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Calimari Carl (unfinished SSGC game)


Opry99er

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Just updated the code at the top of this topic page. Next to implement:

 

1) set oxygen time limits

2) set "lives" limits and a "game over" sequence

3) set boundaries for oxygen tanks... as of right now, my tank coincidences are shaky, and tanks sometimes appear off screen

 

Wish me luck, and ANY help you could offer would be greatly appreciated. =)

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Sometimes--- you got any ideas as to how I could make my tank coincidences more accurate? I think I need to offset the pixel I'm checking for. Crazy top left pixel coincidence detection.. Blah. Maybe something like:

 

580 CALL COINC(#1,TY*8+3,TX*8+3,K)

 

that would center it a bit. Maybe an offset by 4 would be better... That would check for the center of the tile--- at least close to it.

 

Although, it seems like detection happens about a whole screen position lower than the oxygen tank... Maybe I should offset a negative number like (-4) or (-8). I should play with it

Edited by Opry99er
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I like the last one for this game, I think. :)

Even though this new logo (excluding diver and bubbles) is bigger than the old one, it's using less than half the character patterns. The old one used 48 different characters (no reuse). The new one is using 22 different characters (plenty of reuse).

 

calimari3.png

 

100 CALL CLEAR :: CALL SCREEN(6) :: CALL COLOR(2,16,1,3,16,1,4,2,1)
110 CALL CHAR(40,"00071F3F3F7F7F7E00FFFFFFFFFFFF0000FEFEFEFEFEFE00007E7E7E7E7E7E7E")
120 CALL CHAR(44,"007E7E7E7E7E7E007E7E7E7E7E7E7E7E007F7F7F7F7F7F0000E0F8FCFCFEFE7E")
130 CALL CHAR(48,"007F7F7F7F7F7F7E00FFFFFFFFFFFF7E7EFEFEFEFEFEFE7E7E7F7F3F3F1F07")
140 CALL CHAR(52,"7E7F7F7F7F7F7F007EFEFEFEFEFEFE007E7E7E7E7E7E7E")
150 CALL CHAR(56,"0080C0C0C0C0C0C0FFFFC0C0C0C0C0C0FFFF000000000000C0C")
160 CALL CHAR(60,"7F3F000000000000C0C0C0C0C0C0C0C00301")
170 DISPLAY AT(4,3):"()*8 +,8      ,8()*8   +8"
180 DISPLAY AT(5,3):"-9:; -9;      <;-9:;   -="
190 DISPLAY AT(6,3):"-= ./-+01/./(*+8-= ./(*-="
200 DISPLAY AT(7,3):"-= 02-----02-9-=-= 02-9-="
210 DISPLAY AT(8,3):"3)*4566666456=6=3)*456=6="
220 DISPLAY AT(9,3):">::::::::::::;<;>:::::;<;"
230 GOTO 230

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Although, it seems like detection happens about a whole screen position lower than the oxygen tank... Maybe I should offset a negative number like (-4) or (-8). I should play with it

Yes, I guess I would play around with it too. Maybe a stripped down limited lines demo for quick editing and adjustment of offsets and distances to get it right.

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Hey Karsten... how could I splice this code in? I'm not 100% sure which of the CALL CHARs in the original code deals with the lettering and which deals with the diver... =)

 

I'll have some updated code tonight for the game and I hope to have the game finished by next week. =) Just need to fix the little things I mentioned earlier and add a few new graphics for enemies and such. I'm also going to use one of your fonts for the game as well.

 

A bit of music too... I'll be using Matthew's XB music player, similarly to "Honeycomb Rapture" so I can have music playing in the background during gameplay. If I can finish the game in a week, I'll immediately start an assembly version. =) I will part with a little secret... I want to do limited releases of Honeycomb Rapture, Lemonade Stand, and Calimari Carl on cart with pretty shiny labels--- then make the games available on EPROM in a "multicart" format... The limited release of each game will only be released in small quantities--- 10 or 20 each... then the EPROM will be available on my website. I hope to use Tursi's multicart program to do this. They SHOULD each fit into an 8k space, so this shouldn't be too tough... Anyway, I cannot wait for SPECTRA2, because I will do Calimari Carl, Honeycomb Rapture, and Lemonade Stand using SPECTRA2 conventions. =)

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Update: I have started work on the rest of the game loop... The following are in the works:

 

*Treasure chests (the goal of each level is to collect all treasure chests)

*Different enemy graphics for each level (total of 4 graphics possible with XB character set limitations)

*Color shifting background and enemy SPRITEs

*life limit

*oxygen limit

*Re-ordering the game to NOT reposition my PC back to default when a tank is obtained--- this will make each level fluid and much more strategic.

 

Anyway, I can't wait to sit and code all this in and post it. Might not get to it today--- but if anyone wants to take this and run with these ideas--- I'd love to see it!

