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NVIDIA Competition 2008 / Timwillhack's Entry - Die Evil 1 (puzzle game believe it or not!)

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Scraggle
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Posted: 15th Feb 2007 20:33 Edited at: 15th Feb 2007 20:34
The combo effects were fine.
I have played the first three levels so far. I just didn't really like the colours/effects on the second two. Maybe it's just personal taste but I liked the way it looked on level one and would have liked to keep it like that with just the difficulty level increasing.

It's a very minor point though and I wouldn't worry about it. Most people will probably disagree with me anyway.



Tim Will Hack
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Posted: 15th Feb 2007 21:02 Edited at: 15th Feb 2007 21:29
Actually, in the compo, I was trying to put interesting levels in the beginning. Hippie Tie-Die is one of the hardest levels, and its level 3, I'll prolly move it to another spot.... You should check out Mercury 42 (Quick Run level 4) and Tokyo Hard Drive (Quick Run level 17) they are my favorite levels.

EDIT:
The second level is called Vertere, its latin with style to mean inverted. I invert all of the colors of the whole screen, notice how the wipe line is black instead of white on that level!

Thanks for the feedback Scraggle!

Madcents.com
valleyman86
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Posted: 18th Feb 2007 06:55
I ran out of tries how to I reset it. I wanted to see what demo mode was so I used them all up real fast lol. Now training is boring. It seemed fun though.
Tim Will Hack
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Posted: 18th Feb 2007 07:18
Good job Valleyman86! I'll have to make a special something just for you....

Madcents.com
valleyman86
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Posted: 18th Feb 2007 10:51
why is there a limit anyways? Are you planning on selling this game when the comp is over?
Tim Will Hack
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Posted: 18th Feb 2007 18:16
Yeah, or getting it published. I didn't make it just for the competition!

Madcents.com
valleyman86
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Posted: 23rd Feb 2007 03:24
I posted this in the screenshots thread but maybe you wont see it there.

tim I tried downloading it again and its not unrestricted. Still in training mode which blows.
Tim Will Hack
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Posted: 23rd Feb 2007 06:16
hey man, I know its based on something else in the computer. I'd have to literally make something to revert that item. I will do it, I've been busy sorry. I'll probably get around to it tomorrow.

Madcents.com
valleyman86
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Posted: 23rd Feb 2007 09:40
Sweet your awesome. Is it a registry or a file? Just wondering.
Tim Will Hack
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Posted: 23rd Feb 2007 16:54
hmmm, might be both!

Madcents.com
Tim Will Hack
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Posted: 24th Feb 2007 21:01
OK valleyman,

download this:
http://www.madcents.com/5MoreTrys.zip

and run it. It will only allow you to reset it once, and then you have 5 more times to open the exe before it resets again.

Madcents.com
Tim Will Hack
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Posted: 26th Feb 2007 18:00
Hey guys, seems like the nvidia compo forum is pretty dead! Just wanted to post that the hexaxis site has been quickly updated: http://www.darksoft.net/hexaxis.php

Not much but its clean enough to feel comfortable with in case I place in the compo and get some traffic.


Check out my new website - http://www.madcents.com/
Spambergo
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Posted: 27th Feb 2007 05:15
Hey, wait a minute... www.darksoft.net? Are you the same Tim who attended the Holyoke DB convention several years ago?

Tim Will Hack
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Posted: 27th Feb 2007 16:44
Yes I am!


Check out my new website - http://www.madcents.com/
Spambergo
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Posted: 27th Feb 2007 18:48
Heh, I worked with you on the 8 hour game challenge, I remember you were just getting started with your website, I believe. Good times.

Nice to see you're still working on this stuff, your game looks great! Makes me wish I had picked a smaller idea for the compo.. well that, and that my video card would stop failing.

Tim Will Hack
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Posted: 27th Feb 2007 19:46
Is your name Sam? I think for a while I was trying to get in contact with you after that get together. I believe that challenge was a 24 hour challenge that we worked on throughout the night with lots of Redbull Do you remember the hex array we had to make up for the grid?

Send me an email so we can get into contact again and maybe work on something together!


Check out my new website - http://www.madcents.com/
Spambergo
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Posted: 27th Feb 2007 22:20
Yeah, you got me pegged. A night of Redbull and Amp. I don't have your e-mail, though, is it on your website?

Tim Will Hack
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Posted: 27th Feb 2007 23:40
timwillhack /\t gmail.com


Check out my new website - http://www.madcents.com/
Tim Will Hack
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Posted: 12th Mar 2007 06:14
Dang, this place is dead now.


Check out my new website - http://www.madcents.com/
Chronosv2
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Posted: 15th Mar 2007 01:06
This game looks incredible, from what I've seen on the Youtube videos. However, the demo doesn't work on my computer--the game loads fine, but when the game gives me the demo text all I see on the screen is a large letter "y", and when I hit enter (attempting to start the game) the window turns white and the game begins (I know this because I can hit arrow keys and hear sound effects, but nothing changes on the now all-white game display area).

Oh, my system specs:

Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 2
Language: English (Regional Setting: English)
System Manufacturer: TriGem Computer, Inc.
System Model: Dublin
BIOS: Revision 2.00
Processor: Intel(R) Pentium(R) 4 CPU 2.00GHz
Memory: 510MB RAM
Page File: 415MB used, 833MB available
DirectX Version: DirectX 9.0c (4.09.0000.0904)
Card name: RADEON 9200 SERIES
Manufacturer: ATI Technologies Inc.
Chip type: RADEON 9250/9200 Series AGP (0x5961)
DAC type: Internal DAC(400MHz)
Display Memory: 128.0 MB

I realize this is an NVidia competition entry, but I was wanting to give this great-looking game a try.

Any help would be appreciated--I would love to try this game out.
Alfa x
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Posted: 15th Mar 2007 15:23
You have all the reason,
are you gong to continue with your game?
Are you going to post it in any way?
Tim Will Hack
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Posted: 18th Mar 2007 12:54
@Chrono: That sounds odd. The game turning white to me suggests that you do not have Pixel Shader 2.0 support. I was planning on making some type of modification that would not require the support, but the levels utilize that feature.

@Alfa: I have a demo download on my website and purchase options, if that is what you mean:

http://www.hexaxis.com


Check out my new website - http://www.madcents.com/
Tim Will Hack
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Posted: 19th Mar 2007 01:57 Edited at: 19th Mar 2007 01:58
Hey guys,

Just wanted to pop in a quick update.

In my free time starting today I decided to give it a shot to write hexaxis from scratch on the PSP. I know its going to be hard, but I'm doing it on my personal fun time, so I'm primarily doing it to learn. Here are 2 screenshots from what I have completed so far direct from a screenshot dump of my PSP:





What do you all think (if anyone is here)?


Check out my new website - http://www.madcents.com/
Spambergo
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Posted: 19th Mar 2007 02:13
Looks like a good start... this game would be a great fit for a hand-held. Keep it up, and post some more screen when you have more.

Tim Will Hack
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Posted: 19th Mar 2007 03:10
Thanks sam,

Here is another update for the night, I've uv'ed the dice correctly with 1 texture per block. I also made a bunch of the dice. Having a little trouble understanding the movement in 3d space for some reason though, seems to be sporatic and If I make an array of 10x10 dice, the textures get all 'digitized weirdness' at the bottom (see pic 3)

Heres are the 3 new ones:







think I'm done for tonight.


Check out my new website - http://www.madcents.com/
Tim Will Hack
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Posted: 19th Mar 2007 03:59
NOPE, one more, figured out the weirdness for the most part

Heres the last screenie for tonight:




Check out my new website - http://www.madcents.com/
Junkrock
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Posted: 19th Mar 2007 04:02
Cool man! good to see some homebrew psp games coming from this community! Lol darkbasic should write a language so we can play our own games on psp

Looks great, psp got any shaders you can work with at all?

DaZ

[href]www.myspace.com/dazdicks[/href]
Tim Will Hack
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Posted: 19th Mar 2007 04:36 Edited at: 19th Mar 2007 05:18
Thanks DaZ!

Well I figured out how to fix the 'digitized weirdness' I had to allot more memory for the display list.

Here is the updated 10x10 array (as it is in hexaxis, though I'll prolly lower the y to 8 or so because the screen is wide) of dice fully textured (runs at 80fps right now):



DaZ, I doubt there are shaders, I'm using PSPSDK, but I haven't done enough playing and research to really say.



