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New 32k XB Game:ZOMBi (work in progress)

Extended Basic Game Zombies zombie platformer

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#1 Sinphaltimus OFFLINE  

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Posted Fri Aug 12, 2016 2:15 PM

Attached File  ZOMBI.png   7.63MB   6 downloadsAttached File  ZOMBI48SS.png   63.22KB   5 downloads]Attached File  ZOMBI48TITLE.png   48.02KB   5 downloadsAttached File  z53f18afr99.png   4.37MB   5 downloads

 
ZOMBi v0.54 beta

 

>>>DOWNLOAD>>>Attached File  z54.png   14.14KB   4 downloads<<<HERE<<< continue reading for more details.

 
Whether or not you've been following this thread :http://atariage.com/...you-interested/
I hope you'll enjoy this.

I started doing animation and graphics stuff on that other thread.
Then I started using joystick controls etc.. I made a little pixel man that runs and jump.
Then I added a random hole he could fall into or jump over.
Then I got an idea for a game so I'm going to make it. It's called ZOMBi. 

 
GAME IS CURRENTLY in ALPHA version. Beta coming soon! (maybe)
 
*IMPORTANT* - game is no longer playable in Extended Basic (way too slow to be considered playable). You must load the ZOMB54-A file into Editor Assembly Option 5 or load the .bin file on to a FlashRom99 or in to Classic99(8.bin) to play. (3 easiest methods, there are more)

To play test, download the zip for the Source created in TidBit, 8.bin file & Extended Basic Text for Classic99 use and non-inverted rom created using Fred Kaal's Module Creator 2. Image compression and compiling made possible by Harry Wilhelm's XB256 and Harry Wilhelm's 256 Compressor - both available via Classic99.

 

ZOMB54-A,-B,-C = EA5 files created using editor assembler cartridge via classic99. Use this to load option 5 DSKx.ZOMBI47-A

ZOMB54-X = classic99 save file executable using Harry Wilhelm's XB256 

ZOMBITS3-M = classic99 saved merge file of compressed title screens using Harry Wilhelm's Compiler

ZOMBIV054-32K8.bin = FlashRom99 and Classic99 ready bin file 32k - copy to FlashRom99 or Load as cartridge in classic99.

ZOMBtiV54MERGED.txt = Extended BASIC Merged code of ZOMB49-x above, in plain text for review only.
ZOMBtiV54_source.txt = my original plain text source code created for TidBit translation.

Attached File  z54.png   14.14KB   4 downloads

 
How To Play:
 
About: This is meant to be a semi casual zombie survival game to escape a skyscraper. Play for score (session high score coming soon)

 

Attached File  ZOMBI48INST.png   17.39KB   3 downloads
 
Combat: 
Joystick up = A melee attack and is a swing attack that covers the space directly in front and behind the player. You get one attack per inventory item. Melee destroys loot.
Joystick down = A ranged attack. Fires one bullet in the direction the player is facing. One shot per inventory item. Bullets destroy loot. Bullets miss everything within 5 spaces and will lose accuracy over long distances. Find the sweet spot.
 
ZOMBiES: Will grab you and attack you at lower levels. Hold jump to escape, try hitting with melee, break away as fast as you can. 
 
DODGE: You can attempt to dodge zeds by jumping past them.
 
LOOTING: Will slow you down, jump past it to dodge the loot if you need to.
 
Controls:
X=Quit, R=Reset game, Q and Controller Button = Jump, Joystick Left/Right moves left/right,
Joystick up = melee attack - Joystick down = ranged attack.

*Developer cheats for testing: Press B to advance a level downward - no points given - used to test loot balance level progression.
 
Notes: 
Don't mash the jump button, press and hold. It is not possible to run over holes or run past loot without picking it up.

The crumbling floor on each side of the hole? Be careful of loose gravel, you can slip and fall.

Backstory: It's the zombie apocalypse. Hordes of the living dead are roaming the streets, you hear a helicopter and climb the tallest building level by crumbling level. You get to the roof and just as you make it to the end, the roof door is barred and you hear the helicopter motors fading in to the distance. Then you hear another sound. The sound of the dead creeping in and closer. They must have followed you. Now, it's time to get out. Escape to the ground floor street level. Good Luck.
 

