Graham's Journal A journal of the game I'm currently working on and various other s
#61
Posted 15 November 2013 - 07:40 AM
I will pay attention more and see if it always happens when I exit the editor, or if other things cause this too. I'm wondering if its happening more and more frequently because my game is getting larger? The .mzx file is still only 2708kb, so really not that large yet.
I'm just thankful I turned on backups when it first started, I'd be so furious with all the progress I would've lost recently if not. Tonight it crashed at least three times, possibly four, I wasn't keeping track that well.
I wasn't sure if I should report this as a bug in the tracker, because I don't really have a lot of specifics. I'm not sure what's doing it. On a more positive note, I'm making really good progress lately. Unfortunately, it's not a section of the game I can really talk about here without spoiling some pretty major secrets. Pretty soon I'll be past this part and can show some more progress via pics and videos.
I've been thinking a lot lately about doing more tutorial videos too. I'm going to have to use some time to do some more of those, especially because I've been getting some positive responses lately.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#62
Posted 16 November 2013 - 12:08 AM
Instructions located here are still mostly relevant, except that a suitable GDB now lies HERE. That and Lachesis tends to prefer "bt full" over plain old "bt".
<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
#63
Posted 16 November 2013 - 01:11 AM
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#64
Posted 19 November 2013 - 04:17 AM
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#65
Posted 19 November 2013 - 05:04 AM
xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
#66
Posted 19 November 2013 - 02:58 PM
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#67
Posted 29 December 2013 - 05:15 PM
I will say that these levels have taught me a lot about what direction I want to take the rest of the game, artwork, level design, and story wise. So It has been a very worthwhile detour that I'm glad I took. It will help me make a better game than it otherwise would have been.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#68
Posted 16 February 2014 - 01:57 AM
Some things I want to improve are UI, the current one sucks, it's too hard to tell what ability you have vs. what you need to progress through a level. I don't know if the gameplay needs to change, so I could use help with playing it and getting feedback about what might need to change. The way it is now, you collect abilities inside levels to progress through them. If you leave the level before making it to the exit, you lose those and revert back to the ones you started with, outside the level. If you make it to the exit, you take out whatever abilities you currently have. You hunt for another level in which those abilities are required to begin it. When standing in front of a level entrance, a window pops up showing how many ram slots you need and which abilities you must have. The game is non linear, and you may be able to choose from more than one level to start with your current abilities.
It would be pretty easy to change how this currently works, I could have no requisite for beginning a level, you would just get whatever abilities you need when you enter and the progress be linear. Or I could make the only requisite be how many ram slots you possess. That is were abilities are stored and you change them out to get through a level. That would make the game even less linear, since you could have half a dozen levels to choose from that all require that amount of slots to play though them. But I think I like it the way it is, it adds more puzzle and intrigue I think. Not only are the levels puzzles, but the game is a puzzle of how to get to the next level, and which level is next. The ability combination is like a code, it unlocks a level to you that needs that particular combination. The way it is now, I do need to add a way to re download the abilities you exit with, without replaying an entire level to get them. The reason for this is you may need to use the same abilities again on a different level.
I don't have a title screen or story, and the levels aren't entirely stitched together yet. All of that hinges on finishing up the levels and getting them playable. I have levels 1-20 and 5 secret levels mostly done. I still need to balance level difficulty, e.g. add/remove enemies and save points through level. I'll need input on that for sure. Plus there are tons of bugs that need to be addressed but I felt it might be best to wait until all levels/systems are in that way I can balance it all at once vs. having to do it again and again whenever I decide to add something new. Thoughts? Want to help? Have input?
