sometimes99er Posted January 11, 2016 Author Share Posted January 11, 2016 (edited) So the Nonogram cartridge is on sale and it is time to move on to the next project. The ideas of colorful manuals and boxes to print, cut, fold and glue are not forgotten. The logical move would be this (thread) Restless II, but truth is, I have been diving into 20 other TI projects (mostly games). An hour or two has however gone into Restless II, but I'm nowhere committed - yet. It's top of the list, but I jump around a lot. Too much talk, too little action and not much time. Edited October 7, 2018 by sometimes99er 3 Quote Link to comment Share on other sites More sharing options...
+arcadeshopper Posted January 12, 2016 Share Posted January 12, 2016 Looks Great!!! Version 0.1 restless2c.bin restless2.rpk rest.ea3.obj Program name: REST rest.dsk File and program name: REST Important note: Only demo - and not playable ! Instructions The object of the game is to defend your spaceship, maneuvering it left and right as alien saucers dodge and dive in a relentless attack. You get past the splash screen pressing Enter. Instantly, alien invaders begin to sweep about the screen. The invaders always keep moving in their current direction until they hit a screen boundary, then they rebound. Meanwhile, you move your ship left and right using the joystick to evade the erratic dives and swoops of the aliens. Fortunately, you have your super plasma gun. Simply press the fire button on the joystick to unleash a bolt of this incredible power. The particle ray continues until it hits an alien, atomizing it, or until it reaches the top of the screen. If you hold down the fire button, the bolt continually repeats. 1 Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted February 22, 2016 Author Share Posted February 22, 2016 Again I've been looking into too many other game projects. A few hours have been spent on this one though. Velocity Previously purely random velocities - with an upper limit. Occasionally an alien would move very slow or have no velocity in either the x- or y-direction. Game difficulty progress relied solely on the increasing number of aliens per level. Now there's upper and lower limits for each level. Levels The first level almost appear a bit boring after some play-testing, - if I get lazy they still get me. With the new velocities, I'm having a rather hard time getting through to the end. That's probably how it should be. Bug I've had a long standing bug at the beginning of level 7. Obviously some memory areas overlapping. Finally went through the Scratch-Pad layout and found it. Hooray. Collision detection The circle based system seems to work fine, but I'm now going to implement a rectangle system instead. Hopefully to save a relatively large amount of CPU. At any given time there's between 1 and 22 possible collisions to look out for. All for now. 2 Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted August 8, 2016 Author Share Posted August 8, 2016 You can test a prototype here ... http://www.newgrounds.com/portal/view/679083 6 Quote Link to comment Share on other sites More sharing options...
00WReX Posted August 17, 2016 Share Posted August 17, 2016 Wow, the prototype is cool. Very playable. Any chance you could release it in say a .bin to play on the FlashROM (I already have the demo v0.1 on there). I notice v0.1 was released on August 28 2015, so maybe another update (teaser) for release on it's 1 year birthday Anyway, love your games...especially because I can get to play them all from the FlashROM. Cheers, Shane 1 Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted August 17, 2016 Author Share Posted August 17, 2016 Wow, the prototype is cool. Very playable. Any chance you could release it in say a .bin to play on the FlashROM (I already have the demo v0.1 on there). I notice v0.1 was released on August 28 2015, so maybe another update (teaser) for release on it's 1 year birthday Anyway, love your games...especially because I can get to play them all from the FlashROM. Cheers, Shane Excellent. Thanks. Yes, I'll try and finish Snake Plissken for the TI first, and then on to this one, Restless II. Apart from working on another handful of games. Attached is demo v0.2. Nothing much there other than the collision detection can be tested. 2 Quote Link to comment Share on other sites More sharing options...
00WReX Posted August 17, 2016 Share Posted August 17, 2016 Thank you. Throwing onto the SD card as I type this message. Nothing like viewing things on the real hardware.TI here I come. Cheers, Shane 1 Quote Link to comment Share on other sites More sharing options...