V0.54 changes:
 
On Going - Optimize variables - reduce & reuse - save ram. Was able to free up 200-300k program space. More to come.
Eliminated need for Melee and Ranged loot sprites. using call v/hChar instead. Reduces sprites per line in most cases and 
gets rid of 2 coinc checks for zeds. This also requires weapons and floors and walls be the same color. 
Going to play with the color and try out several different ones. Maybe give a new color every x levels..
.
 
KNOWN ISSUES:
NOT ALL FUNCTIONALITY HAS BEEN DEVELOPED AS OF THIS VERSION.
Bullets missing zombies a lot more often now. Need to fix.
On levels full of zombies, game is too slow to play. You can experience this on level 90. 
Press B to skip to the next board. Need to optimize COINC further. 
Highscore screen and you are dead screens need fixing to display score/highscore.
Loot balance zombie distribution.
Need to save zedstepr to fix all animation glitches where zed legs slide.
 
To Do Next:
On Going - Optimize variables - reduce & reuse - save ram
Adjust girder and weapon loot color.
Put back player damage while crouched.
Use on GoSub to reduce amount of code?
CHECK PERFORMANCE WITH 14 ZEDS, WITH 14 ZEDS FOLLOWING. ****super slow****
Change delay in title screens (check Sr. Falcons coments around v048-050)
Mitigate known issues as they arise
Continue to add more comments to source code
Remove developer cheats.
Running low on memory. Barely able to run in XB256 PC Overdrive via classic99.
Maybe Not - Free Pass: At level 10 and below, you get one freepass to use per level. You use it or lose it at the exit.
   A free pass will give you 5 health, 10 melee and 10 ranged in inventory.You can use the free pass 
   once per level from this point on. It will cost you 333 points each time used. Nothing is free. 
   Use jump and hold joyst down when landing to use free pass power up.
Final level showdown. 
Add SYMM to title. Add credits screen to include products used and community support.
MUSIC/Soundtrack
Then there's all the secondary stuff and polish. Like having Zombie death and loot destroyed animations with sound
   effects. Possibly redoing much of the existing artwork. Maybe change up ZEDai so they will randomly change direction
   instead of waiting to hit a hole.
 

 
Change Log:

 
V0.53 changes:
FIXED* There was a glitch where graphics are lost and all sprites disappear during jump routines. Changed _JUMP from a GOSUB to a GOTO and RETURN to a GOTO _SPIDLE effectively by-passing any chance of creating the condition that was causing this. I HOPE. all my tests conclude this is fixed.
 
V0.52 changes:
FIXED* Weapons not working against zombies on bottom level of board.
FIXED* There is a glitch where graphics are lost and all sprites disappear. 
FIXED* Bonus level every 10 levels starting at 90.

 

V0.51 changes:
Continued over-all code optimization. Optimize variables - reduce & reuse - focus on reducing ram requirements.
New optimized collision detection checks.
Zombi max speed and health increased at level 50.
Alternate between Zombie movement and Zombie collision detection for better performance.
Gutted out LO0T array and recoded combat coincs to conserve ram.
Zeds now turn around with loot collision instead of walking over weapons for better performance. 
Bonus level every 10 levels (not tested)
     90 - all zeds
     80 - all zeds
     70 - all hearts
     60 - all ranged
     50 - all melee
     40 - all zeds
     30 - all hearts
     20 - all ranged
     10 - all melee
FIXED* zed va ranged loot no good. glitch with heartz bug reproducible.
FIXED* Bullet Issues - visibility & collision issue.
FIXED* NO ZED MOVEMENT DURING PLAYER JUMP?
FIXED* No zed coinc during player fall.
FIXED* Random loot throughout game will give multiple times. 
FIXED* When a lot of zombies on screen:
     FIXED* one of two on the same level = 1 Zombi will walk over holes.
     FIXED* Super slow performance during COINC checks and not turning around. Not so bad otherwise.
     FIXED* zed self collide get teleported to top level again. This darn glitch is back. Need to figure it out again.
 
CHANGED - Zombies will not be able to change levels and there will be no crawler zombie due to 4 sprite per line limit. Maybe I'll make an f18a version.
 
V0.50 changes:
Fixed player/zombi collisions.
Adjusted jumping animation
Fixed double delay On instruction screen.
Fixed .bin file issue that would crash classic99 and real iron upon load. 
      It was a typo that made it through the assembly process.
Fixed - Player can no longer hold jump button and skip across holes.

