Author Topic: Contra  (Read 94777 times)

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Offline Deep Toaster

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Re: Contra
« Reply #135 on: March 21, 2011, 04:06:40 pm »
Coding update: Finished rearranging the tilemap. Now it uses full-byte tiles, which will let me add more objects later on (which also means levels will now be stored about twice as large as before, unfortunately :-\).

Something I'm probably going to add later on is allowing levels to define what tiles look like. That way I can keep it down to 64 unique tiles, some of which get reused for different objects between levels (such as for a tree in stage 1 and a pipe in stage 4).

EDIT: And spawning enemies! I nearly forgot how fun it is to code :D

EDIT2: And how frustrating. I add one short snippet of code and it messes up half the code from 3 separate subroutines :P

Maybe I should start optimizing after the coding's done.
« Last Edit: March 22, 2011, 04:37:33 pm by Deep Thought »




Offline DJ Omnimaga

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Re: Contra
« Reply #136 on: March 27, 2011, 04:15:59 pm »
Glad to see more progress again. :D Any screenshots soon?
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Offline Deep Toaster

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Re: Contra
« Reply #137 on: April 05, 2011, 07:05:25 pm »
I finally, finally received my TI-Graphlink cable! So here's the update, with an actual screenshot. A more detailed breakdown of how things are progressing is on http://contra.clrhome.co.cc/.

First of all, I'm really sorry this took so long. The first demo was supposed to be in March, and that's passed. And sorry to disappoint you again, but there's still no demo here. The reason is that I don't feel like I've done enough for people to actually want to try out.

I'll admit it, progress has been terribly slow. I've been busy recently, and all the free time I had was almost devoted almost entirely to building my site (and wasting time playing Tetris, for some reason). I got very little work done on my calculator projects, and of the work I did do, a lot was on a little project in Mimas that I've now pushed back. There were also a few other little projects that I tried making, but I gave up on all of them. And so I've decided that my top priority right now (in terms of calculator projects) will be Contra.

And for Contra, there isn't much to show in the screenshot, mainly because of the number of times I've had to restart and rewrite. The entire program's been rewritten at least four times, and most of the individual pieces have been rewritten a lot more than that. I guess I probably should have put off optimizing until after I finished the actual program, because my code's now nearly illegible and it takes time for me to pick up this project again.

tl,dr: A screenshot. Sorry for the underwhelmingness.

« Last Edit: January 10, 2012, 09:28:30 am by Deep Thought »




Offline ZippyDee

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Re: Contra
« Reply #138 on: April 05, 2011, 07:16:42 pm »
Damn. That's pretty awesome :D Keep it up, this is going to be so kick ass when it's done!
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Offline Deep Toaster

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Re: Contra
« Reply #139 on: April 05, 2011, 08:02:12 pm »
Thanks :D

I'm starting to run out of room though. 5953 bytes (compiled) and counting.

EDIT: Water (sort of) works!

EDIT2: Edited first post.

EDIT3: Update lost on the previous page: http://ourl.ca/7770/194366
« Last Edit: April 05, 2011, 11:31:24 pm by Deep Thought »




Offline Munchor

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Re: Contra
« Reply #140 on: April 06, 2011, 10:44:05 am »
Wow Deep Thought! That looks ASTONISHING, REALLY AWESOME, I loved it, the movement, original map!, shooting, all look cool :D Nice job! Congratulations!

Offline yunhua98

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Re: Screenshots and demos
« Reply #141 on: April 06, 2011, 10:43:43 pm »
wow, lots of progress since last time!  This is going to me one of my all-time eagerly awaited games.  ;D
* yunhua98 puts pressure on Deep to finish it...  :P

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Offline Darl181

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Re: Screenshots and demos
« Reply #142 on: April 07, 2011, 12:34:15 am »
O.O that's a lot of source programs

Looks great.
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Offline leafy

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Re: Screenshots and demos
« Reply #143 on: April 07, 2011, 12:35:41 am »
Looks a bit flickery but overall very awesome! Will you have trouble seeing the character over the tiles?
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Offline Deep Toaster

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Re: Screenshots and demos
« Reply #144 on: April 09, 2011, 09:48:04 pm »
wow, lots of progress since last time!  This is going to me one of my all-time eagerly awaited games.  ;D
* yunhua98 puts pressure on Deep to finish it...  :P
O.O that's a lot of source programs

Looks great.

Glad.
* Deep Thought periodically stabs himself to keep working on this

Looks a bit flickery but overall very awesome! Will you have trouble seeing the character over the tiles?

Yeah, that's a problem. Instead of making a new sprite routine (which could get big), I'm now trying to make the tiles a bit "quieter" so the character shows up better.




Offline Deep Toaster

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Re: Contra
« Reply #145 on: April 10, 2011, 12:43:20 pm »
Thanks. And a little update: health/lives works. Still a long way to go until even Level 1 runs the way it's supposed to, but I'll have a little demo on Monday.




Offline Munchor

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Re: Contra
« Reply #146 on: April 11, 2011, 05:29:24 am »
Deep Thought: I showed this screenshots to a friend of mine who loves Contra and plays it online at nesplay and he loved them :)

Offline Deep Toaster

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Re: Contra
« Reply #147 on: April 11, 2011, 08:04:35 pm »
Not much, but as promised:

Contra Pre-Alpha Demo v0.01 (4-11-11)



Download
« Last Edit: January 10, 2012, 09:30:04 am by Deep Thought »




Offline Stefan Bauwens

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Re: Contra
« Reply #148 on: April 12, 2011, 03:16:05 am »
Maybe you could post something on TI-Freakware as well, as we don't want that it gets inactive.


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Offline turiqwalrus

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Re: Contra
« Reply #149 on: April 12, 2011, 07:16:21 am »
tried it already. look great except for one thing: can the turret thingies die?