Opry99er Posted August 17, 2016 Share Posted August 17, 2016 You can test a prototype here ... http://www.newgrounds.com/portal/view/679083 Holy cow... Fantastic!! 1 Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted September 16, 2017 Author Share Posted September 16, 2017 Well, been looking into too many game projects to mention. Came back to this one half a month ago. After running out of scratch-pad, I decided to start over. Should probably have carefully assigned scratch-pad then, as there's now only 26 bytes left. 52% of 8K ROM taken. As I look back, some routines are less complicated, especially the soft sprite handling. I now have 16-bit values with vectors for main moving objects - no shortcuts this time. That should make it easier to progress. 2 Quote Link to comment Share on other sites More sharing options...
ramidavis Posted September 16, 2017 Share Posted September 16, 2017 Not a bif deal really, but i noticed this is Restless II so, where could i find Restless I? Neat game you got here. 1 Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted September 16, 2017 Author Share Posted September 16, 2017 Not a bif deal really, but i noticed this is Restless II so, where could i find Restless I? Neat game you got here. Thanks. Original XB game in post #1 of this thread. Title changed later. Quote Link to comment Share on other sites More sharing options...
Sinphaltimus Posted September 16, 2017 Share Posted September 16, 2017 You can test a prototype here ... http://www.newgrounds.com/portal/view/679083 Oh wow, this is nice! 1 Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted September 21, 2017 Author Share Posted September 21, 2017 I'm almost getting on par with the previous code. Sprite motion implemented. Scratch-pad now has 2 more bytes free. 53,8% of the 8K ROM taken. The cart attached is put at the last level, level 9, with a maximum of 21 sprites on screen. Mainly to demonstrate sprite tearing, - which is caused by the horizontal hardware sprite limitation. I'll add sprite-rotation later. I've noticed that only joystick is supported now. I'll add keyboard support later. You can move the shuttle left and right, and fire the plasma cannon. Default with Classic99 is arrow keys and tabulator. Mame uses left Ctrl to fire. 2 Quote Link to comment Share on other sites More sharing options...
fabrice montupet Posted September 21, 2017 Share Posted September 21, 2017 Oh!! I like this game! Thank you very much! 1 Quote Link to comment Share on other sites More sharing options...
+TheBF Posted September 22, 2017 Share Posted September 22, 2017 (edited) A nice random number routine I got years ago and have used ever since is here. It has two nice features - one is that a seed that's off by even one with give you a very different sequence - which is good for the numbers we tend to have. The second is that it guarantees to produce every number from 1-65535 exactly once before repeating, in a pseudo random order (note that 0 is not included). Another thing I like to do is instead of just incrementing the key, I'll often call the random function. I'm not sure if one is better than the other, offhand. *RND RETURN RANDOM NUMBER IN R0 RMASK DATA >B400 * mask for 16 bit random numbers RND MOV @RNDSED,R0 * Get seed SRL R0,1 * shift down JNC RAND01 * jump if 1 not shifted out XOR @RMASK,R0 * XOR the top half RAND01 MOV R0,@RNDSED * Save this number for next time B *R11 (edit: sorry, removed the 'inc @zmquad' - that was obviously part of the Zombie MOTIF game ) I have not been following this thread until today, but over here: http://atariage.com/forums/topic/264144-forth-and-basic-graphic-program-comparison/page-2 I mentioned the GForth random number generator which also repeats after 2^16 and has a better histogram. It uses the MPY instruction internally. The TI-Forth PRNG code seems to repeat after 20K+ or so numbers so I preferred the GForth method. Yours is even more elegant using only (EDIT: OOPS.) divide by 2 with SRL. Very nice. Edited September 22, 2017 by TheBF Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted October 9, 2017 Author Share Posted October 9, 2017 Implemented Borders corrected. Alien velocities corrected. Alien animation. Collision between Plasma and Alien. Alien explosion animation. Keyboard support. S and D for left and right. Q, Y and SPACE for fire. Future steps Explosion colors. Level progression. Sprite rotation. Scoring. Sounds. Trophy. Collision between Spaceship and Alien. Spaceship explosion. Here's the cartridge ... 3 Quote Link to comment Share on other sites More sharing options...