 

V0.49 changes:

More code optimizations. Namely in cleaning up and reducing variables.
More source code comments.
Removed looting delay for all items. 
Adjusted jump delay to discourage jump abuse.
Increased player running speed by 2 (Doubling it).
Adjusted Zombie hole collision turn around distance. 
Found and removed zombi random speed change at every cycle. This code was supposed to only be present when a Zombi is created
and when a Zombi hits a hole to turn around or fall.
Fixed Melee attack animation frame issue.
Complete rework of all coinc routines resulting in huge performance gains.
Number of Zombis no longer crushes performance.
New arrays, one per loot item and one for all loot.

 

V0.48 changes:
Title and Instruction screens, move joystick to continue as well as hitting enter (for easy use on real consoles)
Rewrote instructions for ranged.
Changed girder graphics.
Zeds at level 50 will fall to lower level as player descends. 
A lot more comments being added to source code.
Fixed YAD screen goes to high score and not reset game.
Fixed animation issues.
Reassign charcodes to optimize animation performance.
     This broke everything and require going through all 
     lines of code with a fine toothed comb. Which revealed 
     many other bugs in the code that went undiscovered until
     now. Too many bug fixes to list when everything breaks.
     All items are now re-coded and fixed.

 

V0.47 changes:
Fixed dodging zed attacks.
Removed player to zed coinc checks as we now have zed to player coinc checks. (more efficient)
Adjusted Zombi attack rate..

 

V0.46 changes:
Added more delay before jump. 
Added more delay at loot. 
Added a lot more comments to source code.
Added  3 power ups to assist as things get difficult. At level 75 a health power up that will double your max health.
At level 50 a ranged weapon power up that will double your capacity to 20. at level 25 a weapon power up that will double your melee weapon capacity to 20.
At level 50 zombie health is increased by 50%
At Level (board) 66 existing zombies will try to match the player's X position as best it can (chase the player) when on the same level 
At level 33 all zeds chase the player regardless of level they are on.
Added framework for crawler.

 

V0.45 changes:
added more delay after jump. *needs more delay
added delay at loot. *needs more delay
zombies continue to move during player fall.
*Fixed* High Score display between levels and at You Are Dead screens.
Zombies destroy hearts upon contact.
Rewrote the collisions a bit at the expense of performance. Will optimize in beta.

 

V044 changes:
Player starts game with full inventory. *Testing this out may revert to no inventory again*
Rearranged source code for better readability (flow). 
Loot balanced to 25%
Highscore YAD screen WIP. Needs a display at for actual score and test it first.
*FIXED*Can't figure out why HSCORE not remaining.
*FIXED* character Shooting stance
*FIXED* last zed freezing when another zed killed. Zed teleporting to level1 - This was a bvuig related to how I was dealing with arrays. 
*FIXED* Melee attacks at far edge of levels could produce an out of range y coordinate for melee weapon attack sprite call.
*FIXED* Bug in the way melee was being checked for coinc with loot AND ZEDS.
*FIXED* a lot of bugs that were created by fixing previous bugs. too many to list.
 

 

V043 changes:
Improvements to jumping. Rewrote jumping behaviour.
Title and instruction screen delay. To prevent skipping over instructions if ketpress not released soon enough.
Ranged fixed (issues pertaining to bullets)- Completely rewrote the ranged attack routine.
Bullets now destroy loot.
*FIXED* No points for shooting zombies. You were getting points - the gui wasn't updating at kill time.
*FIXED* Zombie health still at 2 hitpoints. Zombies noe have 4 hitpoints to start. 2 ranged shots or 4 melee to take one down.
*FIXED* Need to spawn more zeds at begining of game - Adjusted Zombie and Loot balance
*FIXED* Holes destroy bullets. - bullets now pass over holes..
Small chance a bullet will miss a Zombie.

 

V042 changes:
 
YOU ARE DEAD screen *fixed*
Zombie walking animations *fixed*
High Score displayed @death & level progression
IDLE Step timer added - every (Board*2) steps, minus 1 point (encourages urgency).
Bullets destroy loot
Loot distribution balance adjusted - still testing.
Gave Zombies more health.
 
V041 changes:
 
First iteration of Title and instruction screens are in game. YOU ARE DEAD screen reworked but incomplete.

