December 28, 2009
Greetings all, Once again, I may have bit off almost more than I can chew... I have entered Honeycomb Rapture into the RGPC on Atariage.com. That is the "Retroclouds Game Programming Competition." There are many other great looking games being entered as well, but I think my little game will stand a good chance at least at showing well. =) My friend Karsten is entering a game called "Destroyer." It looks pretty amazing. Anyway, the deadline for the finished games to be submitted is the end of January. I should be done by then... but we shall see.
NEW HONEYCOMB RAPTURE UPDATES:::
**Implemented a "Lives" counter on the top of the screen. It starts at 3, and decreases as you lose a bee at a time.
**Implemented the "point" counter as well. Points will start at 100 per successful Honeycomb entry, and will increase by 50 points per entry on each successive level. Every fifth level will be a bonus level, inside the honeycomb-- Aliens are attempting to take your bees to outer space and you have to get to the center of the honeycomb before you get raptured.
Looking for some help on a few key points, however... and I have not been getting very much help on Atariage for some reason... Filip is the only one to offer any suggestions or help... so I'm stuck on a few key programming points. Maybe I'll discuss these points on the OLUG with the TIers... but I had hoped to just rely on myself and the support system on Atariage. Anyway, it will get done and all should be well. I just hope I can tie in all the graphics implementations and game features in the amount of space allowed for the contest. The game must run on an unmodified TI with 32k expansion card. Shouldn't be an issue, but I ran RIGHT against that size limitation in "Lemonade Stand." Keep tuned in for updates. Thanks for reading
Posted by Owen Brand. Posted In :
XB Programming
November 23, 2009
Thanks to some great TIers out there, I have begun to learn assembly language programming. It is a serious upgrade from the XB mess I've been stuck in forever.... I have just recently added a new page to my site called "Assembly Tips and Tutorials" which contains the first two tutorials both submitted by Matthew Hagerty. THANKS MATTHEW!!! Additionally, we now have our own subgroup for /4a programming at Atariage.com. Please check it out, and we hope to see you all there!!! Some awesome things going on right now--- not the least of which is a "new game competition" where the winner wins a Mechatronic XBII+ cartridge!!! Very very cool stuff, for sure. Anyway, check out the new forum! Lastly, I would once again implore those of you who ARE working on a new game to submit it right here at Opry99er.com. On the game development page, we have a few excellent games being built right now, and screenshots as well as short videos are available right there on the development page!! Click ***HERE*** to visit the page! Thanks alot, and see you again soon.
Posted by Owen Brand. Posted In :
Promotional
November 16, 2009
I have recently begun working on Honeycomb Rapture again. In doing so, I realized that for it to act as a true arcade game, I must implement a joystick function. To do this, I turned to my friends on the Yahoo! user group... Here is a brief summary of what I have learned, and how I was able to tie in all the elements together to make this function work::: First, let me describe how this works in general.
*CALL JOYST returns a "4" when a joystick position change occurs... 4 or -4 on both the X and Y axis. This is very useful in the case of "Honeycomb Rapture," as the SPRITEs are double size, double magnified. Since they are double sized, they take up "4" characters in the ASCII table. I bet if you really think about it... you can tell me why this is a GOOD thing??? Here's the mathematical reason, and then I'll explain it
10 CALL JOYST(1,X,Y) 20 CALL MOTION(#1,-Y*2.5,X*2.5) 30 CALL PATTERN(#1,Y*3+X+80) 40 GOTO 10
This example of a joystick implementation was the basis for my construct. Marc Hull and Mike Brent were instrumental in helping me figure all this out... Essentially, here is the logic behind the above example program.
**CALL JOYST(1,X,Y) This is the actual necessary format to call the joystick into play in a program, directly out of the BASIC manual.
**CALL MOTION(#1,-Y*2.5,X*2.5) The multiplication of 4*2.5 yields "10," which will be the speed of the SPRITE in question. Anytime a joystick motion is made, the default return of "4" or "-4" is multiplied by 2.5 to achieve the desired speed of 10. Since the "Y Axis" is inverted in XB, you are essentially multiplying "-4" by 2.5, so we add a "-" before the Y, thereby making it a positive. This makes our formula work properly, creating a speed of "10" for every joystick position that returns either a "4" or a "-4". (Confused yet?) =)
**CALL PATTERN(#1,Y*3+X+80) This is where it gets fun. The actual format for a call pattern is simply (#sprite, X). It basically says that "SPRITE #1 is going to look like "X"." So, in the above formula, #1 is the SPRITE we will be changing patterns of, and the equation in the place of "X" determines the ASCII character that will be defining it. "Now, what about that formula?" you ask... This is the fun part. The math would place values on each of the joystick positions... For the sake of clarity, use the following picture to help you visualize.
 What is important here is to use the math above to give us one numeral for each joystick position. This yields the following results--- Imagine that the 9 numbers below represent the 9 positions on the joystick above.
