Search found 2263 matches

by Chema
Tue Nov 21, 2006 11:39 am
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 341749

Well i can do this, it is not a problem. But i had though it would be rather cool if the items in the inventory area where in colour, then when placed on the game area, they would be the same graphic but without colours. However i can see the problem!, because your routine for plotting cannot be ex...
by Chema
Mon Nov 20, 2006 8:12 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 341749

The layout is simply astonishing! I LOVE it! About inventory items, I would use the same graphic as for the corresponding iso tile (even if I finally turn them to be characters, instead of tiles, but that is just internally), so even the same drawing routine could be used. You are being too quick fo...
by Chema
Mon Nov 20, 2006 2:14 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 341749

This sounds like a good idea. It also sounds like a good idea to get some more characters drawn up, but haven't managed yet. :evil: Dbug mentioned some time ago that the Helena character was an astonishingly close resemblence ;) However the angle needs to be slightly adjusted ;) I have no problems ...
by Chema
Mon Nov 20, 2006 12:47 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 341749

And the amount of memory will now be in the range of $500 to $9FFF (39680). Enough for me. This reason only is enough as to vote for the HIRES option. I would not personally bother about portability at this stage... but this is just a partial point of view as I am interested most on the isometric e...
by Chema
Fri Nov 17, 2006 2:41 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 341749

Come on! I have no time to keep up... again many things.. :) Am i right? If this is what you need, especially if the size is fixed, i can provide then you can perhaps compare speeds. Yes. The size is not fixed, however (remember the general engine thingy?). Ayway that would be a nice idea. I can eve...
by Chema
Thu Nov 16, 2006 8:11 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 341749

Argh... too many new things... Let me try not to forget anything. About the pixel rotation of sextets it is (sadly) not so easy. At least not for my understanding. Even if you allways rotate 2 bits, you cannot say your graphic would be rotated 0,2,4 times, as it can be 1,3,5! This is because you can...
by Chema
Thu Nov 16, 2006 12:20 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 341749

Greetings... let's go: I just checked out the latest version. I like the way the newer doors work. The game flows better with the faster doors. If you agree, Twiligthe, then I will change this. It would only take 1 extra tile for animating doors. I will do the same on lifts and see how it looks like...
by Chema
Wed Nov 15, 2006 7:42 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 341749

Need your oppinion. I uploaded yet another version of the animated doors: http://www.defence-force.org/ftp/forum/isometric/space1999/testdoors2.zip This time I removed some frames in the animation, leaving it only with the door closed/half open/open. It saves time and also tilecodes, which is someth...
by Chema
Wed Nov 15, 2006 10:48 am
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 341749

I totaly agree with that. A good adventure game with lot's of dialogs and interactions :) Hehe... yep. However this time we will be limited by memory constraints, so we might keep it simpler just to show what things could be done. Even with compressed text, don't expect too many different messages ...
by Chema
Tue Nov 14, 2006 9:33 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 341749

Hi Chema, sorry for delay, still very busy on Work projects this and next week, will be free again after that to return to finish off the gfx. Sorry for inconvenience. No problem. I fully understand your situation. Just when you can have a look at the test of animated doors (link is a couple of pos...
by Chema
Tue Nov 14, 2006 6:56 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 341749

Ok, while you (and Twilighte) evaluate the new version of animated doors, let me try to write some thoughts down which will start configuring the game itself. Anyone is welcomed to post his oppinion and help with the project. Until otherwise decided, this is going to be a video adventure game, not a...
by Chema
Mon Nov 13, 2006 7:49 pm
Forum: BASIC programming
Topic: Integrating BASIC in the OSDK ?
Replies: 2
Views: 7892

Re: Integrating BASIC in the OSDK ?

Since I'm soon releasing a new version of the OSDK, I was wondering if it would not be the right time to integrate txt2bas and bas2txt as parts of the OSDK. <ZAP> What do you think of that ? IMHO if it is inmediate to do so, then let's do it. If not I don't think it is worth any additional effort. ...
by Chema
Mon Nov 13, 2006 7:10 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 341749

I might check this out just for the heck of it. Have you tested this on a real ORIC or just an emulator? Do any ORIC emulators have debugging features for single stepping, disassembling, etc...? Euphoric is the final answer... it has a built-in debugger. Have never tested this on a real ORIC (mine ...
by Chema
Mon Nov 13, 2006 6:15 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 341749

Ok... some news. I have placed a test version here: http://www.defence-force.org/ftp/forum/isometric/space1999/testdoors.zip It is similar to the older one, but this time I have added some test code (in C, so it is fat) to animate corridor doors. I have used 3 of the spare tilecodes, because it is e...
by Chema
Fri Nov 10, 2006 2:12 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 341749

Don't label the buttons with anything but numbers. That way you have to explore to figure out what is on each level. Whichever is the final choice, I am not too worried atm, as this I coded was just an initial test. We still have to think deeply about the user interface and things like this. Making...