Community Project: Deity Project

Jun 22, 2011 at 4:17 AM
I don't anymore.
"I'm sorry Mario, but your princess is in another castle."
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Lace said:
But that wouldn't be based on time! :0
Maybe I play too much tower defense, but generally having new enemies come in every once in a while rather than conveniently after you have killed them all leads to more panic, a more realistic (har har) game, and a better experience overall for the player. Whichever way works, but if you want to do time you'll have to throw out TSC and go with a small hack.

Something like:
Code:
  push ebp
  mov ebp,esp
  sub esp,8
  inc [ebp-8]
  cmp [ebp-8],32
  jne A
  inc [ebp-4]
  xor [ebp-8],[ebp-8]
  cmp [ebp-4],[B]3A[/B]		(seconds til next wave)
  jne A
  xor [ebp-4],[ebp-4]
  push [b]32[/B]			(event to be called)
  call 421990 
  add esp,4
A pop ebp
  ret

Should work. That calls event 50 every minute. The event is w/ in head.tsc so that the waves can be global to all places, but you might wanna change it to a specific per map deal.

Uh.
Were we even talking about this?

Congratulations Lace, you have made my day. <NCJ will go smoothly with that. Does this still run when a TSC event is being ran? Cause there are devices in the game that require it.
 
Jun 22, 2011 at 4:19 AM
Been here way too long...
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That runs every tick. I'm not sure if it would call the new tsc event if there was already one running though.
 
Jun 22, 2011 at 4:24 AM
I don't anymore.
"I'm sorry Mario, but your princess is in another castle."
Join Date: Aug 9, 2010
Location: Greener Pastures
Posts: 1188
Age: 31
Lace said:
That runs every tick. I'm not sure if it would call the new tsc event if there was already one running though.

Well since I still need to learn more ASM, I can just say what needs to be done and Lunar can do it. add in there something that basicly says, if Event is running, skip. I think I just need to memorize the commands and I'll be able to get started on ASM.
 
Jun 24, 2011 at 8:34 AM
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Just dropping in to say I'm not dead, just been busy lately.
 
Jun 25, 2011 at 3:19 AM
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Just dropping in to say I HAD NO IDEA THIS THREAD WAS SO ACTIVE.
I guess I forgot to visit the forums. =L
Mweh, I'm proud of myself, I understand most of your function, lace. =3
Except for the sub esp,8. What would that do?
And 0x421990 calls the event run function right?
I also never understood xor.
Well anyway, this should work pretty well. It probably wouldn't simultaneously run two events, you probably need to fix the event run function for that, but it's not like it's that important.
Oh hey, can you really say call twice in a row? Like:
Code:
ADDRESS1 CALL ADDRESS2
ADDRESS2 CALL ADDRESS4
ADDRESS3 RETN
ADDRESS4 RETN
 
Jun 25, 2011 at 3:22 AM
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xor register, register is just a fast way of setting it to zero.
The sub esp,8 let's me use local vars w/o screwing stuff up.
Yes, 421900 is the call tsc thing.
Yes, you can nest calls. But that particular code wouldn't do what you wanted it to do.

:K
 
Jun 25, 2011 at 3:29 AM
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It wouldn't go in an infinte loop? 1, 2, 4, 3, 1, 2, 4, 3?
Well anyway, good to know I'm full of progress ASM wise.
And that CALL nesting thing would have been REALLY helpful when programming cura. Well, time for some optimization. And I still need to find a way to set cura's XP to 0 after use. Anyone know how to change the level and XP of the polar star?
 
Jun 25, 2011 at 3:31 AM
I don't anymore.
"I'm sorry Mario, but your princess is in another castle."
Join Date: Aug 9, 2010
Location: Greener Pastures
Posts: 1188
Age: 31
LunarSoul said:
It wouldn't go in an infinte loop? 1, 2, 4, 3, 1, 2, 4, 3?
Well anyway, good to know I'm full of progress ASM wise.
And that CALL nesting thing would have been REALLY helpful when programming cura. Well, time for some optimization. And I still need to find a way to set cura's XP to 0 after use. Anyone know how to change the level and XP of the polar star?

CALL a TSC command that takes the weapon away and then gives it back. When you take a weapon away it's exp turns to 0.
 
