ivoah on January 28, 2016, 02:18:40 pm
Quote from: DarkestEx on January 28, 2016, 10:17:05 amEnglish is like a naive language for me.

I think you meant native there :P

Yep, you're right. Fixed it.
Title: Re: TwoStep - The challenging, multiplatform puzzle game!
Post by: DJ Omnimaga on January 29, 2016, 08:06:35 am
Who knows... perhaps English language is actually naive too? :trollface:
Title: Re: [Beta] TwoStep - The challenging, multiplatform puzzle game! [Axe] [TI-8x+]
Post by: DarkestEx on February 10, 2016, 01:17:28 am
New version/build!

Not many changes, but I reworked the title screen.
It is still not yet done, but I'd like to see how you like it.

You can download it here:
http://dl.ninjabyte.eu/TwoStep/Beta/TwoStep_z80-b160210-a.zip (http://dl.ninjabyte.eu/TwoStep/Beta/TwoStep_z80-b160210-a.zip)
Title: Re: [Beta] TwoStep - The challenging, multiplatform puzzle game! [Axe] [TI-8x+]
Post by: Dudeman313 on February 10, 2016, 02:09:34 am
When I figure out how to play this, I'll demand a CE port. :walrii:
Title: Re: [Beta] TwoStep - The challenging, multiplatform puzzle game! [Axe] [TI-8x+]
Post by: DarkestEx on February 10, 2016, 02:11:33 am
Quote from: Dudeman313 on February 10, 2016, 02:09:34 am
When I figure out how to play this, I'll demand a CE port. :walrii:

I hope that the instructions in the first post are clear enough. If not, feel free to ask anything unclear ;)
Title: Re: TwoStep - The challenging puzzle game!
Post by: DJ Omnimaga on February 11, 2016, 12:07:17 am
Awesome to see a new version. I'll try it when I have some time. I am also curious about what the title screen looks like :3=
Title: Re: [Beta] TwoStep - The challenging puzzle game! [Axe] [TI-8x+]
Post by: DarkestEx on February 11, 2016, 12:54:53 am
New snapshot!

This is the latest snapshot including the new and probably finished title/splash screen.
Download it here: http://dl.ninjabyte.eu/TwoStep/Beta/TwoStep_z80-b160211-a.zip

How do you like the new design?
Title: Re: TwoStep - The challenging puzzle game!
Post by: DJ Omnimaga on February 11, 2016, 01:23:30 am
Ok I'm gonna grab this version now. I can't test yet, though.
Title: Re: [Beta] TwoStep - The challenging puzzle game! [Axe] [TI-8x+]
Post by: SiphonicSugar on February 11, 2016, 01:41:01 am
I'll test this!  Also, because I'm too lazy to read the posts, is this game still in its beta stages?
Title: Re: [Beta] TwoStep - The challenging puzzle game! [Axe] [TI-8x+]
Post by: DarkestEx on February 11, 2016, 01:46:03 am
Quote from: SiphonicSugar on February 11, 2016, 01:41:01 am
I'll test this!  Also, because I'm too lazy to read the posts, is this game still in its beta stages?

Yes, it still is. I have to implement quite a few new things still and also have to rework some parts. When the new timed game mode, the scoring, the level pack loading and the saving is done, the game will enter excessive testing and then hopefully release state.
Title: Re: [Beta] TwoStep - The challenging puzzle game! [Axe] [TI-8x+]
Post by: SiphonicSugar on February 11, 2016, 01:47:05 am
Well, seems like you are in good condition with this game... Is it too late to be a beta tester...?
Title: Re: [Beta] TwoStep - The challenging puzzle game! [Axe] [TI-8x+]
Post by: DarkestEx on February 11, 2016, 01:48:25 am
Quote from: SiphonicSugar on February 11, 2016, 01:47:05 am
Well, seems like you are in good condition with this game... Is it too late to be a beta tester...?