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#69
Posted 16 February 2014 - 02:35 AM
In regards to balance, having several people play test a game before release is pretty much the norm.
xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
#70
Posted 18 February 2014 - 08:21 AM
This post has been edited by T-Bone: 18 February 2014 - 08:31 AM
#71
Posted 18 February 2014 - 02:38 PM
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#72
Posted 20 February 2014 - 07:50 AM
*Sigh* it's a relief.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#73
Posted 24 April 2014 - 08:30 PM
I worked on level balancing for a while and then I created a new level. They are getting progressively harder but I'm not sure if the puzzles are to subtle. Before I do level art (that's really the easy part, but it takes time) I will need alpha testers to help suss out gameplay and level design issues.
But before that I'm working on making the UI better. It's just not real apparent what you need to proceed sometimes. Even to me, so that's a problem. So I'm creating customized info pane sprites, no longer using MegaZeux's default text message box to deal with UI. It's for the best.
I may post daily progress to this journal to help hold myself accountable for progress and for anyone who's interested to see. I really do want to finish the game this year, sheesh I started it in the beginning of 2012, I think that's long enough. But we'll see. If it's in beta test mode at the end of the year, that will have to do. There will undoubtedly be lots of bugs in such a complex game by someone who has no real programming expertise.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#74
Posted 26 April 2014 - 06:34 AM
[ "4/25/14, #269" [ "+made char set sprite screen sized so it can also be used for" [ " effects, like text box animation" [ "+reconfigured status panes so they show level information only" [ " when you are in a level, not over world" [ "+setting up options to save and exit game" [ "+working on status panes & accompanying programming (and bugs)" [ "-bug with save menu where some things get permanently paused" [ " when you choose cancel, because #pause gets used twice" end
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#75
Posted 27 April 2014 - 06:40 AM
[ "4/26/14, #270" [ "*need to add 'zap #pause 1' & 'restore #pause 1' to paused robots" [ "+fixed double #pause bug" [ "+fixed bug where menuclose didn't happen between help to status" [ "+fixed bug where ability info closed twice and had no open anim." [ "+fixed bug where button menu didn't close status panes and had" [ " a long pause" [ "+fixed bug where options menu didnt return after selecting options" [ " and there was a menu open animation after selecing options" [ "+added header title (@robot name) to menus that didn't have one" [ "+fixed a bug where tablets used the wrong (old) menu open anim." [ "+fixed a bug with tablets intended only to save where they would" [ " allow you to go into the download menu" end
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#76
Posted 28 April 2014 - 06:51 AM
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#77
Posted 02 May 2014 - 02:26 PM
But now I'm on to a new set of goals: title screen and story. Speaking of which, can anyone think of a good acronym for Servo? I had always imagined it was an acronym but never could think of one.
The story: Servo was created by a boy genius named Brennan in his basement to be his personal assistant and friend. He never intended for it to be something to "help humanity" because he knew that Servo would just wind up in the wrong hands and be used for evil, instead of good. To that end, Brennan was installing a number of abilities in Servo that would ensure that he was powerful enough to escape the clutches of whatever evil dude might want him.
Brennan was in the process of installing those abilities when he was kidnapped. The kidnapper has the intention of forcing Brennan to develop a fleet of Servos to be used in war.
That's pretty much where the story ends and the game begins, Servo has to rescue his friend, and in the process, gain the abilities that Brennan had planned for him, which Brennan has cleverly placed like a trail of bread crumbs leading right to the stronghold he is being kept at.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#78
Posted 04 May 2014 - 07:47 AM
Servo UI
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#79
Posted 04 May 2014 - 10:12 PM
S.E.R.V.O. ...
Self-Educating Robot for Various Operations
#80
Posted 05 May 2014 - 01:48 AM
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#82
Posted 05 May 2014 - 04:22 AM
You can of course have full use of the Character set and Palette. I would like it to be in SMZX mode 2 if you are able. if not, whatever works best for you. This is going to be a splash screen with minimal to no text, just the image with music as an intro to the game. As soon as you press a button you would be taken to a different screen with options for starting the game. Think something in the order of an NES title screen. I have some ideas:
That is my best estimation of a good title screen. Those are an RC truck and airplane BTW. Most of the enemies in the game are RC vehicles of some sort.
some additional poses and ideas to consider there.
