Author Topic: YAMGT  (Read 87392 times)

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Offline DJ Omnimaga

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Re: Tio
« Reply #300 on: March 22, 2011, 11:55:49 pm »
Darn this is amazing. I love the game look and title screen.

Also will there be a version including multiple levels soon?

I need to try the latest two soon.
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Offline Darl181

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Re: Tio
« Reply #301 on: March 23, 2011, 12:04:39 am »
Well, the latest has everything v8 has, so you really only need to try the latest one :P
And thanks, all
I'm thinking of making a title screen that has some effect actually relevant to the game--any ideas?
Also ideas relating to options and tiles are appreciated ;D
...And bug reports, if any :P

btw can someone go through the readme and see if I missed anything important?
Spoiler For readme:
??????  ??????  ??????
  ??      ??    ??  ??
  ??      ??    ??  ??
  ??      ??    ??  ??
  ??    ??????  ??????

An Axe platformer

By Darl181

Tio is a platformer made in Axe.
The object is to get from the start to the finish in the least amout of time (frames)
this game has a level editor so you can make your own levels, and supports up to 100 external levels, there's plenty of slots to go aound!
Controls are normal for the most poat, but I'll go through the motions anyway...

********
CONTROLS
********

---GAME

Left/right
move left/right

2ND
jump

Y=
small jump

MODE
Pause (teacher key--turns off screen)
   
   WHILE PAUSED...
   
   MODE
   un-pause/resume

   ON
   Fakes a TIOS boot-up, goes to homescreen

CLEAR
quit

---EDITOR
ARROW KEYS
Move around

2nd
Place block, or erase if selector is same as block type
   *note there's an option to disable overwriting--see source code

ALPHA
Change selector mode (which block type is placed on 2ND) to the block type the selector is over at the moment

MATH
Select tile type manually.
   ---IN SELECTOR

   LEFT/RIGHT
   Change tile   

   UP/DOWN
   Change category

******
Tiles:
******
BASIC
Floor/wall
Boost
Finish
respawn point
enemy

ADVANCED
water
conveyor left
"" right
One-way up
""down
""left
""right

INTERACTIVE
Portals
switch
wall switched ON
""OFF
Disappearing
door
button (opens door)

Questions, comments?  Post at the URL below.
http://ourl.ca/8025

EDIT: tonight/tomorrow I'm going to try my hand at making some different title screens, gifs tomorrow hopefully
« Last Edit: March 24, 2011, 12:29:15 am by Darl181 »
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Offline DJ Omnimaga

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Re: Tio
« Reply #302 on: March 23, 2011, 03:29:19 pm »
Ok thanks for the info. As for the readme it might be good to add a small description about that type of game like in the program description when uploading on ticalc.org or Omni, for people downloading the files on a site that won't have descriptions (since some people redistribute files to friends and stuff)

EDIT: I tried the game by the way and nice job :D. You might want to make level 1 harder, though. :P
« Last Edit: March 23, 2011, 03:40:21 pm by DJ_O »
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Offline Darl181

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Re: Tio
« Reply #303 on: March 23, 2011, 07:49:00 pm »
That level is more demo than game, it's easy because it was made to be easy :P
So...a harder level?  I happened to be making one earlier today...
My best stats in it (w/o editing) is 281 frames/0 deaths see edit

Also, i'm working on title screen concepts...see second screenie

EDIT: 3/24/11 woot 260 frames
EDIT2: 2520 frames ;D
« Last Edit: March 25, 2011, 07:29:38 pm by Darl181 »
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Offline leafy

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Re: Tio
« Reply #304 on: March 23, 2011, 10:51:28 pm »
You should release the source for the firey title screen :P I'm interested in how you limited the fire on the buffer.
I don't like the random block one so much though.
Sorry about double post, I was using a phone.
« Last Edit: March 23, 2011, 10:51:40 pm by leafiness0 »
In-progress: Graviter (...)

