Sergioz82
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I'm sure the trail is thinner on real hardware (I use random numbers to szc the bitmap byte and make black spots in the trail) and for the same reason also the flame effect when the sphere is not moving is different than on emulator. To get random numbers I use Compute!'s beginners guide method: I start with random number at >83C0 then I use that number as pointer to a memory location and I get the value in there, then I SRL as many times as needed. I don't know if this method works slightly differently on emulator. Since I use szc from a random value to modify the trail I would say the emulator has more zeroes in memory locations than real TI.
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The very origin of the trail thing is in those trails you see in old VHS cameras of the 80s when a light is in the frame and the camera is not steady. I thought that would be a nice graphic effect to reproduce on a CRT. I tried the game on real TI + CRT and it looks better than on Emulator+LCD. The trail is thinner because I think random numbers are better on real TI than on emulators, I alredy noticed it with Spac Man where bonuses are more random while on emulators you get mainly boots. Anyway, the first use I found for the idea was to make this ghostly trail, then after the early attempts I started building the game around it. I didn't mention that, but the game I took inspiration from is Abe's Odissey.
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Ah yes, now I see more similarities.
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I don't know that game, you mean this one? I watched a video on YT and indeed there is some resemblance in the spooky setting. I can tell my sphere is basically cat's sphere in Wizball, but it was more like an unconscious choice, I realized it in a second moment.
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Wow, I didn't think that momentum was so fast to implement, good Thank you very much for the code
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Thank you very very much for your appreciation! I really hope the finished game will hold to expectations Basically I had this idea of making a ghostly trail in bitmap mode and now the game is taking shape around it. In broad terms I know where I want to go, but things will take a more definite direction during development. I have in mind 5 levels with a discrete number of maps with alternate routes to take but I'm keeping the level design for the end, my current goal is to complete all the code for a complete run through level 1 (sound excluded). Now that you make think of it I can't recall similar games on TI.. maybe Tutankham? Thanks for the suggestions, I'll disable the screen during map change. About the momentum I like the idea a lot, now I'm going to focus on implementing the 3rd control mode which is a very delicate part and there will be some limitations to overcome but once done I can think of momentum (which I don't know how to do it honestly, I'll have to look around for some ideas) About a boxed version, I'd really love to, however first I have to finish the game
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Hi, I have a new update for my game I finally added enemies. At the moment I made ants, bats and spiders. Ants are harmless and can transport you, but they can also push you out the platform or in a hole. Spiders and bats will damage you (but for now I still have to write the damage routine). At a later time there will be other types of enemies I added one of the powers I have in mind: fire element. When the sphere touches a flame (in flight mode), the trail will become red. When this power is on the sphere can burn its way through some elements of the maps like vegetation. The power up is temporary and the duration is indicated by the icon at bottom right of the panel. The map modification is permanent so if the player leaves and then returns in the map all the burnt blocks are removed. I'd like to make this an animated sequence but I don't know how much it is going to stress the processor, so for the moment I take advantage of bitmap mode: when the trail goes through the vegetation it changes the block color to red so.. it's on fire! I implemented a sprite rotation method. This time I tried the reverse system: in even frames the sprites are transferred to VDP from lower to higher while in odd frames it's higher to lower About sprites, the mode is set at magnification 3. The engine can manage 2 sprites enemies and 1 sprite enemies, animated or not animated (1 sprite non animated examples are the moving blocks in the last screen) I have one last big step to make (a third control mode), after that the worst part should be behind.
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xdt99: New TI 99 cross-development tools available
Sergioz82 replied to ralphb's topic in TI-99/4A Development
Oh ok. I'm using Emacs and I'm not very used to it, I saw there's an option to change the text encoding, I'll try to set it to UTF-8. Besides, sometimes I code on Crimson Editor on Windows 10, probably I also messed up something by moving the files back and forth. I'll try UTF-8, if iy won't work I'll delete the word, it's not important. Thanks for the support! -
xdt99: New TI 99 cross-development tools available
Sergioz82 replied to ralphb's topic in TI-99/4A Development
Ok, I'll send it in a email -
xdt99: New TI 99 cross-development tools available
Sergioz82 replied to ralphb's topic in TI-99/4A Development
Now I get this, also using python 3.10.5 Both symbols are defined -
xdt99: New TI 99 cross-development tools available
Sergioz82 replied to ralphb's topic in TI-99/4A Development
Hi, I have a problem with xas99.py in Linux Mint. When I run the script I get the errors below, but if I compile the same code on Windows it works fine. I also get this problem on another Windows PC, but in happens when I run the script in "Portable Python-3.10.5 x64" through PyScripter-Launcher.exe. Basically Run command in the launcher gives me the same error, but if I select the option "run external" it works fine. $ xas99.py -b -R banked.asm -L bit.lst Any idea of what it could be? If I comment COPY "BITMAP.asm" I get normal errors of missing references in BITMAP.asm but the errors below are gone. Python versions on Mint (v21.1) are 3.10.6 and 3.11.4 XDT99 version is 3.6.0 EDIT: I copied the Python folder in portable python 3.10.5 on Linux Mint, then modified build.sh to execute the command "wine /Python/python.exe /usr/local/sbin/xas99.py ..." and it works. -
I dropped by to say thank you for putting Bio Meteor on your website. When you have time, I noticed the manual is incorrect, it's the Spac Man manual
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Thanks for these tips, I'll try. There it is, I downloaded it directly from the link
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Finally I have an update of the game I still haven't got a title, for the moment I call it Will o' wisp. I think I improved the flame trail effect, the previous didn't work well in vertical movement, I use two blue shades and I added some holes in the pattern to make it look more.. flamming. I added a second control mode where the sphere rolls on ground instead of flying. The idea is to use it in narrow passages as shown in the video. I added a status panel (still very temporary) with icons (hold fire to switch abilities) And I added a dynamic map system, the player can go (almost) everywhere. Next step will be adding enemies
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Nice game with interesting tactical side. I have to admit I suck at it, but it's fun nevertheless, I like it. Also the grim theme is spot on. Well done I tried to download it from your youtube channel and for some reason it is not recognized by TI (Classic99). I don't know if it's me but I let you know just in case. The .bin above instead works perfectly. Oh I also tried Warlords of the rings and it is fun too. I really like the concept, especially the unique ability for each warlord. I'm looking forward your next project