Jun 25, 2011 at 3:38 AM
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That would be effective, but what if an event is already running? I suppose I could take a look at AM+ and AM-'s functions and just use those, if they want to be nice.
Then there's that pesky "weapon get" sound, but I can (relatively) easily take that out.
Thanks to the you, matt.
 
Jun 25, 2011 at 4:35 PM
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seth has bloodtype A and is a capricorn. He is right handed. seth doesnt smoke or drink alchohol.




edit: Sorry that this update is too small its just that with all the backstory i gave him its getting even harder to make more backstory.
 
Jun 25, 2011 at 10:06 PM
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I love it when you guys talk code. Even if I have NO idea what you're talking about.

Also, weren't we going to hold off on the story campaign until we made the bare-bones survival mode/engine first?
 
Jun 26, 2011 at 1:53 AM
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Honestly, I'd prefer just a bare-bones survival mode to a story, if I had to choose one
 
Jun 26, 2011 at 1:32 PM
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Yeah, I'm pretty sure our original idea was to make a survival game and then make a separate story mode or something if we felt like it.
Oh, and also, I've noticed a lot of people on this project want to make this game exactly like other zombie survival games. Even if we make this some mimiga-cavestory-version, it's still our game, and we can do what we want with it.
 
Jun 26, 2011 at 4:38 PM
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And Amen to that.
I've really never understood the pleasure in copying someone else's work entirely. Games that are awesome and entertain me for long periods of time are games that offer an original experience. If we make a direct copy of another game, then we aren't offering an original experience and we are far worse off for that.

I've always been interested in making a puzzle platformer, but I don't know how well that'll mesh with the zombie apocalypse thing. It could actually be really interesting.

It's not like we have to throw away any work at this point if we switch to something like that.
 
Jun 26, 2011 at 5:06 PM
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Indeed. Never underestimate the power that originality brings to a game. (That should be fairly obvious, but whatever.)
As for puzzles, we could put small, quick optional ones in that a player can play through during zombie waves, maybe for points, buffs or hidden permanent upgrades.
 
Jun 26, 2011 at 5:30 PM
I don't anymore.
"I'm sorry Mario, but your princess is in another castle."
Join Date: Aug 9, 2010
Location: Greener Pastures
Posts: 1188
Age: 31
LunarSoul said:
Indeed. Never underestimate the power that originality brings to a game. (That should be fairly obvious, but whatever.)
As for puzzles, we could put small, quick optional ones in that a player can play through during zombie waves, maybe for points, buffs or hidden permanent upgrades.

Hm... Puzzels eh... I could replace the barriers that you get past with doors. There could be a minigame for trying to pick the lock. It costs you points to even try, and you don't get points back if you lose. I can't think of something that's original for a puzzel though without thinking back to Resident Evil style ones.
 
Jun 26, 2011 at 5:36 PM
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Well, we don't need to think up the puzzles on the spot. Once someone thinks of a good idea for one, we could maybe input it.
 
Jun 26, 2011 at 5:48 PM
I don't anymore.
"I'm sorry Mario, but your princess is in another castle."
Join Date: Aug 9, 2010
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Well I'll get cracking, but programing wise, mini games sounds like Gir's kinda thing. I'm pretty sure We'll need to have more done first. So could a few of our volunteered map designers begin doing work. I'll repost the tileset if anyone needs it. On a phone so I can't do it right now. Also I believe We should pick up the pace on this becuase it has been moving dangerously slow for my tastes.
 
Jun 30, 2011 at 8:44 AM
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Uhhhmmm... how goes the coding, coders?

(No, I don't have much of anything new to contribute....)
 
Jun 30, 2011 at 5:21 PM
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I have done nothing. Partly because I have been at work during when I would normally make small hacks, partly because I'm making stuff for myself, but also partly because I don't really feel like backing something that's just a clone of something else. I'm not sure people understood completely what I was trying to get across in my last post: originality is super important; puzzle platformers - (games like braid and portal, not just platformers with puzzles) are an alternative to the bulletspam/horror genre which zombiegames generally are, and could make it more fun. That does NOT mean, as I parenthetically stated above, just adding dumb little minigames to the mod. Those are time fillers, an don't actually mesh with the purpose of the game as a whole. If puzzles are to be part of the gameplay, they must BE the gameplay, especially with something with as little scope as this. Play portal. Play braid. These games offer unique mechanics which allow the gameplay to be more thought provoking and deep then in shmups, and are also generally more appreciated and remembered.

I guess the main point was
If something has been made before, why make it again?
 
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