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Older topics Here you can access all topics posted from May 12th 2005 to Apr 9th 2006 (In read only mode). |
1126 | 15694 | 9 Apr, 2006, 11:06 In: [GAME]Learn how to count to...By: DJ Omnimaga |
| Pages: (2) [1] 2 ( Go to first unread post ) | ![]() ![]() ![]() |
| Delnar_Ersike |
Posted: 18 Nov, 2007, 14:18
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![]() Lazy, procrastinating h4xx0r of doom Group: Members Posts: 587 Member No.: 283 Joined: 27 Dec, 2006 |
Many of you have noticed that I have rarely been on Omnimaga lately. This is not only because of school and family problems, but also because nowadays I have limited access to a computer.
Anyways, in my boredom, I created a couple of weapon sprites people could use in a calc FPS. Some of the sprites may seem familiar to Gemini's weapon sprites (especially the knife, which is almost the exact same), but most of them are original in the sense that I am the one who made the sprites instead of copying from somewhere. So far I have 8 weapons done as well as their firing animations: a knife, a pistol, a crossbow (yes, I had to), a machine gun, a shotgun, a sniper rifle, a rocket launcher, and a grenade. The reticles for each weapon are also done (including the lock-on animation for the rocket launcher), as well as weapon bobbing during movement and bullet animations. Next up: reloading animations, projectile animations for the rocket launcher and the grenade, scope animation for the sniper rifle, improving the rocket launcher firing animation (right now it kind of looks like a giant turd is coming out of the end), optimizing the mini-program I made for the sprites, and finding another computer with a working version of TI-Connect or TiLP that I can use to upload the program and the sprites. Oh, and the sprites are 24x24, while the reticules are 8x8 (though there is an exception in which one reticule, the shotgun's, is 10x10). -------------------- ![]() Current Projects: -Learning 83+ assembly (10%) -Setting up calc84maniac's on-calc assembler (postponed) -Working on a secret project (5%) Working on... -Learning 83+ assembly: On Day 7 in Learn ASM in 28 Days and still trying to get over my lazy streak -Setting up the on-calc assembler: Decided it is better to code assembly on a computer -Secret project: planning how I will make it, waiting for summer |
| dinhotheone |
Posted: 18 Nov, 2007, 14:42
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![]() Extreme Poster Group: Members Posts: 378 Member No.: 236 Joined: 11 Nov, 2006 |
your doing this in basic/xlib???? good luck, i look foward to seeing if this is possible
(on a side note) MOTHER@#$!#$ 5 times in 7 years... -------------------- Soccer is life
domination of omnimaga, click below http://img139.imageshack.us/img139/8868/dominationrc5.gif |
| Delnar_Ersike |
Posted: 18 Nov, 2007, 16:06
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![]() Lazy, procrastinating h4xx0r of doom Group: Members Posts: 587 Member No.: 283 Joined: 27 Dec, 2006 |
The mini-program is, yes, in BASIC with the help of xLib. However, the mini-program is only intended to tie the sprites together and see them in a more organized way. And yes, it's possible, as there is no raycasting engine; just sprites being displayed as well as a couple of lines. Plus, what do you mean by, "MOTHER@#$!#$ 5 times in 7 years..."? -------------------- ![]() Current Projects: -Learning 83+ assembly (10%) -Setting up calc84maniac's on-calc assembler (postponed) -Working on a secret project (5%) Working on... -Learning 83+ assembly: On Day 7 in Learn ASM in 28 Days and still trying to get over my lazy streak -Setting up the on-calc assembler: Decided it is better to code assembly on a computer -Secret project: planning how I will make it, waiting for summer |
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| DJ Omnimaga |
Posted: 18 Nov, 2007, 16:08
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![]() Ragol666 Group: Founder Posts: 11283 Member No.: 1 Joined: 9 Apr, 2006 |
I hope you get your comp problems and life stuff fixed soon
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| Delnar_Ersike |
Posted: 18 Nov, 2007, 16:47
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![]() Lazy, procrastinating h4xx0r of doom Group: Members Posts: 587 Member No.: 283 Joined: 27 Dec, 2006 |
Life stuff is mostly fixed, as the end of the 1st trimester in school is nearing, we are too young to have finals, and in 3 days we'll have Thanksgiving Break. As for my parents, let's just say my dad tried to... limit... my access to a computer after I successfully hacked his OpenFirmware password, which he thought was impossible to hack by someone as young as me. -------------------- ![]() Current Projects: -Learning 83+ assembly (10%) -Setting up calc84maniac's on-calc assembler (postponed) -Working on a secret project (5%) Working on... -Learning 83+ assembly: On Day 7 in Learn ASM in 28 Days and still trying to get over my lazy streak -Setting up the on-calc assembler: Decided it is better to code assembly on a computer -Secret project: planning how I will make it, waiting for summer |
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| Liazon |
Posted: 18 Nov, 2007, 22:23
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Staff Group: Coders Of Tomorrow Posts: 1491 Member No.: 24 Joined: 11 Apr, 2006 |
maybe you should do them in gs and give them to ATG so he can make another cool FPS.
good luck w/ the irl problems -------------------- Projects: In need of sprites...
