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Rainy Day Game: Pipe Dream


18 replies to this topic

#1 rocky007 OFFLINE  

rocky007

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Posted Mon Jun 13, 2011 3:59 PM

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 :




Edited by rocky007, Mon Jun 13, 2011 5:01 PM.


#2 Vorticon OFFLINE  

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Posted Mon Jun 13, 2011 7:36 PM

The way water turns a corner is a very nice touch! Hopefully you'll have enough memory to finish it :)

#3 sometimes99er OFFLINE  

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Posted Mon Jun 13, 2011 11:24 PM

Very nice. I like V1 pipe and water graphics better - sorry. :)

#4 rocky007 OFFLINE  

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Posted Tue Jun 14, 2011 2:42 AM

View Postsometimes99er, on Mon Jun 13, 2011 11:24 PM, said:

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.

#5 rocky007 OFFLINE  

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Posted Tue Jun 14, 2011 2:44 AM

View PostVorticon, on Mon Jun 13, 2011 7:36 PM, said:

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 by rocky007, Tue Jun 14, 2011 2:45 AM.


#6 ti99userclub OFFLINE  

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Posted Tue Jun 14, 2011 2:53 AM

Great Game it's an evergreen, Good Work ! :D

#7 retroclouds OFFLINE  

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Posted Tue Jun 14, 2011 8:34 AM

Good work rocky007! I like your new version better than the first one, because of the colors :cool:

#8 kl99 OFFLINE  

kl99

    Chopper Commander

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Posted Tue Jun 14, 2011 9:05 AM

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

#9 Vorticon OFFLINE  

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Posted Tue Jun 14, 2011 1:45 PM

View Postti99userclub, on Tue Jun 14, 2011 2:53 AM, said:

Great Game it's an evergreen, Good Work ! :D
There is game of somewhat similar concept by David Bishop called Water Works (found in the assembly section on the tigameshelf.net site).

#10 rocky007 OFFLINE  

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Posted Tue Jun 14, 2011 3:16 PM

View Postkl99, on Tue Jun 14, 2011 9:05 AM, said:

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 ! )

#11 kl99 OFFLINE  

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Posted Wed Jun 15, 2011 3:28 AM

View Postrocky007, on Tue Jun 14, 2011 3:16 PM, said:

View Postkl99, on Tue Jun 14, 2011 9:05 AM, said:

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

#12 Willsy ONLINE  

Willsy

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Posted Wed Jun 15, 2011 6:34 AM

View Postrocky007, on Mon Jun 13, 2011 3:59 PM, said:

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 :





Wow! Beautiful! Yes, this would be a lovely project for TurboForth!

#13 rocky007 OFFLINE  

rocky007

    Moonsweeper

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Posted Wed Jun 15, 2011 7:58 AM

View Postkl99, on Wed Jun 15, 2011 3:28 AM, said:

View Postrocky007, on Tue Jun 14, 2011 3:16 PM, said:

View Postkl99, on Tue Jun 14, 2011 9:05 AM, said:

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

#14 Willsy ONLINE  

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Posted Wed Jun 15, 2011 11:39 AM

View Postrocky007, on Wed Jun 15, 2011 7:58 AM, said:

View Postkl99, on Wed Jun 15, 2011 3:28 AM, said:

View Postrocky007, on Tue Jun 14, 2011 3:16 PM, said:

View Postkl99, on Tue Jun 14, 2011 9:05 AM, said:

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]

:)

#15 rocky007 OFFLINE  

rocky007

    Moonsweeper

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Posted Wed Jun 15, 2011 12:59 PM

Quote

[Brag]
In turboforth you get 256 characters, plus another (different) 256 characters for your Sprites!
[/brag]

:)

i definitively need to study it this summer !!!

#16 rocky007 OFFLINE  

rocky007

    Moonsweeper

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Posted Sun Sep 11, 2011 1:06 PM

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 :ponder:

download here : http://www.atariage....ry-thread-rdgc/

Edited by rocky007, Sun Sep 11, 2011 1:11 PM.


#17 ti99userclub OFFLINE  

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Posted Mon Sep 12, 2011 3:15 AM

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... ;)

#18 ti99userclub OFFLINE  

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Posted Mon Sep 12, 2011 3:17 AM

.

Edited by ti99userclub, Mon Sep 12, 2011 3:17 AM.


#19 rocky007 OFFLINE  

rocky007

    Moonsweeper

  • 285 posts

Posted Mon Sep 12, 2011 5:36 AM

View Postti99userclub, on Mon Sep 12, 2011 3:15 AM, said:

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...




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