Doom For Fx-9860g
#41
Posted 02 February 2008 - 05:17 PM
* Instead of using two buffers, I would then need to use 3 buffers which means more it would eat up more memory and slower speeds
* People have a hard time distinguishing the light gray and the dark gray
As for the game, the main problem for me is the graphics and the AI. I'm not that awesome in designing and drawing graphics. However, I see others are great in doing that type of stuff (like E_net4 and thomatos). It would be great if you guys could help me out like in designing 16x16 sprite weapons. The biggest challenge for me as the programmer is going to be the AI. Raycasters have been attempted before for CASIO calculators (like Starscape for AFX), but never finished because it's difficult to implement AI.
BTW, I've updated my sig with the projects I'm currently working on and provide an estimation on how complete it is.
#42
Posted 03 February 2008 - 06:58 PM
However, I can't really help you with the AI. :/
#43
Posted 04 February 2008 - 02:06 AM
But the AI...
#44
Posted 04 February 2008 - 12:16 PM
I actually noticed that weapons are too small as 16x16 sprites. I suggest you increase their size.
#45
Posted 04 February 2008 - 12:41 PM
It looks like the original Doom Rocket launcher. XD
RL1
const unsigned char RL1[] = {0x07, 0xE0,0x08,0x90,0x11,0x88,0x10,0x08,0x10,0x08,0x10,0x08,0x10,0x08,0x10,0x08,0x10, 0x08,0x10,0x08,0x10,0x08,0x10,0x08,0x10, 0x08,0x10,0x08,0x10,0x08,0x10,0x08};
RL2
const unsigned char RL2[] = {0x07, 0xE0,0x0F,0xF0,0x1F,0xF8,0x1F,0xF8,0x1F,0xF8,0x1F,0xF8,0x1F,0xF8,0x1F,0xF8,0x1F, 0xF8,0x1F,0xF8,0x1F,0xF8,0x1F,0xF8,0x1F, 0xF8,0x1F,0xF8,0x1F,0xF8,0x1F,0xF8};
Looks a little like this
#46
Posted 04 February 2008 - 07:06 PM
#47
Posted 05 February 2008 - 12:26 AM
@Fez, thanks.
#48
Posted 05 February 2008 - 05:52 PM
i just buy my new fx 9860 SD last week (yes ) and i try the first G1A of kukalc and its awesome !
just a question for kucalc
The 3D engine will be GNU ?
in fact i will be very pleased to use it in the game that i developed for the casio competition
so i will be glad if i get the source code..
project dunlords II
It's an 3D RPG (like oblivion or gothic )
i developed a false 3D engine (it was the addition of pictures)
you can have a look a this adress
http://www.planet-ca...d-concours.html
keep the good job guys...
ps: excuse my english i'm french
#49
Posted 05 February 2008 - 06:29 PM
Nice project you have here going on : )
Did you program the 3D engine yourself or are using someone's? I had project going on a while back about a 3D engine of OpenGlish interface, but it never really went very far... I would really like to take a peek at those sources and analyze the engine if you would allow me.
jeffprod:
Great an RPG would definitivly be handy for the long , slow paced, frequent algebra classes I have to endure, it's a shame it's in french for those who don't speak it... if you would like, I would gladly translate (je parle fra?ais aussi, peu, mais ma m?re est professeure de frencais, qulque palavre que je ne compris pas elle peut traduire )
#50
Posted 05 February 2008 - 09:50 PM
#51
Posted 06 February 2008 - 12:27 AM
@E_net4: I'm ok with that.
#52
Posted 06 February 2008 - 10:12 AM
#53
Posted 06 February 2008 - 02:14 PM
Lol, I thought public domain was the freest. I think there is some misunderstanding, I never said "open source" was better, I said that GNU said "free software" is better than "open source" and since I'm already giving away DOOM as "free software" and there is no problem to that, I don't need any licensing. Heck, you guys can give it to anyone or any of your friends.In my opinion the best license is a BSD-style license. It's the freeest license available. The AGPL / (L)GPL is too restrictive.
So, what do you want ? Do you want to help people so that they can use your source code without worrying about their own license ?
Or do you want to force people to disclose all their proprietary code just to be able to use your stupid "open source" stuff.
There's always talk about licenses here at casiocalc.org, maybe I should start a thread about this.
Wow, that's way too big. But we will see.@kucalc: After some thoughts I changed my mind. I aprove that 32x32 is a better resolution for the job.
#54
Posted 06 February 2008 - 03:52 PM
I have been thinking about licenses for a while now. All this talk about licenses just cause anger and stress as there will always be competition on which license is more free or better and controversy on how the license is to be interpreted. In my opinion, I don't like most licenses out there anymore and I think many of them are flawed. For the future, I don't plan on using licenses anymore, instead I'll release my work under my own terms.You should rethink all your Creative Commons licensing - I hate it and it's not even compatible with the GPL.