 

V040 changes:
 
Zombie Health is now per zed. Currently 2hp. melee does 1, ranged does 2.
Ranged weapons have no effect at close range and very long range. Find the sweet spot or miss.
melee graphics changed.
zed movement is now per zed with varying speeds.
Loot distribution now evenly balanced, needs some tweaking.
More code reduction and optimizing related to loot distribution and ranged combat.
Loot balance issue - only guns lower than level 93 - FIXED
Ded Zed - Sometimes Zombies spawn and do not move. - FIXED
Zombies freeze during jumps. Can freeze them in time by holding jump button. - FIXED

 

V039 changes:

V039 changes:
Zeds move! And that kills performance to the point that it cannot be played in Extended basic. So from this version on I'm including the TiBit source and Extended Basic source for review and include EA5 files and a .bin for use in flashrom99.
 
If you want to play it in emulation, load the Editor Assembly Cartridge, option 5 load DSKx.ZOMBI39-A

Gave player and zombies ability to exit sides of screen via doors to roll over the opposite side of screen. This eliminated a lot of over head and improved performance.
 
Completely redid zed and charecter movement. It's not as smooth but it solves all colisions issues and it feels right for the game. 
 
fIXED BULLET VS zED ISSUES - SOME REMAIN.

V038 changes:
More code ops as I add more code.
 
Side edge of screen glitch fixed. (Players could traverse the level by jumping and holding the joystick direction at the same time*not anymore)
 
Much improved collisions and movement.

Zombie spawn frequency adjusted.
 

V 0.37 changes:

      Regained sprite by not using sprite for level exit.. Call hchar instead. COINC handled by screen position check.
 
     Loot balancing with board progression. (game balancing)
 
      More code optimizations:
 
    v37 after OLD (load): 6992 program free. 6992 stack
     v37 after RUN: 10606 stack free, 6000 program free.
 
V 0.36 changes:
Continued code optimizing.
      Also, Last version had label issues. It was a typo issue on my part using TidBit. I didn't think I uploaded that version since it was fixed prior to uploading v0.35.
So here's 0.36 without the game crushing error.
 
V 0.35 changes:
 
Continued code optimizing.
          Console Ram:             24488 Program.
          v34 after OLD (load):  3797 program free.
          v34 after RUN:            2829 program free.
          v35 after OLD (load):  6734 PROGRAM FREE
          v34 after RUN:             6590 PROGRAM FREE
 
V 0.34 changes:
Added placeholders for moving zombies.
Changed level count to reflect count down.
Changed ExX in GUI to Level
99 levels to complete,
Optimized a lot of code (Still a lot more to do)
Moved development to TidBit (see source in zip)
          Console Ram: 11840 Stack, 24488 Program.
          v33 after OLD (load): 1554 program free.
          v33 after RUN: 10039 stack free, 730 program free.
          v34 after OLD (load): 3797 program free.
          v34 afterEUN: 10644 stack free, 2829 program free.
 
V 0.33 changes:
Added ranged weapon attacks
Added more sounds
Cleaned up all code comments and recoded an bunch of mistakes.
 
V032 changes:
Fixed Melee COINC issue caused by me debugging unrelated things.
Added Zombie Hit indicator (Zombie flashes red when hit)
        Added more sounds
 
V030 changes:
Can jump while running.
improved running speed.
Re-Wrote Loot distribution and collision code and then fixed everything that I broke as a result.
Fixed GUI display issue when ranged is full causing wrap around of value on the display.
looting and zombie attacks slow you down.
Added sounds for falling and loot pickup.
 
Version 029 changes (*8/19/16) :
Started high score frame work..
Zeds no longer die when in contact with player. Must be killed with Melee or Dodged for now.
Added some sounds.
ADJUSTED SCORING
Fixed issue running across bottom floor caused by unused hole spawning there.
Optimize COINC calls in regards to man vs loot and man vs wall.
 
UNRELEASED:
 
V028 changes:
Major inefficiencies in dealing with sprites and sprite generation resolved
Optimized coinc calls for better performance in regards to melee coinc detection
Melee weapon attack system completed.
Version 027 changes (*8/18/16) - X=Quit, R=Reset, J and Controller Button = Jump, Joystick Left/Right moves left/right,
Joystick up = melee attack temporarily using just a high pitched sound for place holder.
Joystick down = ranged attack temporarily using a noise for place holder.
Adjusted running animations slightly. Set up weapon inventory.
Entered new CHAR patterns and codes for ZEDS and combat.
Setup empty framework for zed coinc and combat.
 
version 0.26-081516
Level Progression Working with new GUI element. *Pushing Joystick up or down RESETS the game. Board progression works via the EXIT.
Zombies do -1 heart/health damage. 0 health = death. Hearts = +1 health, 10 max. 
FIXED*Sometimes holes don't spawn where holes are supposed to spawn causing a "no exit" situation. I dunno why yet.
FIXED*Sometimes loot doesn't spawn where it is supposed to. I dunno why yet.
FIXED*Sometimes the player falls through the girders near or very far from the hole. I dunno why yet.
New death screen. When at this screen, press any key, move joystick to push joystick button to play again.
 