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| Halifax |
Posted: 19 Nov, 2007, 17:58
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![]() Game and Utility programmer Group: Coders Of Tomorrow Posts: 1345 Member No.: 104 Joined: 10 Jul, 2006 |
Haha, it seems as though ATG has been dubbed the FPS master.
And a calc FPS? in basic I am assuming, and with xLIB? Hmm, I want to see this. Maybe a new, and somewhat fast(like the picture recalling) engine will come out of this. -------------------- MapEd: 50%
ListCompress: 100% CutSEd: 0% |
| DJ Omnimaga |
Posted: 20 Nov, 2007, 1:01
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![]() Ragol666 Group: Founder Posts: 11283 Member No.: 1 Joined: 9 Apr, 2006 |
i never seen an xlib fps before, if coded properly it must be friggin fast
Netham was makign one but it used omnicalc and grayscale. I am really curious about how fast a b/w one will run with xlib -------------------- |
| trevmeister66 |
Posted: 20 Nov, 2007, 1:12
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Post whore Group: Members Posts: 532 Member No.: 290 Joined: 8 Jan, 2007 |
I like the idea of an xLIB FPS. But would it really be that fast?
-------------------- ~~~~~~~Project Status~~~~~~~
Age of War > .1% < Retransfering Sprites Baseball > 2% < Menu's Learning ASM > 10% < Started first game, and have no idea what I'm doing ![]() (\__/) (='.'=)This is Bunny. Copy and paste bunny into your (")_(")signature to help him gain world domination. |
| kalan_vod |
Posted: 20 Nov, 2007, 1:33
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Super mega post whore of the doom Group: Members Posts: 2365 Member No.: 43 Joined: 19 Apr, 2006 |
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| DJ Omnimaga |
Posted: 20 Nov, 2007, 2:38
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![]() Ragol666 Group: Founder Posts: 11283 Member No.: 1 Joined: 9 Apr, 2006 |
yeah but CDI fps used so much depth that it's why it ran slower. It was nice tho, but I mean if someone did a FPS exactly the way of Quake 4 83+ from back in 2000 but with xLIB it would run at 1.5 fps I'm sure because it wouldnt need to have to ClrDraw and update the display for each sprites
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| Liazon |
Posted: 20 Nov, 2007, 19:02
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Staff Group: Coders Of Tomorrow Posts: 1491 Member No.: 24 Joined: 11 Apr, 2006 |
actually, it'd probably work fairly reasonably well if you you walked 1 tile at a time. Like let's say the map is like any regular flat tilemap, except tiles you can't walk through get rendered as walls. it'd be much easier in basic if you were moving through a map w/o scrolling, except in fps view. duno if that'd still be as fun though
-------------------- Projects: In need of sprites...
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| Halifax |
Posted: 20 Nov, 2007, 19:47
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![]() Game and Utility programmer Group: Coders Of Tomorrow Posts: 1345 Member No.: 104 Joined: 10 Jul, 2006 |
Wow CDI's engine is pretty cool.
Has anyone seen calc84maniac's 3D engine that used raycasting in BASIC. -------------------- MapEd: 50%
ListCompress: 100% CutSEd: 0% |
| Delnar_Ersike |
Posted: 20 Nov, 2007, 21:54
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![]() Lazy, procrastinating h4xx0r of doom Group: Members Posts: 587 Member No.: 283 Joined: 27 Dec, 2006 |
Guys, for the last time: this is not a raycasting engine! The mini-program is just a way to compile all the sprites I made: the FPS that it will be used for could be written in any language, as it depends on the author.
However, as I see it, I could try to combine CDI's engine with my mini-program to make something with even more eyecandy... -------------------- ![]() Current Projects: -Learning 83+ assembly (10%) -Setting up calc84maniac's on-calc assembler (postponed) -Working on a secret project (5%) Working on... -Learning 83+ assembly: On Day 7 in Learn ASM in 28 Days and still trying to get over my lazy streak -Setting up the on-calc assembler: Decided it is better to code assembly on a computer -Secret project: planning how I will make it, waiting for summer |
| kalan_vod |
Posted: 20 Nov, 2007, 23:04
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Super mega post whore of the doom Group: Members Posts: 2365 Member No.: 43 Joined: 19 Apr, 2006 |
If you were to modify CDIs engine, I would suggest a total rewrite. And besides that, you could have the basic movement (like Kevin suggest about Quake 4). Each direction is its own pic, call each time..Or you could do it in a smaller screensize, where 4 directions are in 1 pic (I actually wanted to make such a thing, and worked on gathering some thoughts...).
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