-16 -12 -8 -4 0 +4 +8 +12 +16
The original formula for the CALL PATTERN: CALL PATTERN(#1, -Y*3+X+80) will make more sense when you think about what we've discovered so far. Since the smallest number in our array is -16, then adding "80" to that gives us the number "64." 64 will be the first defined character for our SPRITE's pattern. From there, every forth number will be a new character. Since all our SPRITEs are defined by 4 characters, this makes everything work. See, it's nice that the CALL JOYST defaults by giving you "4s" isn't it? Still confused? (Don't worry... I was too until I typed in all this stuff for myself and saw how it all worked. It's not easy bein' cheesy! Thanks for takin' a peek.
.
Posted by Owen Brand. Posted In :
XB Programming
November 4, 2009
This game concept has been in development for about a year and a half now. It originally started as a Tunnels of Doom custom game using the Asgard ToD editor. I will try to post the original ToD game to the "Downloads" section of my page. I have no idea how it plays, as it's been over a year since I've even looked at it. I never completed the game, and it is still very much unfinished. If I remember correctly, the graphics are all backwards and reversed. I guess I just got frustrated with the Editing software. Anyway, I have decided to create it to be a standalone game. Below is the backstory.
The Legend of Beryl Reichardt
Character History:
Beryl Reichardt is a half dragon, half man hero from the ancient days before recorded time. His destiny as a young child was to become the greatest swordsman and champion the world had ever seen. His mother, Anifax the Black dragon, died at birth, and his father, Beryl the first, died when Beryl was a young boy and left his son with a great burden. Beryl Reichardt, the heir to the throne of Kings, was without the legendary "Sword of Wooldridge." When his father was killed, the dark prince of Angmar took the fabled sword from Reichardt's lair and hid it deep within the dreaded Tunnels of Doom. Raised by Reptoslicer the reptilian wizard, Beryl was always practicing swordplay, learning to manipulate magic, developing his experience and character to one day lead a small group of champions into the Tunnels of Doom and recover the sword which was his birthright.
Beryl Reichardt is accompanied in this quest by a few friends, of which you can choose. The other champions are:
*Sir Markus the Valiant: (Fighter)
-Strong magic
-Average attack
-High charm
Sir Marcus the Valiant is a welcome companion on your quest to retrieve your birthright. His speed and Magic are nearly as strong as yours, and he is a very accurate striker, although his strength lies mostly in his attack magics. He will be of help to you when there are multiple enemies present in a room or tunnel passageway.
*Reptoslicer: (Wizard)
-Strong Magic
-Strong attack
-Weak Charm
Reptoslicer is a very important member of your team of champions. His speed is second to none, and his close range attack is vicious. He is the reptilian version of a great wizard, as his magical abilities are well trained in the ways of healing and regeneration. By far the strongest and most loyal member of your team. He won't win any popularity contests, though, because as he is a shape-shifting lizard, he doesn't speak in a language most can understand. Because you are Beryl Reichardt, you can understand Reptoslicer's words.
*Skylar Twilight: (Thief)
-Average Magic
-Weak attack
-Strong Charm
Skylar Twilight can be very useful in a pinch!! She is the fastest member of your group, and her small dagger is accurate, though it does not deliver many hitpoints. Skylar has special powers of persuasion... When she casts spells, often the enemies cower away. She prefers to avoid physical conflict, but is never afraid to slice up an Ice Demon or an Ork with her magical elven dagger!!!
***ENEMIES***
You will see many enemies as you travel down through the many levels of the Tunnel Dungeon. Many common enemies like "Cave Spiders," "Orcs," and "Goblins." But as you reach the lower levels of the game and as your experience points rise, you will face 3 fierce and powerful enemies:
*The Doppleslicer
The Doppleslicer is an evil clone of your team member "Reptoslicer." The Doppleslicer has the same strengths, the same weaknesses, and even looks the same in many ways. The Doppleslicer is one of the worst enemies you will face. Be sure to use a balanced attack on this enemy. Swords, Axes, Slings, magics... all at once. You will see what I mean.
*Unipanx
Not a lot is known about the dreaded Unipanx. His battling skills have left many-a-champion without a head or torso. He has a single giant horn atop his massive black head that is said to give him super strength and an uncanny ability to avoid close range blows.
*Anifax
It is unknown how the demons of the depths conjured up the undead spirit of Anifax, Beryl's mother. Her soul has been trapped within the twisted body of an ancient demon and made to stay deep within the Tunnels of Doom. Over the centuries, what was left of Beryl's mother has long since faded. All that is left now is a twisted, hateful, terribly dangerous Demagon. It is understood that Beryl Reichardt has conflicting emotions... On one hand, he knows his mother is now nothing more than a twisted demon-spawn bent on murder and power. But on the other hand, she is his mother... Use whatever precaution you can. There is no more dangerous enemy than Anifax. Can you muster the strength to kill your own mother to acquire "The sword of Wooldridge?"
Posted by Owen Brand. Posted In :
XB Programming
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