V030 changes:
Can jump while running.
improved running speed.
Re-Wrote Loot distribution and collision code and then fixed everything that I broke as a result.
Fixed GUI display issue when ranged is full causing wrap around of value on the display.
looting and zombie attacks slow you down.
Added sounds for falling and loot pickup.

Attached Files


Edited by Sinphaltimus, Mon Jan 2, 2017 1:07 PM.


#2 matthew180 OFFLINE  

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Posted Fri Aug 12, 2016 3:02 PM

Looks like you are having a lot of fun! :-)

 

Just a few comments are I read through this:

 

* If you use [ spoiler ] tags around your [ code ] tags (without the spaces of course) in your post, the spoiler tags will collapse the code so it does not make for really long scrolling posts.

 

* You might find TidBit helpful for BASIC/XB programming: http://codehackcreate.com/archives/237

 

* During sections of your code where you are animating a jump, etc. (i.e. line 1180 - 1220) your game will be locked up and can do nothing but control the animation.  You might want to look into the idea of a "game loop" to allow you to control multiple objects in your game concurrently.



#3 Sinphaltimus OFFLINE  

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Posted Fri Aug 12, 2016 3:28 PM

Looks like you are having a lot of fun! :-)

 

Just a few comments are I read through this:

 

* If you use [ spoiler ] tags around your [ code ] tags (without the spaces of course) in your post, the spoiler tags will collapse the code so it does not make for really long scrolling posts.

 

* You might find TidBit helpful for BASIC/XB programming: http://codehackcreate.com/archives/237

 

* During sections of your code where you are animating a jump, etc. (i.e. line 1180 - 1220) your game will be locked up and can do nothing but control the animation.  You might want to look into the idea of a "game loop" to allow you to control multiple objects in your game concurrently.

Great tip for the spoilers - thanks.
I will def check out that resource, thanks.
Jump animation - yes, this is by design. At least for now. I went another route where the jump could be interrupted and things got real laggy so I cut it out...for now. For this kind of game though, it's like, you commit to the jump. Pass or fail. One bug I have is that it doesn't multi-jump until after you move left or right after a jump. I've got that on my bug list for later. 

I'm gearing up some more code. I now have this... 

Spoiler


 



#4 BassGuitari OFFLINE  

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Posted Fri Aug 12, 2016 3:33 PM

Just call it Zombie. The whole thing with cutely working the console's name into the title just results in clunky and goofy-sounding names. The Vectrex scene is the worst; every other Vectrex homebrew has "Vec" somewhere in the title.



#5 Sinphaltimus OFFLINE  

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Posted Fri Aug 12, 2016 5:48 PM

OK the redundancy part: Joystick required. Left right only. Up and down will reset the demo which is exactly what happens when you reach the exit. Fall down holes to reach the next level. You can jump over holes if you want to. In the future, you will need to in order to get perks like a weapon or a bonus life or something that will make jumping over the hole worth while. Run with cpu throttle at normal do not overclock. Speeding up cpu performance has a direct negative impact on the jump distances.

Boards are randomly generated.

Spoiler

Edited by Sinphaltimus, Fri Aug 12, 2016 5:50 PM.


#6 Sinphaltimus OFFLINE  

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Posted Fri Aug 12, 2016 6:11 PM

OK, I guess joystick is not required in emulation since you can set the keyboard as the joystick



#7 matthew180 OFFLINE  

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Posted Fri Aug 12, 2016 7:03 PM

Jump animation - yes, this is by design. At least for now. I went another route where the jump could be interrupted and things got real laggy so I cut it out...for now. For this kind of game though, it's like, you commit to the jump. Pass or fail. One bug I have is that it doesn't multi-jump until after you move left or right after a jump. I've got that on my bug list for later.