Absolutely not. Actually its the best time now as I resume work on it again and look into finally adding what is still missing.
If you encounter errors or feature requests, fell free to ask.
Title: Re: [Beta] TwoStep - The challenging puzzle game! [Axe] [TI-8x+]
Post by: SiphonicSugar on February 11, 2016, 01:50:40 am
Oh yay!  Well, obviously, as you can hopefully see from my previous comments (I think), I want to be a beta tester.  I've always liked puzzle games because they make you use the logic part of your brain.  School doesn't seem to do much of that anymore...
Title: Re: [Beta] TwoStep - The challenging puzzle game! [Axe] [TI-8x+]
Post by: DarkestEx on February 11, 2016, 01:51:23 am
Quote from: SiphonicSugar on February 11, 2016, 01:50:40 am
Oh yay!  Well, obviously, as you can hopefully see from my previous comments (I think), I want to be a beta tester.  I've always liked puzzle games because they make you use the logic part of your brain.  School doesn't seem to do much of that anymore...

Well then welcome aboard :)

Btw, if anybody likes to visit the code to error check it, ask. I can garant access to the source code to trusted people.
Title: Re: [Beta] TwoStep - The challenging puzzle game! [Axe] [TI-8x+]
Post by: Dudeman313 on February 11, 2016, 01:52:31 am
Well, I finally read the first post, because I didn't do that before :P , and now I'm going to demand a CE port.

I demand a CE port!!! :walrii:
Title: Re: [Beta] TwoStep - The challenging puzzle game! [Axe] [TI-8x+]
Post by: DarkestEx on February 11, 2016, 01:54:08 am
Quote from: Dudeman313 on February 11, 2016, 01:52:31 am
Well, I finally read the first post, because I didn't do that before :P , and now I'm going to demand a CE port.

I demand a CE port!!! :walrii:

Feel free to do one as soon as Axe comes out for the CE. I won't stop you and it would be an official port.
As long as I get credited I would also give out parts of the source code of the engine and other critical parts.
Title: Re: [Beta] TwoStep - The challenging puzzle game! [Axe] [TI-8x+]
Post by: Dudeman313 on February 11, 2016, 01:56:14 am
I don't know how to code. Look @ my sig. :P
Title: Re: [Beta] TwoStep - The challenging puzzle game! [Axe] [TI-8x+]
Post by: SiphonicSugar on February 11, 2016, 01:57:44 am
Don't worry!  I'll make a port, if you never learn how to code in Axe... :thumbsup:
Title: Re: [Beta] TwoStep - The challenging puzzle game! [Axe] [TI-8x+]
Post by: DarkestEx on February 11, 2016, 01:58:03 am
Quote from: Dudeman313 on February 11, 2016, 01:56:14 am
I don't know how to code. Look @ my sig. :P

Well, that's might be a problem. Idk, I can't do a port unless I mystically find a physical CE or its ROM in either my digital or physical mailbox ;)

Edit: Not particularly in this combination. Don't send the physical CE to my digital mailbox :P (https://youtu.be/zYd_8-Ps_kw)

Quote from: SiphonicSugar on February 11, 2016, 01:57:44 am
Don't worry!  I'll make a port, if you never learn how to code in Axe... :thumbsup:

This would of course be the best option :)
Title: Re: [Beta] TwoStep - The challenging puzzle game! [Axe] [TI-8x+]
Post by: SiphonicSugar on February 11, 2016, 02:12:58 am
Yay!  I need to get a CE first...
Title: Re: [Beta] TwoStep - The challenging puzzle game! [Axe] [TI-8x+]
Post by: Dudeman313 on February 11, 2016, 03:10:24 am
If you're in the US, wait til Summer an buy one for 88 dollars at your local Walmart.
Title: Re: [Beta] TwoStep - The challenging puzzle game! [Axe] [TI-8x+]
Post by: DarkestEx on July 28, 2018, 05:15:43 pm
It's been a while and while I was initially never planning to release it, I think it is time now.
TwoStep is now open-source and licensed under the GPL license.

Any Axe beginners, have fun and have a look at how we did it back then ;)
If anyone likes to complete it, go for it :)

The sauce is here. Grab it while it's hot:
https://github.com/bmuessig/TwoStep

Cheers!