EDIT:
OK I SWEAR THIS IS IT FOR TONIGHT:



Check out my new website - http://www.madcents.com/
Tim Will Hack
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Posted: 19th Mar 2007 19:10 Edited at: 19th Mar 2007 19:17
woo hoo, I figured out the relative / absolute rotations / positions. You can reset the position to the camera after each draw and then treat things similar to darkbasic positioning. The rotations are in radians but no biggie. I also found out how to do blending (notice the grid)

here is the progress:






Check out my new website - http://www.madcents.com/
Tim Will Hack
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Posted: 19th Mar 2007 21:06 Edited at: 19th Mar 2007 21:07
Video of the compilation and running of the current build with mp3 playing of the PC versions level 4:

http://www.youtube.com/watch?v=4fZWr2yhxQY


Check out my new website - http://www.madcents.com/
Alfa x
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Posted: 20th Mar 2007 04:52
Man,
I'm amused with your work.
You are very professional.
Alfa x
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Posted: 20th Mar 2007 05:00 Edited at: 20th Mar 2007 05:18
Sorry for double posting.
This is a mistake.
Tim Will Hack
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Posted: 20th Mar 2007 07:43
Thank you very much Alfa x. Dangit I just found another contest for PSP homebrew that ends tomorrow... There is noway I can get it full by the!

I do have the current die moving now, the wipe line, an mp3 playing, and checks for going left right and down. It also adds the dice to the grid if it hits a point that you can't go down anymore.

Good progress but not good enough for a full game just yet.

I was going to stay up tonight and see what I can get done before tomorrow night! But i'm getting tired and would probably do better to sleep on it and start again tomorrow.


Check out my new website - http://www.madcents.com/
Tim Will Hack
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Posted: 20th Mar 2007 21:16
Heres a new screenie:


added wipe, and sound fx. Also made the moving dice along with the controls for it. Adding it to the grid and properly rotating all the grid die accordingly.


Check out my new website - http://www.madcents.com/
Junkrock
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Posted: 20th Mar 2007 21:24
Ive played this game on my psp and it is actually amazing! its AS GOOD as its pc counterpart! If you have played the demo you will know how good it is!

DaZ

[href]www.myspace.com/dazdicks[/href]
Tim Will Hack
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Posted: 21st Mar 2007 02:12 Edited at: 21st Mar 2007 02:47
Here is the current version on the PSP (0.15) alpha

Controls:
Directional Pad: move dice left right and down (no up its like tetris)
Square, Circle, Cross, Triangle: rotate the grid
L and R Triggers: zoom in and out
Select: Exit Game

I have not done anything special for showing the score and multipliers, pretty much a pure text at the top left. I don't think I have the time before the end of tonight to code bitmap fonts. I also have no highscore table. That will come after the compo though.

Here are the latest screenshots:










Not bad for 2 days of work... You heard that right. Not to mention this is my first PSP coding project. 1 day to learn the PSPSDK, not too bad!

Download Link:
PSP Download Page


Check out my new website - http://www.madcents.com/
Tim Will Hack
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Tim Will Hack
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Posted: 24th Mar 2007 17:30
Ah, I just found out that the competition is being judged by the public. If anyone would like to offer a vote for hexaxis, please vote at the following sites:

http://www.dcemu.co.uk/vbulletin/showthread.php?t=57100
http://www.neoflash.com/forum/index.php/topic,3981.0/
http://www.emuboards.com/invision/index.php?showtopic=28393

The voting closes on the 31st of this month.

Thank you very much!


Check out my new website - http://www.madcents.com/
Tim Will Hack
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Posted: 25th Mar 2007 04:26
Hey guys,

Here is the updated Hexaxis XXI V017.

Download Here:
[URL="http://www.darksoft.net/HexaxisXXIupdate5.zip"]http://www.darksoft.net/HexaxisXXIupdate5.zip[/URL]

1. Changed background
2. Added Preview Line
3. Added HUD Score
4. Added Multiplier HUD
5. Cleaned up a "Game Over" bug
6. Fixed a weird texture disappearing bug.
7. Played with Blending a little more and got the Wipe line to look correct as well as the score.

Controls:
------------------------
Left Right & Down: Move the dice
Up: Move the Dice down fast!
Circle,Square,Triangle, Cross: Rotate the Grid
L & R: Zoom In and Out
Select: Exit Game
Start: Show/Hide Preview Line <--New

Screenshots:







Check out my new website - http://www.madcents.com/
Xenocythe
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Posted: 25th Mar 2007 20:18
Awesome! I voted for the game. Only 2 more to get into the lead. COME ON PEOPLE! ONLY 2 MORE!