 

Thanks to sometimes99er for his font work too... It's hard to decide which of these great fonts to use. :)

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Hey Karsten... how could I splice this code in? I'm not 100% sure which of the CALL CHARs in the original code deals with the lettering and which deals with the diver... =)

The diver starts at 88 = X. This should do it:

 

100 CALL CLEAR :: CALL SCREEN(6) :: CALL COLOR(2,16,1,3,16,1,4,2,1)
110 CALL CHAR(33,"6090906")
120 CALL CHAR(40,"00071F3F3F7F7F7E00FFFFFFFFFFFF0000FEFEFEFEFEFE00007E7E7E7E7E7E7E")
130 CALL CHAR(44,"007E7E7E7E7E7E007E7E7E7E7E7E7E7E007F7F7F7F7F7F0000E0F8FCFCFEFE7E")
140 CALL CHAR(48,"007F7F7F7F7F7F7E00FFFFFFFFFFFF7E7EFEFEFEFEFEFE7E7E7F7F3F3F1F07")
150 CALL CHAR(52,"7E7F7F7F7F7F7F007EFEFEFEFEFEFE007E7E7E7E7E7E7E")
160 CALL CHAR(56,"0080C0C0C0C0C0C0FFFFC0C0C0C0C0C0FFFF000000000000C0C")
170 CALL CHAR(60,"7F3F000000000000C0C0C0C0C0C0C0C00301")
180 DISPLAY AT(4,3):"()*8 +,8      ,8()*8   +8"
190 DISPLAY AT(5,3):"-9:; -9;      <;-9:;   -="
200 DISPLAY AT(6,3):"-= ./-+01/./(*+8-= ./(*-="
210 DISPLAY AT(7,3):"-= 02-----02-9-=-= 02-9-="
220 DISPLAY AT(8,3):"3)*4566666456=6=3)*456=6="
230 DISPLAY AT(9,3):">::::::::::::;<;>:::::;<;"
240 CALL CHAR(88,"00000101030707077FFFFFFFFFFFFFFF80C0E0F0F8F8FEFF0707070707030F11")
250 CALL CHAR(92,"FFFFFFFFFFFFFFFFFFFFFFFFFFFEFCF060F87C7F3F3F0F0000000001FFFFFF1F")
260 CALL CHAR(96,"111F0FFFFFFFFFFFFFFFFFFCFCFFFFFFE0E0D8641800F8FEFF7F7F7F7FFFFFFF")
270 CALL CHAR(100,"FFFFFEFCF8F0E0E0FF87000000000000FFFFFF1E00000000FFFFFFFFFFFFFFFE")
280 CALL CHAR(104,"C0C0C080000000000000000000000101011F7F7FFFFFFFFEFEFEFEFEFE7E7EFE")
290 CALL CHAR(108,"030307070F0F1F1FFEFCF8F0F1F1F1F1FEFEFFFFFFFFFFFF3F3F3F3F3F3F3F1F")
300 CALL CHAR(112,"F1E1E1E1E1E1C0C0FFFFFFFFFFFFFEFC")
310 DISPLAY AT(13,14):"XYZ" :: DISPLAY AT(14,14):"[\]"
320 DISPLAY AT(15,12):"^_`ab" :: DISPLAY AT(16,14):"cdef"
330 DISPLAY AT(17,14):"gh" :: DISPLAY AT(18,12):"ijk"
340 DISPLAY AT(19,12):"lmn" :: DISPLAY AT(20,12):"opq"
...

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A bit of music too... I'll be using Matthew's XB music player, similarly to "Honeycomb Rapture" so I can have music playing in the background during gameplay. If I can finish the game in a week, I'll immediately start an assembly version. =) I will part with a little secret... I want to do limited releases of Honeycomb Rapture, Lemonade Stand, and Calimari Carl on cart with pretty shiny labels--- then make the games available on EPROM in a "multicart" format... The limited release of each game will only be released in small quantities--- 10 or 20 each... then the EPROM will be available on my website. I hope to use Tursi's multicart program to do this. They SHOULD each fit into an 8k space, so this shouldn't be too tough... Anyway, I cannot wait for SPECTRA2, because I will do Calimari Carl, Honeycomb Rapture, and Lemonade Stand using SPECTRA2 conventions. =)

Cool. Yes, you'll need the training before doing something like Beryl in assembler. To get the job done you might have to consider the first one a straight conversion. I think Matthew said it, design all the details, then "just" program it.

 

Later this might be more of an iterative process, but at points it's not just adding, but having to "redesign". For example take a very large XB program, you want to add something, but have to shift most of the characters and generally refactor all the data statements. You think you have it all done, and run it, only to discover that it's not working at all. You spend a few more hours trying to debug. Then suddenly you've had it and make a fallback to a previous working version. If you haven't already got "versions", you'll learn the hard way.

 

:)

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Just updated the code in the first post. Lives are now limited... but Oxygen isn't yet. Just haven't done that yet. Anyway, the "End of Game" sequence isn't anything but a call clear, a call screen, and a mean little message telling you that you lost and referring to you as an unsavory body part. =) More forthcoming in the AM.

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Game code updated. Game is now 2x faster than it was, and oxygen limits are in place. The tanks still, however, appear offscreen sometimes making it impossible to find them... I will need to adjust how quickly Carl loses air... then implement treasure chests and fix several little quirks of the game (like making it fluid)... need to add the new graphics and such, varying levels--- but we're getting close. Try the new code, see how you like it. =)

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Yet another update... Tanks now do not appear out of bounds... it's all good now. =)

 

Next:

*Diver screen boundaries

*Treasure chests

*new enemy graphics

*Different level designs

*Re-order loop to keep fluid motion and not reset the screen when you get a tank.

 

Awesome. Hopefully we'll have something playable very soon

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Yea--- I like the one that currEntly exists quite a bit. Your second one, however, just looks amazing. :)

 

Have you tried the new code yet? We're getting there man. :) Got a few changes to make on the existing code and then add different levels. I'm trying to keep the game under 12k because I want o release the XB version on tape. :)

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