ti99iuc Posted June 21, 2020 Share Posted June 21, 2020 Wow! it is an update i didn't expected! thanks Rasmus 50 minutes ago, Asmusr said: I'm not sure it will stay as easy as that that. Maybe you will have to find the map first? Maybe it should only show areas you have visited? well, yes, your ideas could be also very good anyway i will die soon because it happens that soldier shoot me but i can't see always, so maybe an hidden map to find first or also parts of the map to collect and energy to find also could be a nice start Also only shows the areas you have visited is good, it should be also the classic method used by doom for example Quote Link to comment Share on other sites More sharing options...
artrag Posted July 20, 2020 Share Posted July 20, 2020 Any news on this incredible project? Quote Link to comment Share on other sites More sharing options...
Asmusr Posted July 20, 2020 Author Share Posted July 20, 2020 (edited) 11 hours ago, artrag said: Any news on this incredible project? No I haven't worked on it since the last update. I would like to turn this into a full game, but the work of designing levels, puzzles and background story is not appealing to me. More features would also be needed to keep up the interest for more than a few levels. Switches, for instance, that remove part of the wall somewhere, could turn it into more of a puzzle game. And for the action part at least one type of boss, some different weapons and health kits. It's all technically possible, and I like working on new features, but I'm not sure it's worth the effort if it doesn't turn into a full game anyway. I think I will add a boss, which will at least complete the one-level demo. It would have to be done with very few characters, probably reusing characters from the existing guard. And if anyone is interested in designing more levels [edit: easy using Magellan], those should be possible to add too. Edited July 20, 2020 by Asmusr 4 Quote Link to comment Share on other sites More sharing options...
artrag Posted July 21, 2020 Share Posted July 21, 2020 (edited) I understand what you mean, a full game is a lot of work and once you have proved that something can work, all the excitement for the technical results is replaced by the stress of crafting a playable game. At least this was my feeling when I stopped the raycasting project for MSX TR. Edited July 21, 2020 by artrag Quote Link to comment Share on other sites More sharing options...
Asmusr Posted August 7, 2020 Author Share Posted August 7, 2020 My first attempt to add real textures to the raycaster. It looked like chaos at first, but wait, there is a shield on that wall! js99er-20200807185454.webm Now I have some debugging to do. 8 Quote Link to comment Share on other sites More sharing options...
Asmusr Posted August 7, 2020 Author Share Posted August 7, 2020 After fixing a mask it looks like this. js99er-20200807201725.webm 12 Quote Link to comment Share on other sites More sharing options...
fabrice montupet Posted August 7, 2020 Share Posted August 7, 2020 On 7/20/2020 at 7:12 PM, Asmusr said: And if anyone is interested in designing more levels [edit: easy using Magellan], those should be possible to add too. I'm interested ? Can you detail the way to do that? Quote Link to comment Share on other sites More sharing options...
jrhodes Posted August 8, 2020 Share Posted August 8, 2020 (edited) Now we need some health and ammo packs Looking awesome. Never would have envisioned something like this on the TI, major props to you @Asmusr! Edited August 8, 2020 by jrhodes 2 Quote Link to comment Share on other sites More sharing options...
fabrice montupet Posted August 8, 2020 Share Posted August 8, 2020 Yes, having ported Raycasting on the TI-99/4A is a real feat. Rasmus'work will always impressed me! Rasmus, you're awesome! But I think that (but it is my own opinion) that colors choices and graphics (especially the soldier shape) could be improved and more harmonious. 1 Quote Link to comment Share on other sites More sharing options...
Asmusr Posted August 8, 2020 Author Share Posted August 8, 2020 I fixed a number of issues, and now it's close to working correctly. But I still think there is some issue with the textures in the horizontal direction. js99er-20200808201555.webm Although the code is not yet optimized, clearly textures are too slow for the a person shooter, so this branch of the code intended for something like an RPG. 5 1 Quote Link to comment Share on other sites More sharing options...
Asmusr Posted August 8, 2020 Author Share Posted August 8, 2020 8 hours ago, fabrice montupet said: Yes, having ported Raycasting on the TI-99/4A is a real feat. Rasmus'work will always impressed me! Rasmus, you're awesome! But I think that (but it is my own opinion) that colors choices and graphics (especially the soldier shape) could be improved and more harmonious. Thanks. You're welcome to improve the graphics. I have attached the Magellan file. It also contains the first level map if you want to design another one. map2.mag 3 Quote Link to comment Share on other sites More sharing options...
fabrice montupet Posted August 9, 2020 Share Posted August 9, 2020 Thank you ? I can't find the wall textures in this file. Is it the one of a previous update? Hard to modify the 8x8 graphics chars without the possibility to test the result on the game. I will try anyway! Quote Link to comment Share on other sites More sharing options...
Asmusr Posted August 10, 2020 Author Share Posted August 10, 2020 On 8/9/2020 at 3:24 PM, fabrice montupet said: I can't find the wall textures in this file. Is it the one of a previous update? I want to do more work on the texture code branch before I share it. The textures are not edited in Magellan but in an editor I wrote for that purpose. Quote Link to comment Share on other sites More sharing options...
Asmusr Posted August 10, 2020 Author Share Posted August 10, 2020 On 8/9/2020 at 3:24 PM, fabrice montupet said: Hard to modify the 8x8 graphics chars without the possibility to test the result on the game. I will try anyway! The code is on GitHub: https://github.com/Rasmus-M/raycaster Quote Link to comment Share on other sites More sharing options...
Asmusr Posted August 12, 2020 Author Share Posted August 12, 2020 I fixed some bugs and optimized a bit, and it now looks like this: The screen in drawn in bitmap mode using the color table only, which gives a resolution of 64x192 with fat 4x1 pixels in full 16 colors. 12 Quote Link to comment Share on other sites More sharing options...
Nick99 Posted August 12, 2020 Share Posted August 12, 2020 Very impressive! ? Quote Link to comment Share on other sites More sharing options...
Asmusr Posted August 12, 2020 Author Share Posted August 12, 2020 The textures are drawn in an online tool (Raphael) I made for the purpose, because I couldn't find anything else that would create seamless textures with fat pixels. https://raphael.js99er.net/ It works with .rap files like the attached, which are really just text files in JSON format. brick-texture.rap 1 1 Quote Link to comment Share on other sites More sharing options...
jrhodes Posted August 12, 2020 Share Posted August 12, 2020 The last video you put up, yes i would agree would be to slow for a shooter game. This video though seems a bit faster. I still want to see a finished 3d shooter on the TI. Quote Link to comment Share on other sites More sharing options...
Elia Spallanzani fdt Posted August 12, 2020 Share Posted August 12, 2020 Incredible. Quote Link to comment Share on other sites More sharing options...
artrag Posted August 13, 2020 Share Posted August 13, 2020 Great work! It seems faster too Quote Link to comment Share on other sites More sharing options...
Asmusr Posted August 13, 2020 Author Share Posted August 13, 2020 5 hours ago, artrag said: Great work! It seems faster too It could be a bit faster if I 'unpacked' my textures (from 2 pixels/byte to 2 textures with 1 pixel/byte) so I didn't have to spend time shifting bits around. 2 Quote Link to comment Share on other sites More sharing options...
Asmusr Posted August 13, 2020 Author Share Posted August 13, 2020 (edited) 22 hours ago, jrhodes said: I still want to see a finished 3d shooter on the TI. Here is the latest version of the non-textured game. It has a boss at the end and a little puzzle. raycaster.dsk raycaster.rpk raycaster8.bin Edited August 13, 2020 by Asmusr 5 3 Quote Link to comment Share on other sites More sharing options...
dgrissom Posted August 13, 2020 Share Posted August 13, 2020 41 minutes ago, Asmusr said: Here is the latest version of of non-textured game. It has a boss at the end and a little puzzle. raycaster.dsk 180 kB · 2 downloads raycaster.rpk 10.01 kB · 3 downloads raycaster8.bin 32 kB · 3 downloads Actually, quite enjoyable! ? 1 Quote Link to comment Share on other sites More sharing options...
artrag Posted August 14, 2020 Share Posted August 14, 2020 15 hours ago, Asmusr said: It could be a bit faster if I 'unpacked' my textures (from 2 pixels/byte to 2 textures with 1 pixel/byte) so I didn't have to spend time shifting bits around. Please unpack textures! even if you double the space encoding them twice, once in the lower and in the upper nibble it will be worth! 1 Quote Link to comment Share on other sites More sharing options...
+FarmerPotato Posted August 14, 2020 Share Posted August 14, 2020 18 hours ago, Asmusr said: It could be a bit faster if I 'unpacked' my textures (from 2 pixels/byte to 2 textures with 1 pixel/byte) so I didn't have to spend time shifting bits around. This is amazing. 2 Quote Link to comment Share on other sites More sharing options...
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