Let me know if you would be interested in doing this for me, it would save me some time too. I would of course give you complete credit. Thanks for your consideration.
Edit: I've come up with a much better, more original concept for a title screen. I'm very excited to do it, so unless anyone offers to help, consider it done.
This post has been edited by Graham: 05 May 2014 - 11:41 PM
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#83
Posted 06 May 2014 - 03:01 AM
and it took minimal characters, which is great. I'll add some animations and clean up the letters and make it look more like a blue print in general. Maybe point to some stuff with lines and add info like; ____________Quantum Computer (pointing to his head).
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#84
Posted 09 May 2014 - 04:00 AM
Quote
[ "*need to add 'zap #pause 1' & 'restore #pause 1' to paused robots" [ "+fixed double #pause bug"
If you're calling "send "all" to #pause", adding "zap/restore #pause 1" to robots shouldn't help things, unless it's the robot calling the send "all".
Say you have a robot with the following code:
send "all" to "#pause" send "all" to "#pause" end
This will cause all robots with a valid #pause subroutine to ALWAYS execute it twice, since the zap command won't execute until control has left the calling robot.
You can test this by putting the following code in a second robot
end : "#pause" zap "#pause" 1 inc "hit" by 1 goto "#return"
<phthalocyanine> they make experiences.
<Nadir> demos, more like
<Nadir> a glimpse into what could have been if mzx wasn't such a bore to work with
<Nadir> actually, i'm being unfair
<Nadir> i would have made mzx games if it was capable of running on more than 20 computers worldwide in 1998
<Nadir> >:D
<%Alice> functor
<%nooodl> i hear C++ has a thing called functors and they're completely different from Haskell functors...
<rorirover> the result is the most horrid thing in C++, it's basically black magic and it transforms any code you're writing into some eldritch monstrosity
#85
Posted 11 May 2014 - 11:43 PM
What happens when the command gets called a second time is that the #return mark gets placed at the previous #pause that was called. And since there is only one (send "all" to "unpause") those affected robots never restart their routines. (Calling : "unpause" causes those paused robots to goto "#return" btw).
Anyway, using zap label commands seems to work fine to fix the issue. I appreciate the information though, sorry about the need for proper clarification on my crappy note taking. I usually type those last in the evening and I don't feel like recording everything as well as I could.
This post has been edited by Graham: 11 May 2014 - 11:43 PM
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#86
Posted 12 May 2014 - 01:20 AM
: "action" freezetime 1 wait 1 . "Stuff" goto "action"
and anything on the board stops running for that cycle except the global. It has the obstacle of getting all that stuff in the global, but every time I've tried to use anything else for pausing the game, it just tends to break or work weirdly at times. Freezetime is a sure thing.
Better Than Nothing - DOMINATION - Commander Keen: Heroes Lost - Welkin - A Confectioner's Recipe - random ThDPro music stuff
<Risu21121> if you're not going to make a good game, you might as well make a blatantly racist one.
<Kuddy> Testicles.
"Where are my folder?" - KKairos
#87
Posted 12 May 2014 - 03:57 AM
ThDPro, on 11 May 2014 - 05:20 PM, said:
: "action" freezetime 1 wait 1 . "Stuff" goto "action"
and anything on the board stops running for that cycle except the global. It has the obstacle of getting all that stuff in the global, but every time I've tried to use anything else for pausing the game, it just tends to break or work weirdly at times. Freezetime is a sure thing.
Yep, I'm utilizing that one for sure. But only for pausing the game. Frequently I need to halt the action and have one robot continue to run (like a tablet to download an ability) so I can't use that trick everywhere. Fortunately I seem to have conquered most conflicts with pausing.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#89
Posted 12 May 2014 - 02:05 PM
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#90
Posted 13 May 2014 - 12:22 AM
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey