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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 :)

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Posted (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 by Asmusr
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Posted (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 by artrag

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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!

 

Now I have some debugging to do.

 

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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?

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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 by jrhodes
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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.

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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.

 

 

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. 

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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

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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!

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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.

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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.

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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

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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.

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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.

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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 by Asmusr
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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!

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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.

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