RoccoLox Programs wrote:
TIny_Hacker wrote:
King Dub Dub wrote:
I've been getting faster and better lately, so it should be out soon, absolutely before Christmas; and if it still isn't out, you can yell at me and take away my altoid tin collection, since that would be horrible. Anyway, no more excuses, I'mma go think of some more bugfixes.

This is good news for MY altoid tin collection! Razz Joking aside, this is looking really cool! I am super excited to try this out, and good luck in the completion of the project!

I can't wait to see this completed! Good luck King Dub Dub.

R.I.P. , Jetpack Joyride. We will remember you Sad Crying
weres the download link
Isaiah_Idiot wrote:
weres the download link
go to the github and add /releases to the end of the url
Lately, I've decided to try to contribute to this project, by actually making the shop; partly because I'm annoyed at the fact that I can't buy anything, and also fixing the AppVar stuff, because I get annoyed when a RAM reset deletes my highscore. I am almost done with all the mechanics and stuff that will be required. The only thing I will need is for someone to get the shop sprites from the original game, properly scaled and all.

[Edit]: I have made a function that will help y'all to determine which upgrades have been purchased, so that should help y'all to implement the necessary physics/options in the hallway.
I can't wait till you're done with the shop, hopefully, there would be upgrades and skins and stuff. Still a cool game. Good Idea
Clyde wrote:
I can't wait till you're done with the shop, hopefully, there would be upgrades and skins and stuff. Still a cool game. Good Idea


The skins aren't part of the shop unfortunately, and I don't think they were intended to be implemented from the start.
Oh, wait another thing that I wanted to fix but can't find the right place, is the occurrence of coins, they occur WAY to infrequent to even make playing this game worthwhile.
Is this done yet
Any updates on this? I've been looking at it and it seems pretty cool.
Is this project done and where's the github link Shock Shock
TKB_Studios wrote:
Is this project done and where's the github link Shock Shock

commandblockguy wrote:
greenfire7657 wrote:
is the a button where i can download it because i'm having trouble finding out how to get the file with the game


King Dub Dub wrote:
It's depressing to see that all the previous images I sent using discord hotlinking are lost media. I might be able to go back in time and rescue a few of them from discord or some old PC backups, but this is highly unlikely.

I've trashed all of the previous code and have begun rewriting my port from scratch with the original as a crude reference. What's currently in the main branch represents 2 previous attempts to rewrite the code and solve the memory issues, which previously I couldn't do anything about due to the amount of on-the-fly decompression I needed to do with only zx7 and no clue how to download more RAM. With zx0 I've been able to double decompression speed with smaller file sizes to boot. Here's what I've currently done, with goals to at least achieve parity with what I had completed before my death:
    * Nearly all sprites all use zx0 compression with some being RLET encoded to save on memory.
    * All background sprite loading is now handled dynamically using a mixture of initialized and heap memory chunks, with allocated memory being freed as soon as it's no longer needed with the intent to load obstacle sprite data afterwards.
    * The main menu and the basics for the into cutscene are implemented.
    * The about menu has been implemented and cut down to the important details.
    * The pause menu has been implemented.
    * The max FPS counter is still there and higher than ever.
    * Math has been greatly simplified to prioritize speed over "feel," although I don't think many will notice a big change. I've tuned it so flying feels more like the original and believe this is an improvement
    * Background sprite size on calc has gone from 137,659 bytes to 42,764 bytes. This is not indicitive of future size improvements, but it's a good sign for potential changes.

As one can see from the code, I've become accustomed to pointer witchcraft and make frequent use of it. I'm currently working on creating an engine that can handle pointers to mutliple different types of objects and use ID bytes passed to a function array to choose the right system to run them through, with a lot of flexibility for managing multiple objects on screen. I've developed prototypes for this method in other unreleased projects and hope to use a polished version here, and recently discovered that I've reinvented the Entity Component System. This will make storing save data easier in the future and may offer a speed increase if implemented correctly.

It looks far less interesting than previous examples, but keep in mind that each new background tile is being decompressed as needed and replacing previous examples with no meaningful performance hit:


Thanks to the lurker who found me IRL and got me to keep working away at this.
  
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