Offline Darl181

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Re: Tio
« Reply #305 on: March 24, 2011, 12:27:55 am »
You pretty much limit the for loop.
See ↓ Also, 8xp attached

Code: (SCIOSCR) [Select]
:.TIOSCREN
:Full
:[EE8AAEAAEA000000]→Pic1GM:[AEE8EEA8AE000000]
:[EE88EE28EE000000]→Pic1SL:[8E888E88EE000000]:[EE848484E4000000]
:[EAAAAAEA6E000000]→Pic1QT:[EE444444E4000000]
:[EEAAAEA8E8000000]→Pic1OP:[EE4444444E000000]:[ECAAAAAAEA000000]:[E080E020E0000000]
:ClrDraw
:[FEFDFBF7EFDFBD7F]→Str1
:Fix 5
:0→θ→A→B
:Repeat getKey(15)
:.T
:ref(22,8,16,4
:ref(28,12,4,12
:.I
:ref(40,8,16,4
:ref(40,20,16,4
:ref(46,12,4,8
:.O
:ref(58,8,16,4
:ref(58,20,16,4
:ref(58,12,4,8
:ref(70,12,4,8
:
:!If θ
:StorePic
:1→θ
:End
:!If B
:If getKey(3) xor getKey(2)
:1→B
:A+getKey(3)-getKey(2)→A
:If A>>3:0→A:End:If A<<0:3→A:End
:End
:End
:!If getKey(2)+getKey(3)
:0→B
:End
:If A
:sub(MNU,0,0
:End
:If A-1
:sub(MNU,1,0
:End
:If A-2
:sub(MNU,2,0
:End
:If A-3
:sub(MNU,3,0
:End
:
:.FIRE
:For(F,L6+12,L6+372
:.+756 IS NORMAL
:{F} and {rand^8+Str1}→{F-12}
:End
:
:.RAIN
:L6+756→F
:While F-L6-384
:.TAKE OUT THE +384 FOR WHOLE SCREEN RAINING
:F-1→F
:ReturnIf getKey(15)
:{F} and {rand^8+Str1}→{F+12}
:End
:
:sub(MNU,A,0
:DrawInv
:Normal
:DispGraphr
:Full
:DrawInv
:sub(MNU,A,1
:End
:Fix 4
:
:Lbl MNU
:!If r1
:Pt-On(7,38,Pic1GM
:Pt-On(15,38,8+Pic1GM
:If r2
:ref(7,38,16,5
:rref(7,38,16,5
:End
:End
:!If r1-1
:Pt-On(30,38,Pic1SL
:Pt-On(38,38,8+Pic1SL
:Pt-On(46,38,16+Pic1SL
:If r2
:ref(30,38,24,5
:rref(30,38,24,5
:End
:End
:!If r1-2
:Pt-On(60,38,Pic1OP
:Pt-On(68,38,8+Pic1OP
:Pt-On(76,38,16+Pic1OP
:Pt-On(84,38,24+Pic1OP
:If r2
:ref(60,38,32,5
:rref(60,38,32,5
:End
:End
:!If r1-3
:Pt-On(41,50,Pic1QT
:Pt-On(49,50,8+Pic1QT
:If r2
:ref(41,50,16,5
:rref(41,50,16,5
:End
:End
:.Return

Actually, I might as well attach the source for the menu two posts above as well
« Last Edit: March 24, 2011, 12:30:49 am by Darl181 »
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Offline Darl181

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Re: Tio
« Reply #306 on: March 24, 2011, 08:22:06 pm »
Okay, things I need to do:
support for level packs (all in one appvar, working out ideas right now)
make levels to put in packs (btw I'm still accepting any that come in ;))
see if it's necessary to make a menu that takes up less space (the current one is something like 1800 bytes, while the concept above is like 850)
optimize at some point :P
add this stuff to the to-do list in sig done now

EDIT: See poll

« Last Edit: April 07, 2011, 01:02:51 am by Darl181 »
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Offline Darl181

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Re: Tio
« Reply #307 on: March 24, 2011, 11:54:51 pm »
Okay, the ideas I have so far for levelsets are these:

Consider it done:
■ All stages go in the same appvar. 
■ Player can switch between stages in-game by pressing [+] and [-] and same goes for editor
■ Pressing [◄]/[►] in the level select menu switches between selecting individual levels and levelsets.
■ Atm the idea for max # of levels in a set is 20 (which is really more than anyone needs, but it can easily be changed)
■ In the editor, it will be possible to import individual levels into the levelset
■ Add stage, delete stage, etc.  Will be tricky but I'll get it figured out
■ Error messages in selecting: "Levelset does not exist" etc.
■ Same as above for original levels