#55
Posted 06 February 2008 - 03:55 PM
or can you give me it by mail (i just want to make an essay with my code...)
I'm in a period of exams so i will program next week....i'll give you some pics
LordNPS: i need to improve my english (thanks for all)
#56
Posted 06 February 2008 - 09:49 PM
No, not really. The height of the weapon won't be larger than the 32 pixels at most of the time. Also, you might want to take a look at the PC game, where the weapon's height is almost as high as half of the height of the screen.Wow, that's way too big. But we will see.
#57
Posted 07 February 2008 - 12:20 AM
#58
Posted 07 February 2008 - 01:23 PM
How is the map geometry going to be stored? 3D Maps with full description of polys and their textures? quasi3D with multiple 2D Maps of Walls at different heights, or plain 2D with interpolated 3D walls?
Whats the AI scheme going to be like? Inbuilt node map and BFS(breadth first search) for best path? or just a simple Come and Slide (don't know the actual Name for the algorithm in english, it's a rough translation of portuguese "Vem e desliza"). I supose the Ai shouldn't be that difficult once implemented navigation and aiming (aiming could be simplified to randoms and chances ex:30% hits that would avoid raycasting shots and check for hits (it's bad enough having to do that for the player)) then some random choices of path for when an enemy is unware of the player presence, and then "follow and shoot" when they are aware.
I don't really know the state of the project, so if you've already taken these decisions what are they?
Great project btw kucalc I think we can help a little if you let us (or be a pain in the ass anyways).
#59
Posted 07 February 2008 - 02:19 PM
Woo! Something I'm good at(or be a pain in the ass anyways).
#60
Posted 07 February 2008 - 08:53 PM
You guys might notice that I'll become less active within the next couple of months, but don't worry. Just keep going.
#61
Posted 07 February 2008 - 09:06 PM
However I might say that you leave us all with curiosity: you (purposufully or not) failed to mention what event caused such a behavior :\, and by the rushed looking message and the uncertainty of the thing, we may very well wonder whether you are on the verge of a successful plot for world domination... I'll keep CNN tuned.
#62
Posted 08 February 2008 - 01:10 AM
Don't be sorry. In the future, you might see that I made the better choice.I'm sorry to to learn you are pausing ( or even stopping) your efforts...
Lol you're kind of correct, in a way. I shouldn't be talking about it in public, so I can't give you more details. But just to make it clear, my calc programming days are dwindling and running out. I'll still be around to answer some general help questions and give support. I might start a thread about it in the "Free Discussion Forum" explaining why I stopped programming later on, but not now.However I might say that you leave us all with curiosity: you (purposufully or not) failed to mention what event caused such a behavior :\, and by the rushed looking message and the uncertainty of the thing, we may very well wonder whether you are on the verge of a successful plot for world domination... I'll keep CNN tuned.
#63
Posted 08 February 2008 - 11:25 AM
Well, the ride was fun while it lasted! XD
Have fun doing the thing that you plan on doing, and have as much good luck with the thing that you are doing can possibly have!
I wouldn't have to be so funfusing with that if i knew what it was XD.....
Oh I didn't anyway. I could have just said good luck
#64
Posted 08 February 2008 - 04:11 PM
I was wondering however, considering your coming absence if you would not entertain the possibility of releasing some sources... If you're gone the rest of us are going to have to kick in, and keep things rolling, you could delegate some of your more important works to us, so we could continue development (rather than starting everything from scratch) I'm particularly interested in the symbolix project.
Think about it.
P.S: I am still curious to know what are you doing after all...I am now considering Islamic Jihad... have you been offered your place in history of martyrdom?
#65
Posted 08 February 2008 - 04:57 PM
...Okay then. It's time to do them programs ourselves to keep this alive!
#66
Posted 08 February 2008 - 06:15 PM
@E_net4: The Revolution is yet to come.
#67
Posted 08 February 2008 - 06:37 PM
(When I get it right say so (so far: World Domination, Jihad, Intelligent Vacuum Cleaner plot))
#68
Posted 08 February 2008 - 06:44 PM
#69
Posted 09 February 2008 - 12:05 AM
#70
Posted 19 July 2008 - 10:59 AM
Nothing new really, development is going really slow. Just posting it if anyone is interested. I'm thinking I should just instead make it a PC game. I already started making the PC version (no, it's not gonna be like DOOM as in a raycaster, but a DirectX 9 game as in think Halo), I'll post some screenshots soon.
#71
Posted 27 July 2008 - 05:00 PM
I guess and RPG isn't such a bad idea. I'll think about building some sort of map system or something. It's time for me to prove that I CAN DO C! >
#72
Posted 29 July 2008 - 01:58 PM
#73
Posted 28 July 2022 - 08:25 AM
I'm working on a 3D FPS game for the fx-9860. Something kind of like DOOM and Wolfenstein for the PC. I have a basic demo of the 3D engine attached to this post. I'm still thinking about where to go with the story and what enemies to have. Do any of you guys have any ideas?
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