Yeah, that slow/laggy response is going to be the normal in B/XB on the 99/4A due to one of the slowest BASIC implementations of all the home computers.  Action games and 99/4A B/XB don't really go that well together (IMO).  Now, assembly language is a different story. :-)



#8 Sinphaltimus OFFLINE  

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Posted Fri Aug 12, 2016 7:41 PM

Yeah, that slow/laggy response is going to be the normal in B/XB on the 99/4A due to one of the slowest BASIC implementations of all the home computers.  Action games and 99/4A B/XB don't really go that well together (IMO).  Now, assembly language is a different story. :-)

That's my long term goal. (AL) :)



#9 Sinphaltimus OFFLINE  

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Posted Fri Aug 12, 2016 9:52 PM

This is a huge milestone.
I have the loot distribution system created and working, yes I include zombies in the loot category.

Right now there are 4 different types of loot. melee weapons (resembles a sword), ranged weapons (resembles a crosshair), health (a heart) and a zombie (green dude).
They are nothing more than static sprites at the moment and collecting them does nothing more than delete them.

Spoiler

Edited by Sinphaltimus, Fri Aug 12, 2016 9:53 PM.


#10 Sinphaltimus OFFLINE  

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Posted Fri Aug 12, 2016 9:57 PM

13895363_10206729124018702_4950361588822



#11 Opry99er OFFLINE  

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Posted Fri Aug 12, 2016 10:12 PM

Looks pretty cool!!!

#12 Opry99er OFFLINE  

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Posted Fri Aug 12, 2016 10:13 PM

BTW, I second Matthew's TIdBiT suggestion. Makes ALL the difference in the world. :D

#13 Sinphaltimus OFFLINE  

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Posted Fri Aug 12, 2016 10:49 PM

BTW, I second Matthew's TIdBiT suggestion. Makes ALL the difference in the world. :D

 

I don't feel like I've earned my programming wings. 
I know what little I know with TI-basic and XB and am more comfortable coding in B/XB than a more modern approach that gets translated. That's just me and my confidence level.

I'm probably intermediate level with GML which is Game Maker Language (Way higher level than this stuff).
And I'm ok around command prompts and bashes of any kind.

The TI Started me on Coding and by the time I got an Amiga I didn't need to code the programs I wanted anymore. I could buy other peoples programs and then just get to work on the art whether Audio, Visual or both.
The Amiga brought me in to 3D animation mostly but it also fostered audio. I never had the urge to code on the Amiga at all.
With the PC, Besides a career in IT, as a hobbyist, I am in to game development for Android. May do something for PC but it's all via Game Maker Studio.
As creative visual person I needed to learn some coding to make the art and games I wanted to create. Now I want to create more and learn more coding.

So for inspiration and exploration, I came back to where it all started. Literally getting back to the BASICs. And now I'm motivated enough to be doing hardware mods and creating more apps.
I am going to start learning Assembly within a month or two. That maybe something I'll carry over and do on the Amiga way later. I believe it will make me a better programmer and technical artist over-all.
 

If I'm wrong, I'm having a ton of fun being it. If I'm right, there's a lot more fun to be had with the TI and more.

 



#14 sometimes99er OFFLINE  

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Posted Fri Aug 12, 2016 11:35 PM

I was a bit worried (at 7 kilobytes (K) using the Size command) that you'd run out of memory before this coming close to a game, but you did it (at 10 K). There are ways to reduce your code size, like merging the run right and run left routines etc., but with your new level generation and ambition to start Assembly soon, I think you'll be just fine.

 

I like your animation, but somehow the standing still graphic seems to need a bit more body / volume. Again, it's hard to make a stick figure in 8 by 8 pixels. Maybe he should simply face the player / background ?

 

Very nice.  :thumbsup:



#15 matthew180 OFFLINE  

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Posted Sat Aug 13, 2016 1:25 AM

 

I don't feel like I've earned my programming wings. 
I know what little I know with TI-basic and XB and am more comfortable coding in B/XB than a more modern approach that gets translated. That's just me and my confidence level.
 

 

Don't let the name mislead you.  TidBit is *not* any new language, etc., you are still programming 100% in B/XB.  TidBit primarily lets you code without fussing with line numbers, lets you indent your B/XB code, add comments without using REM (REM and the single-quote comment consume real memory on the 99/4A), and use labels instead of line numbers.  It is totally about code formatting and readability.  Also since you don't have to worry about the line numbers in your source, you can move things around really easily and let the tool take care of the line numbers.