Asmusr Posted October 9, 2017 Share Posted October 9, 2017 The alien explosion animation is very nice. 1 Quote Link to comment Share on other sites More sharing options...
MueThor Posted October 14, 2017 Share Posted October 14, 2017 Hello sometimes99er, Thank you for making it possible for us to directly test your prototype game released on the page https://www.newgrounds.com/portal/view/679083?id=679083. While playing the game for about half an hour, I couldn't believe what you have realized using only XB as programming language, thereby assuming that timing and speed for the movement of the different objects in your prototype game on the aforementioned page will be the same as on real iron. However, I propose following: Please use more and/or different colors for the objects, especially for the aliens, because that is something what I am missing in your game. Regards 2 Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted October 14, 2017 Author Share Posted October 14, 2017 (edited) Thank you for making it possible for us to directly test your prototype game released on the page https://www.newgrounds.com/portal/view/679083?id=679083. While playing the game for about half an hour, I couldn't believe what you have realized using only XB as programming language, thereby assuming that timing and speed for the movement of the different objects in your prototype game on the aforementioned page will be the same as on real iron. And thank you for testing and feedback. Did you make it past level 9 and get the trophy? Restless (Restless I) started as a very small XB mini-game. I think the Restless II game could be accomplished in XB if one was allowed to compile it. I'm however using Assembler to make the TI version. I'm sticking with a cartridge format of 8K ROM without need for 32K Memory Expansion. All details of the prototype will be matched and incorporated into the TI-99/4A cartridge version. However, I propose following: Please use more and/or different colors for the objects, especially for the aliens, because that is something what I am missing in your game. Oh well, it is part of the overall minimalistic design. At least I'll test it (different colors) and see how it turns out. Edited October 14, 2017 by sometimes99er Quote Link to comment Share on other sites More sharing options...
MueThor Posted October 14, 2017 Share Posted October 14, 2017 Dear sometimes99er, Did you make it past level 9 and get the trophy? You ask me such a question? Do you really want to hear the answer ? Better not . Regards Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted October 15, 2017 Author Share Posted October 15, 2017 (edited) You ask me such a question? Do you really want to hear the answer ? Better not . It's not easy, that's for sure. And achieving the trophy will definitely involve a bit of luck. The new attached TI version will let you taste the sweetness of success. You're simply immortal. Implemented Explosion colors. Level progression. Trophy. Future steps Sprite rotation. Scoring. Sounds. Collision between Spaceship and Alien. Spaceship explosion. Here's the cartridge ... Edited October 15, 2017 by sometimes99er 4 Quote Link to comment Share on other sites More sharing options...
mmartin Posted October 17, 2017 Share Posted October 17, 2017 really very nice! congratulations! 1 Quote Link to comment Share on other sites More sharing options...
digdugnate Posted October 17, 2017 Share Posted October 17, 2017 It's not easy, that's for sure. And achieving the trophy will definitely involve a bit of luck. The new attached TI version will let you taste the sweetness of success. You're simply immortal. Implemented Explosion colors. Level progression. Trophy. Future steps Sprite rotation. Scoring. Sounds. Collision between Spaceship and Alien. Spaceship explosion. Here's the cartridge ... restlv0.5c.bin I think it's cos im tired- so in this version of the game you cannot die? 1 Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted October 17, 2017 Author Share Posted October 17, 2017 (edited) I think it's cos im tired- so in this version of the game you cannot die? Yes, you can't die. You get to blast a total of 63 aliens scattered over 9 levels, and finally get the trophy. I guess it's easy to get confused over the versions and different directions this thread has taken. There is an early XB version, a Flash version, an assembler cartridge version in development (which was restarted), and a Flash prototype. Edited October 17, 2017 by sometimes99er Quote Link to comment Share on other sites More sharing options...
digdugnate Posted October 17, 2017 Share Posted October 17, 2017 hehe, to be fair, it's not hard to confuse me sometimes i'll definitely check it out! 1 Quote Link to comment Share on other sites More sharing options...
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