Tentative:
• Password detection
• Some sort of compression
• If I have the time and space under the 8811 limit it may also be possible to load a stage from a levelset to create an individual level
• In-game transitions
• Stats for bronze/silver/gold finishes (unlikely)
• Random awards
« Last Edit: March 24, 2011, 11:58:00 pm by Darl181 »
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Offline ztrumpet

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Re: Tio
« Reply #308 on: March 25, 2011, 05:21:24 pm »
I think you should keep the fire/water title screen; it's really, really epic. ;D

I get a chance to try this today. ;)  I'm sure it'll be epic. :D

Edit: Yeah, this is epic.  Where are the built in levels though?
« Last Edit: March 25, 2011, 05:28:19 pm by ztrumpet »

Offline Munchor

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Re: Tio
« Reply #309 on: March 25, 2011, 06:09:08 pm »
Okay, the ideas I have so far for levelsets are these:

Consider it done:
■ All stages go in the same appvar. 
■ Player can switch between stages in-game by pressing [+] and [-] and same goes for editor
■ Pressing [◄]/[►] in the level select menu switches between selecting individual levels and levelsets.
■ Atm the idea for max # of levels in a set is 20 (which is really more than anyone needs, but it can easily be changed)
■ In the editor, it will be possible to import individual levels into the levelset
■ Add stage, delete stage, etc.  Will be tricky but I'll get it figured out
■ Error messages in selecting: "Levelset does not exist" etc.
■ Same as above for original levels

Tentative:
• Password detection
• Some sort of compression
• If I have the time and space under the 8811 limit it may also be possible to load a stage from a levelset to create an individual level
• In-game transitions
• Stats for bronze/silver/gold finishes (unlikely)
• Random awards

If you do all that, PURE EPICNESS:

Offline Darl181

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Re: Tio
« Reply #310 on: March 25, 2011, 06:42:20 pm »
I think you should keep the fire/water title screen; it's really, really epic. ;D

I get a chance to try this today. ;)  I'm sure it'll be epic. :D

Edit: Yeah, this is epic.  Where are the built in levels though?
Wow, record number of times "epic" used in one post?  :crazy:
As for the levels, they're all external.  There's one attached here (a simple demo, not made for playability but more for messing around with the tiles), another (actually game-like) here, and a hard one here.  Have fun  :D
btw you can easily make your own levels using the editor ;)

[big list]

If you do all that, PURE EPICNESS:
I probably won't be able to add it all, but I should be able to do the entire "consider it done" list.  Figured out how to structure the appvars so far, and I'm working on a subroutine to add/remove levels from a levelset.
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Offline Munchor

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Re: Tio
« Reply #311 on: March 25, 2011, 06:44:00 pm »
I think you should keep the fire/water title screen; it's really, really epic. ;D

I get a chance to try this today. ;)  I'm sure it'll be epic. :D

Edit: Yeah, this is epic.  Where are the built in levels though?
Wow, record number of times "epic" used in one post?  :crazy:
As for the levels, they're all external.  There's one attached here (a simple demo, not made for playability but more for messing around with the tiles), another (actually game-like) here, and a hard one here.  Have fun  :D
btw you can easily make your own levels using the editor ;)

[big list]

If you do all that, PURE EPICNESS:
I probably won't be able to add it all, but I should be able to do the entire "consider it done" list.  Figured out how to structure the appvars so far, and I'm working on a subroutine to add/remove levels from a levelset.

Will each level be a file?

Offline Darl181

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Re: Tio
« Reply #312 on: March 25, 2011, 06:48:16 pm »
There will be individual levels, one level per var, and there will be levelsets, X=<=20 levels per var.  Right now, only individual levels are supported tho.

What might happen is that the default becomes levelset, that would be an interesting format change :P
« Last Edit: March 25, 2011, 06:49:08 pm by Darl181 »
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Offline DJ Omnimaga

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Re: Tio
« Reply #313 on: March 26, 2011, 03:23:06 am »
Darn this is getting better and better. I will miss the fire title screen though. D: The new one also looks nice, though. :D
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Offline Darl181

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Re: Tio
« Reply #314 on: March 26, 2011, 03:27:11 am »
Well, judging by the poll, it's here to stay :P
Tho only 4 people have voted, it's kind of clear

So the next question is, I guess, should I take this beyond the 8811 limit into an app or stop at the limit?
EDIT: see poll again
« Last Edit: April 07, 2011, 01:03:05 am by Darl181 »
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