#16 OLD CS1 OFFLINE  

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Posted Sat Aug 13, 2016 3:10 AM

 

Don't let the name mislead you.  TidBit is *not* any new language, etc., you are still programming 100% in B/XB.  TidBit primarily lets you code without fussing with line numbers, lets you indent your B/XB code, add comments without using REM (REM and the single-quote comment consume real memory on the 99/4A), and use labels instead of line numbers.  It is totally about code formatting and readability.  Also since you don't have to worry about the line numbers in your source, you can move things around really easily and let the tool take care of the line numbers.

 

While probably the wrong way to describe it, I see using TidBit as a kind-of "structured XB pseudo-code hybrid."  (Now, if someone would create a real pseudo-code translator which could produce output in any language... that would be awesome.)

 

I "translated" a couple of old programs I wrote in my teens in the 80s into TidBit code and the difference in just being able to edit was incredible (I believe that would fall under readability.)  In addition, in-line with the lack of line numbers, it allows for a much easier modular coding approach to your BASIC programs -- similar to if you ever programmed in GFA Basic, AmigaBasic, or any other similar structured BASIC.

 

In short: highly recommended.



#17 Sinphaltimus OFFLINE  

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Posted Sat Aug 13, 2016 4:48 PM

OK, nothing here changes as far as game play. However; this is another milestone revision.

I never really wrapped my head around arrays (I know right) until today. Since I'm generating loot randomly, i have no way of knowing what loot type the player is COINC with. I had to figure out how to use an array to store the needed attributes I figure I will need to identify each individual loot item after it has been created. For me,this is a huge leap forward in my coding capabilities. And they are so simple to understand. Not complex at all. Not sure why I've always had a problem with them.

Anyway, here is the subsystem for the coming scoring system . 
The first few lines I create the array and variables

The bottom section of code (loot distribution system) is where I record the location and types of loot being distributed.

Next, I'll use the COINC to find the correct loot item in the array using the Sprite number and location. This wont work with zombies once I start moving them but they aren't collectible loot either and will behave differently within the scoring and COINC behaviors.

 

So that's it for this version.

Spoiler
 
I'm collecting row coord, col coord, char code, points and sprite number

Edited by Sinphaltimus, Sat Aug 13, 2016 4:53 PM.


#18 Sinphaltimus OFFLINE  

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Posted Sun Aug 14, 2016 9:28 PM

Note to self...DISPLAY AT ***BEFORE*** CALL VCHAR !!!!
It took me way too long and too much debugging before I figured that one out. Never even knew it was a thing. Just by chance thought I'd give it a try.

Yeah.. Anyway, now that I'm done talking to myself out load in text on a forum. Here's my latest advancement.

I have the infrastructure in place for score, health and inventory.

It's buggy and laggy. I'm not optimizing for a bit yet. I still have other things I need to code in before I start trimming code, optimizing tasks and fixing issues.

What I have to do in the short term is get Zombies moving with basic AI, figure out increasing difficulty per board (level), figure out board(level) advancement, combat system and damage.

For now, I have the GUI in place and working.

 

Spoiler

 

 

13903217_10206743175409978_2795315063907


Edited by Sinphaltimus, Sun Aug 14, 2016 9:42 PM.


#19 Sinphaltimus OFFLINE  

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Posted Mon Aug 15, 2016 2:17 PM

13882613_10206747180590105_7544198560067

 

This latest version 0.22-081516 

Includes the final design layout (with the exception of the Board (level) indicator).
Player can no longer wrap around the screen (proper girder borders set).

Player no longer gets stuck running in position after a fall or collecting loot while holding joystick left or right during the action.

Tweaked some graphics and animations,

Known Issues:
Sometimes holes don't spawn where holes are supposed to spawn causing a "no exit" situation. I dunno why yet.
Sometimes loot doesn't spawn where it is supposed to. I dunno why yet.

Sometimes the player falls through the girders near or very far from the hole. I dunno why yet.

To Do Next:
Figure out board progression and indicator.
Reorganize code so default variable declarations are outside of any level progression.
Create attacks for melee and ranged including inventory changes

Create basic zombie AI and animate.

To Do Long Term:

Title screen.

Sounds

Music maybe? - can I play music while player plays game efficiently?

Loot balancing with board progression.

zombie difficulty linked to board progression.

At least 2 more types of ever more difficult zombies.

 

Spoiler

Edited by Sinphaltimus, Mon Aug 15, 2016 2:19 PM.


