rocky007 Posted June 13, 2011 Share Posted June 13, 2011 (edited) I got at least one day free today to work a little on my new project : Pipe Dream I'm very sad : i had to cancel the first version, due to lack of memory in XB. It was 80% finished when i discovered that even with code optimisation, 1000kb was missing. I liked this 1st version, because it was very fast. Cursor in 1st version is 2x2 CHAR only VS 3x3 in the 2nd version ( especially counting the background operations ). It's so pitty that i couldn't use a simple sprite ( this game will be compiled ).... i definitively dream to start Turbo forth. So, i started a new version today, and finally, i think this one is better. The approach in coding is also totally different : water in 1st version is precalculated, in 2nd, in realtime. In both case, it's was a lot more difficult than i expected. Here it is a little preview : http://www.youtube.com/watch?v=7ElPzrmxpqA http://www.youtube.com/watch?v=KjAj4YELunI Edited June 13, 2011 by rocky007 1 Quote Link to comment Share on other sites More sharing options...
+Vorticon Posted June 14, 2011 Share Posted June 14, 2011 The way water turns a corner is a very nice touch! Hopefully you'll have enough memory to finish it Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted June 14, 2011 Share Posted June 14, 2011 Very nice. I like V1 pipe and water graphics better - sorry. Quote Link to comment Share on other sites More sharing options...
rocky007 Posted June 14, 2011 Author Share Posted June 14, 2011 Very nice. I like V1 pipe and water graphics better - sorry. I agree also.. but it's definitively impossible to finish V1, or without the "cross" tube. To add all precalculated "cross tube", i need 5400 bytes, and i have only 4200 bytes left.. I also need more memory to complete the game ( score, games mode, title screen, etc...), also, i have only 4 chars left, so i can't even show the Score. So it's definitevely impossible. graphics in V2 will be improved a little, it's really first beta. Quote Link to comment Share on other sites More sharing options...
rocky007 Posted June 14, 2011 Author Share Posted June 14, 2011 (edited) The way water turns a corner is a very nice touch! Hopefully you'll have enough memory to finish it thanks i'm happy you noticed bec it was especially boring to do Edited June 14, 2011 by rocky007 Quote Link to comment Share on other sites More sharing options...
ti99iuc Posted June 14, 2011 Share Posted June 14, 2011 Great Game it's an evergreen, Good Work ! Quote Link to comment Share on other sites More sharing options...
+retroclouds Posted June 14, 2011 Share Posted June 14, 2011 Good work rocky007! I like your new version better than the first one, because of the colors Quote Link to comment Share on other sites More sharing options...
kl99 Posted June 14, 2011 Share Posted June 14, 2011 I know this game but never played it yet. Looks really promising! Best wishes for your progress! Btw: The Gameboy version has a size of 24KByte. kl99 Quote Link to comment Share on other sites More sharing options...
+Vorticon Posted June 14, 2011 Share Posted June 14, 2011 Great Game it's an evergreen, Good Work ! There is game of somewhat similar concept by David Bishop called Water Works (found in the assembly section on the tigameshelf.net site). Quote Link to comment Share on other sites More sharing options...
rocky007 Posted June 14, 2011 Author Share Posted June 14, 2011 I know this game but never played it yet. Looks really promising! Best wishes for your progress! Btw: The Gameboy version has a size of 24KByte. kl99 for sure using assembler & bitmap, it could use 5 ko, but unfortunally iu never studied assembler in V1, i had to precalculate all pipe, with all level of water, in all ways possible ! ( 19 tubes X 9 waters postions, on 4 chars = 684 chars ! ) Quote Link to comment Share on other sites More sharing options...
kl99 Posted June 15, 2011 Share Posted June 15, 2011 I know this game but never played it yet. Looks really promising! Best wishes for your progress! Btw: The Gameboy version has a size of 24KByte. kl99 for sure using assembler & bitmap, it could use 5 ko, but unfortunally iu never studied assembler in V1, i had to precalculate all pipe, with all level of water, in all ways possible ! ( 19 tubes X 9 waters postions, on 4 chars = 684 chars ! ) oh, i never studied tms9900 assembler as well (just 68k assembler). i guess you are currently using Extended Basic? can't the water be animated as sprites on top of the background-pipes? at least as long as it's not completely filling up one pipe char? afterwards you could replace the not filled version of the pipe char with a filled version of it and get rid of the sprite. kl99 Quote Link to comment Share on other sites More sharing options...
