Author Topic: [S.A.D.] Progress 2010  (Read 78620 times)

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Offline matthias1992

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Re: [S.A.D.] Progress 2010
« Reply #165 on: July 04, 2010, 04:42:38 pm »
wow, this is really nice.  Good Job!
That was a reaction on a post I just deleted because it was in the wrong topic. Sorry for the incovenience.
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Offline Hot_Dog

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Re: [S.A.D.] Progress 2010
« Reply #166 on: July 05, 2010, 01:55:15 am »
New screenshot!  This is to give you a general idea of the increasing HP you'll see when you highlight a building.

However, I decided just today to change the way this routine acts.  I'm going to create a new font.  The reason for doing this is I use interrupts for syncing games between two calculators.  The Ti B_CALL font routine requires that I disable interrupts--and of the course, the Ti font routine can be really slow.  So if a player is highlighting a building, the other player has to wait even a teeny-tiny fraction of a second for the other player, causing frame jumps if nothing worse.  Creating my own font will solve this problem.

The advantage is, I can create a really-neat futuristic font.  The disadvantage is, it will probably put me about 4 days behind schedule.  Thanks for understanding that I'm doing this to create the best gaming experience possible.
« Last Edit: July 05, 2010, 01:56:53 am by Hot_Dog »

Offline matthias1992

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Re: [S.A.D.] Progress 2010
« Reply #167 on: July 05, 2010, 09:55:25 am »
Nice! Altough honestly said I expected that there would be a bar filling up. well never mind though this is just as good.
Besides that, I never knew the TI-os font disabled interrupts...what is that good for? Also: won't it take up to much memory to make your own font? Or is this one of those speed versus size balances?

How much actually does the engine (the engine only) take up now? has it become bigger or smaller? I am just curious of technical details like size differences....
if you have the time I'd (and many more SAD followers I guess) like to see a small (bmp/gif) picture of your font!
aargh why are all the cool projects unfinished :P have you seen digitan's robo wars! that's just like this one, one of the best games ever developed (or in development)...
* matthias1992 gets off topic
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Offline Hot_Dog

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Re: [S.A.D.] Progress 2010
« Reply #168 on: July 05, 2010, 10:42:56 am »
Quote
aargh why are all the cool projects unfinished  have you seen digitan's robo wars! that's just like this one, one of the best games ever developed (or in development)...

I think that one is still going

Quote
Nice! Altough honestly said I expected that there would be a bar filling up. well never mind though this is just as good.

I might be able to do that, we'll have to see
« Last Edit: July 05, 2010, 10:47:31 am by Hot_Dog »

Offline matthias1992

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Re: [S.A.D.] Progress 2010
« Reply #169 on: July 05, 2010, 10:54:40 am »
I just redesigned BigFoot and Hydron of the Xaos. Bigfoot is now isometric compatible and I have uploaded a animated gif here:http://ourl.ca/6234/100569
on page 2 of that same topic is the new version of the hydron.

I don't want to give stats yet but currently consider the Bigfoot to be the equal of the Raptor and consider hydron to be like the splitron.
« Last Edit: July 05, 2010, 10:57:24 am by matthias1992 »
MASM xxxxxxxxxx aborted | SADce ====:::::: 40% -Halted until further notice| XAOS =====::::: 50% -Units done| SKYBOX2D engine ========== 100% -Pre-alpha done. Need to  document it and extend |

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Offline Hot_Dog

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Re: [S.A.D.] Progress 2010
« Reply #170 on: July 05, 2010, 10:59:44 am »
Quote
I don't want to give stats yet but currently consider the Bigfoot to be the equal of the Raptor and consider hydron to be like the splitron.

Gotcha.  I hope that this is the same thing as saying "Consider the zergling like the Zealot" instead of saying "the zergling is exactly like the zealot" :)

Offline Hot_Dog

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Re: [S.A.D.] Progress 2010
« Reply #171 on: July 05, 2010, 12:54:56 pm »
Quote
Besides that, I never knew the TI-os font disabled interrupts...what is that good for? Also: won't it take up to much memory to make your own font? Or is this one of those speed versus size balances?

It doesn't.  But the interrupt routines I have lie in ROM, not in RAM, so I had to disable them manually to get the text routines to work

The font will only have 42 characters, so I'd say it takes about 200 bytes.  This is about speed versus size.  Something I forgot to mention is that when the interrupt routines are disabled, buildings take longer to construct.
« Last Edit: July 05, 2010, 12:55:15 pm by Hot_Dog »

Offline DJ Omnimaga

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Re: [S.A.D.] Progress 2010
« Reply #172 on: July 05, 2010, 04:51:35 pm »
I like the building progress. A progress bar could be a plus. I would also like custom fonts, since TI font routines are indeed slow. Nice job so far!
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Offline ztrumpet

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Re: [S.A.D.] Progress 2010
« Reply #173 on: July 06, 2010, 01:18:08 pm »
Hey, that looks neat!  Could it display parts of the building being built instead of the wrench, or would that be too slow? :D

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Re: [S.A.D.] Progress 2010
« Reply #174 on: July 06, 2010, 01:21:26 pm »
Hey, that looks neat!  Could it display parts of the building being built instead of the wrench, or would that be too slow? :D

Actually, speed isn't the issue.  But it requires a lot of memory to do something like that.  If it turns out that I will only be able to do one race due to constraints, I could probably show parts of buildings.

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Re: [S.A.D.] Progress 2010
« Reply #175 on: July 06, 2010, 04:10:33 pm »
Here's the new font routine.

I'm not going to display the total HP a building could have, so per requst, I'll place a health bar / progress bar into the game.  However, before I do that, I need to fix some bugs occuring in displaying the HP.  The bugs don't appear in the screenshot, but basically, sometimes the incorrect HP displays.

Offline ztrumpet

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Re: [S.A.D.] Progress 2010
« Reply #176 on: July 06, 2010, 04:28:04 pm »
What if you drew the sprites line by line for how far they are done?  Like:
Finished:
O  O
  v
\__/
0%:



33%:


\__/
66%:

  v
\__/
100%:
O  O
  v
\__/

Would that work?


That screenie looks awesome too!  Excellent job! ;D

Offline Hot_Dog

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Re: [S.A.D.] Progress 2010
« Reply #177 on: July 06, 2010, 04:39:25 pm »
Quote
What if you drew the sprites line by line for how far they are done?

Good idea.  Problem is, the buildings are part of the tilemap, not individual sprites themselves.  However, you have given me a way to fix this.  It's just not going to happen until after the next public alpha build release
« Last Edit: July 06, 2010, 04:46:32 pm by Hot_Dog »

Offline ztrumpet

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Re: [S.A.D.] Progress 2010
« Reply #178 on: July 06, 2010, 05:50:06 pm »
Okay. ;D  I'm glad something will happen. :D

Offline Hot_Dog

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Re: [S.A.D.] Progress 2010
« Reply #179 on: July 06, 2010, 05:58:47 pm »
Okay. ;D  I'm glad something will happen. :D

Well I have you to thank, I couldn't think of a way to do this without using extra sprites.  I should probably say that my method will be fooling the player into thinking the building isn't a full sprite.  I'll be using a bunch of wrench tiles as a sprite, and overlaying it over the building, and shaving the wrench sprite little by little so it appears the building is getting bigger and bigger (although in reality, the whole building is already there)  If this is confusing, you'll see what it means eventually.