#20 Sinphaltimus OFFLINE  

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Posted Mon Aug 15, 2016 2:26 PM

I was a bit worried (at 7 kilobytes (K) using the Size command) that you'd run out of memory before this coming close to a game, but you did it (at 10 K). There are ways to reduce your code size, like merging the run right and run left routines etc., but with your new level generation and ambition to start Assembly soon, I think you'll be just fine.

 

I like your animation, but somehow the standing still graphic seems to need a bit more body / volume. Again, it's hard to make a stick figure in 8 by 8 pixels. Maybe he should simply face the player / background ?

 

Very nice.  :thumbsup:


I fixed the idle body. :)



#21 Sinphaltimus OFFLINE  

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Posted Mon Aug 15, 2016 6:15 PM

This latest version 0.24-081516

Level Progression Working with new GUI element. *Pushing Joystick up or down RESETS the game. Board progression works via the EXIT.

Zombies do -1 heart/health damage. 0 health = death. Hearts = +1 health, 10 max. 

FIXED*Sometimes holes don't spawn where holes are supposed to spawn causing a "no exit" situation. I dunno why yet.
FIXED*Sometimes loot doesn't spawn where it is supposed to. I dunno why yet.

FIXED*Sometimes the player falls through the girders near or very far from the hole. I dunno why yet.

 

Known Issues:

It's not done.

To Do Next:
Create attacks for melee and ranged including inventory changes

Create basic zombie AI and animate.

To Do Long Term:

Title screen.

Sounds

Music maybe? - can I play music while player plays game efficiently?

Loot balancing with board progression.

zombie difficulty linked to board progression.

At least 2 more types of ever more difficult zombies.

 

Spoiler

Edited by Sinphaltimus, Mon Aug 15, 2016 6:19 PM.


#22 matthew180 OFFLINE  

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Posted Mon Aug 15, 2016 8:35 PM

DISPLAY AT before CALL VCHAR? Can you elaborate?

#23 Sinphaltimus OFFLINE  

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Posted Tue Aug 16, 2016 3:39 AM

DISPLAY AT before CALL VCHAR? Can you elaborate?

 

 

Sure. When creating my gui, I setup my call vchar for the word score and the X . Whenever I put in the display at for the actual score, health and inventory variables it would erase all my call vchar characters on the screen. It took me 2 hours of tweaking everything and triple checking everything three times before I almost caved in and asked the community about this issue that stumped me.

 

Then I started thinking along different lines. Maybe it's a timing thing? Maybe it's like an order of operations thing. Maybe I should try putting the display at command first and the call vchar commands after? Tried that and BINGO!

 

SO APPARENTLY, display at trumps call vchar in some kind of internal drawing layers thing in the VDP I suppose. 

 

EDIT: Although I'm developing and testing in Emulation so that might have something to do with it. classic99.


Edited by Sinphaltimus, Tue Aug 16, 2016 4:34 AM.


#24 Lee Stewart OFFLINE  

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Posted Tue Aug 16, 2016 5:57 AM

Sure. When creating my gui, I setup my call vchar for the word score and the X . Whenever I put in the display at for the actual score, health and inventory variables it would erase all my call vchar characters on the screen. It took me 2 hours of tweaking everything and triple checking everything three times before I almost caved in and asked the community about this issue that stumped me.

 

Then I started thinking along different lines. Maybe it's a timing thing? Maybe it's like an order of operations thing. Maybe I should try putting the display at command first and the call vchar commands after? Tried that and BINGO!

 

SO APPARENTLY, display at trumps call vchar in some kind of internal drawing layers thing in the VDP I suppose. 

 

EDIT: Although I'm developing and testing in Emulation so that might have something to do with it. classic99.

 

Nothing unusual going on here.  DISPLAY AT blanks the rest of the line unless you use SIZE() to specify the field width (see the XB manual <<edit).

 

There are no drawing layers except for sprites.  DISPLAY AT and CALL VCHAR both write directly to the same VRAM block.

 

...lee



#25 Sinphaltimus OFFLINE  

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Posted Tue Aug 16, 2016 6:17 AM

Lee, you never cease to amaze me. Thank you for today's lesson on RTFM'ing- lol. Learn something new every day. Love it. But you had to see and hear me when I discovered swapping the command worked. You'd have thought I hit the lotto. I've missed those feels...the ah-ha's of self discovery. The exact same feeling I fondly remember this machine for....

 

 

Edit: I'm unable to find Size(), only SIZE which reports remaining ram? Still looking...


Edited by Sinphaltimus, Tue Aug 16, 2016 6:23 AM.






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