Willsy Posted June 15, 2011 Share Posted June 15, 2011 I got at least one day free today to work a little on my new project : Pipe Dream I'm very sad : i had to cancel the first version, due to lack of memory in XB. It was 80% finished when i discovered that even with code optimisation, 1000kb was missing. I liked this 1st version, because it was very fast. Cursor in 1st version is 2x2 CHAR only VS 3x3 in the 2nd version ( especially counting the background operations ). It's so pitty that i couldn't use a simple sprite ( this game will be compiled ).... i definitively dream to start Turbo forth. So, i started a new version today, and finally, i think this one is better. The approach in coding is also totally different : water in 1st version is precalculated, in 2nd, in realtime. In both case, it's was a lot more difficult than i expected. Here it is a little preview : http://www.youtube.com/watch?v=7ElPzrmxpqA http://www.youtube.com/watch?v=KjAj4YELunI Wow! Beautiful! Yes, this would be a lovely project for TurboForth! Quote Link to comment Share on other sites More sharing options...
rocky007 Posted June 15, 2011 Author Share Posted June 15, 2011 I know this game but never played it yet. Looks really promising! Best wishes for your progress! Btw: The Gameboy version has a size of 24KByte. kl99 for sure using assembler & bitmap, it could use 5 ko, but unfortunally iu never studied assembler in V1, i had to precalculate all pipe, with all level of water, in all ways possible ! ( 19 tubes X 9 waters postions, on 4 chars = 684 chars ! ) oh, i never studied tms9900 assembler as well (just 68k assembler). i guess you are currently using Extended Basic? can't the water be animated as sprites on top of the background-pipes? at least as long as it's not completely filling up one pipe char? afterwards you could replace the not filled version of the pipe char with a filled version of it and get rid of the sprite. kl99 yes it's XB, but as i will compile it, i can't use sprite at all anyway, it change nothing for V1 : i need empty + filled pipe for all positions : 4 corners + 2 straights + 4 cross + 4 starting point = 14 x 8 chars = 112 chars. and i don't count 4 for cursor & 4 for animated water Quote Link to comment Share on other sites More sharing options...
Willsy Posted June 15, 2011 Share Posted June 15, 2011 I know this game but never played it yet. Looks really promising! Best wishes for your progress! Btw: The Gameboy version has a size of 24KByte. kl99 for sure using assembler & bitmap, it could use 5 ko, but unfortunally iu never studied assembler in V1, i had to precalculate all pipe, with all level of water, in all ways possible ! ( 19 tubes X 9 waters postions, on 4 chars = 684 chars ! ) oh, i never studied tms9900 assembler as well (just 68k assembler). i guess you are currently using Extended Basic? can't the water be animated as sprites on top of the background-pipes? at least as long as it's not completely filling up one pipe char? afterwards you could replace the not filled version of the pipe char with a filled version of it and get rid of the sprite. kl99 yes it's XB, but as i will compile it, i can't use sprite at all anyway, it change nothing for V1 : i need empty + filled pipe for all positions : 4 corners + 2 straights + 4 cross + 4 starting point = 14 x 8 chars = 112 chars. and i don't count 4 for cursor & 4 for animated water [brag] In turboforth you get 256 characters, plus another (different) 256 characters for your Sprites! [/brag] Quote Link to comment Share on other sites More sharing options...
rocky007 Posted June 15, 2011 Author Share Posted June 15, 2011 [brag] In turboforth you get 256 characters, plus another (different) 256 characters for your Sprites! [/brag] i definitively need to study it this summer !!! Quote Link to comment Share on other sites More sharing options...
rocky007 Posted September 11, 2011 Author Share Posted September 11, 2011 (edited) i finally finished it... pfff... It's not at all what i expected, but i don't have force to restart from zero... I started to code this game to be compîled with WILLEM compilator. I used only CALL HCHAR instructions and no sprite. I was really sad, because without sprite cursor, the game isn't really clear to play. ( transparency to see water moving under cursor ) I wanted to try the XB basic compiler, compatible with sprite, so i recoded the game. Unfortunally, the code is too big to be compiled i started a depression... Hopefully, i discovered the MLC, so i recoded again the main sprite/block routine in MLC. Unfortunally, the rest of XB program still slowing down too much the game to be played correctly. But i really don't have force to code ALL the game in MLC. So i release this XB + MLC version, need to be played with CPU override to be played confortably. Sorry me again download here : http://www.atariage.com/forums/topic/183836-rainy-day-game-contest-entry-thread-rdgc/ Edited September 11, 2011 by rocky007 Quote Link to comment Share on other sites More sharing options...
ti99iuc Posted September 12, 2011 Share Posted September 12, 2011 rocky007: ah yes the sound... have to find something to save the ears it can be played on real TI, but more slowy ( need to start at Expert level ) about the sound i think that you could do a great sound at the end/start of a new pieces instead of every pixel advanced... so you can use a better quality sound effect since the water arrive in an other piece of tube... Quote Link to comment Share on other sites More sharing options...
ti99iuc Posted September 12, 2011 Share Posted September 12, 2011 (edited) . Edited September 12, 2011 by ti99userclub Quote Link to comment Share on other sites More sharing options...
rocky007 Posted September 12, 2011 Author Share Posted September 12, 2011 rocky007: ah yes the sound... have to find something to save the ears it can be played on real TI, but more slowy ( need to start at Expert level ) about the sound i think that you could do a great sound at the end/start of a new pieces instead of every pixel advanced... so you can use a better quality sound effect since the water arrive in an other piece of tube... good idea ! i will fix this... Quote Link to comment Share on other sites More sharing options...
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