-Mansoor
Junkrock
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Posted: 25th Mar 2007 22:03
seriously guys vote for this game! the soundtrack alone is worth it seriously tho its amazing! plz vote for him

DaZ

[href]www.myspace.com/dazdicks[/href]
Tim Will Hack
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Posted: 26th Mar 2007 18:27
Thanks guys! Today I'm updating the game to V019. I'm adding in a level, fixing a bunch of bugs, adding in 'Pause' 'Game Over' both drawn to the screen with bitmap font rather than debug text. I was also going to try to setup the highscore table and maybe the main menu if I can get it up fast enough. I would really like to be able to setup shaders, but it just isn't possible on the PSP. On that note, I'll prolly have to fade out to black or white between levels, load the dice colors and background and then fade back in. I think that would be fun anyway, and an interesting break between levels.


Check out my new website - http://www.madcents.com/
Tim Will Hack
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Posted: 29th Mar 2007 18:07
Another update, I'll let the images do the talking. Once again these are untouched dumps of the backbuffer:








Check out my new website - http://www.madcents.com/
Scraggle
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Posted: 5th Apr 2007 10:37
Looks great!

It's a crying shame that you didn't even get a mention in the results. I thought you and I were going to be close rivals but obviously the judges aren't fans of puzzle games

Anyway ... could you shed some light onto PSP homebrew? Many of my games would work well on a PSP but I have no clue how to convert them. My google results just tell me what homebrew is, not how to create it.

Thanks



Green Gandalf
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Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 6th Apr 2007 03:03
Blimey Scraggle,

If I'm to believe the time stamp on your post, i.e. 5th Apr 2007 08:37, you're up and about while normal mortals are still asleep (or on their way to work).

Quote: "I thought you and I were going to be close rivals but obviously the judges aren't fans of puzzle games"


Don't worry, you have a possibly small and idiosyncratic fan club waiting for the final published version - my wife and I loved it before it crashed approx 10 seconds after starting ...

P.S. Perhaps I should add - normal mortals don't work.
Capn1time
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Posted: 7th Apr 2007 23:32
Ahoy there. Cap'n 1time of DCemu here. We are pleased to announce to those of you that don't already know that this game Placed 1st in the PSP Game devision of the Neo Flash competition! DarkSoft, be sure to claim your prize at neoflash.com and be sure to drop by dcemu.co.uk to receive all kinds of praise for your excellent work!
Tim Will Hack
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Posted: 16th Apr 2007 00:12
Hey Scraggle,

Yeah I hear ya on that one! I was very surprised myself and I also thought we would be competing with each other. Apparently though like you say, the judges don't care to much for a good ol' puzzle extravaganza.

Homebrew on the PSP is basically written in C/C++ using something called PSPSDK. It was a bit of a pain to setup the environment (Cygwin etc) but I have it running on my linux machine and my windows machine now.

Heres a link to get you started:
http://www.psp-programming.com/tutorials/c/lesson01.htm

Let me know if you have any more questions, I may be able to help you. Feel free to email me too.

BTW,
I just released Update #7 of the PSP version now with 3 levels and more effects than the PC version, and its running 60-100FPS!

Here is a screenshot:



Check out my new website - http://www.madcents.com/
Graphiboc
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Posted: 16th Apr 2007 21:23 Edited at: 16th Apr 2007 21:25
hey very nice wrk!! i've a psp too and i always wanted to program game for psp but i don't know how to do it...

can you explain me with your owns words how do you did it? (if you used some downgraders or else and the pspsdk,etc... I would know too if using a downgrader for the psp disable some features or not... ^^)

and i heard that to use and make homebrews, i must have GTA III....

Sry for mybad english
Alfa x
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Posted: 14th May 2007 17:49
wow.
I will now start working in PSP!!!.
Tim Will Hack
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Posted: 30th Jun 2007 20:37 Edited at: 30th Jun 2007 20:40
Hey guys,

Just a little update!

I've submitted my game Hexaxis to the Intel Game Demo Contest 2007, so if you think it should win feel free to vote for it (I would really really appreciate it!):

Voting Page:
http://softwarecommunity.intel.com/gamecontest/EntryDetails.aspx?entryID=242


Hexaxis XXI Main Page (with screenshots and a video):
http://www.darksoft.net/hexaxis.php

I'm not sure when the voting closes. Please feel free to pass this on to your friends!

Thank you very much!


Check out my new website - http://www.madcents.com/

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