.: Welcome to AaroneusTheGreat's Official Project Site

 

This is the place to go to get information and news on Aaron Miller's Ti calculator projects.

 

 

.:=============News:=============:.

 

.:May 1st, 2008:

 

As of May 1st, 2008; Doom89 Version 2.02 is released. It's available on here under the Doom89 tab.

 

.:February 1st, 2008:

 

As of February 1st, 2008; Doom89 Version 2.0 is released. This version includes a slew of fixes for very aggravating bugs. So far Doom89 appears to be bug free. This version is a fairly major rewrite of some sections of the engine. One of the distinctions is that now the game saves the entire state of the map , all it's doors and all the little special effects things like the computers in the walls and such. And it does so in approximately 4kb of save file space. Another distinction is that the shooting code was yet again sped up, so now when you fire your rail gun, you can smoothly mow down enemies in a spray of carnage. It's quite enjoyable. :-) This version should be on ticalc.org shortly, but for now, as you saw from the front page, it's available on here instantly.

 

.:November 19 2007, 09:50 PM :

 

That's right, as of November 19, 2007. Doom89 Version 1.0 was released. I know there has not been much news posted lately, but I hope this makes up for it. I hope you have as much fun playing Doom89 as I have had making it.

 

.:September 16 2007:

 

After a series of nights of limited sleep, tonight being one of them (it's 1:37 AM here in NC), the newest beta is ready for release. So far I haven't found any bugs, but that is also because it hasn't been extensively tested yet. Here's where you all come in. I am releasing this beta as a public beta, and the only thing I ask is if you find any bugs, please report them in my "Bug Reports" thread. Even if it's not a bug, and just something that bothered you, post it there also. That could be things like a graphical issue or a gameplay issue, etc. Here's the link to the discussion page, I hope everyone has fun playing this game.

 

.:August 26 2007:.

 

I have really been slacking off on updating the news, I apologize. Many things have been changed/added. I have rewritten the menu system, using a special masked transparent font that David Randall worked out for me. The shooting code has been rewritten to be more efficient a second time. Several bugs have been worked out of the program and the overall size of the game engine has decreased. I added the fireballs that the Imps throw at you in the real game. Several new levels are finished. The level count is up to 28 now. I plan on releasing a public beta once I get a few more functions added and make sure that there are no bugs left to fix. The game has been heavily optimized and runs more smoothly than ever. I'm still working out how I can remove the slight lag that the fireballs sometimes create. That's pretty much all the news for now. I'll post some screenshots of the new menus and the fireballs in action once I get the image capturing software working.

 

.:July 15 2007:.

 

Added scrolling text intro story, and a bunch of between level story snippets, so you know what you are doing and you know what must be done and why, etc. Another task for certain levels was added so that you can advance the story better, and it made it easier for me to have an ending that made sense. More levels will be added. There are 18 levels as of right now, some have interludes and some don't, there is one between every sector though. The demo and the readme have been updated. I'm not entirely certain what will happen if you leave out the doomtext file and run the thing, I haven't tested that yet, so if you want to test it for me USE AN EMULATOR! I don't want you to lose any of your files by accident. In fact you should backup your calculator before trying Doom89 anyways just for safety reasons. I know for a fact that Super Mario 68k and Doom89 get into fights when they are on the same calc. There is no way to fix this so be careful.

 

.:July 10 2007:.

 

The Smashing Pumpkins' album Zeitgeist is out today! I'm going to go get a copy. In other news though, I have optimized a lot of the enemy handling code, so there is nearly no lag when running into three or more enemies at a time. Also I added the shooting animations, (clawing for the imp) and am working on the end of game boss character. It seems to run much smoother now, and so far I have not found any bugs, but if anyone out there finds one, tell me! My only request for doing this for free is that you report bugs. Demo has been updated.

 

.:July 8 2007:.

 

The game has 16 Levels as of today, and two new level tasks have been added. One is on certain levels you have to shut down all the power on the level by turning off the power switches to continue, and the other is that you must destroy all the power turbines on a certain level to continue. I thought this would add a little more to the game. I think I'm going to have levels where you have to complete two or more of the specific level tasks. I don't know about that yet, it may be a little much to ask. The demo has been updated if you want to try these new features out. *(note, the power turbine thing was not my idea originally, it is based on one of the levels in Oblivion that I liked quite a lot, I even designed the level to resemble it to pay an homage to Oblivion.)*

 

.:July 4 2007:.

 

Added nifty little running/walking effect. Check it out. Demo has been updated, unfortunately the game is slightly larger now, but it still runs at the same speed, the only difference is there is one more graphics file ;due to the size of the data I could not fit it in any of the other files to avoid this. Not a big deal though. Screenshot has also been updated.

 

.:July 2 2007:.

 

FINALLY!!! That nasty little bug that happened if you were playing Doom89 on a Titanium edition, the one where you get a protected memory violation when exiting the game before actually playing, has been fixed!Demo has been updated. Also, added readme, sorry for being stupid and forgetting the documentation. Now you know all the keys and such. This new demo has 12 levels, the original ten and two levels where you must destroy all the enemies to continue. (this idea was stolen borrowed from Malcolm Smith's Oblivion. Thanks Malcolm for making your game under GNU GPL license. As mine will also.)

 

.:June 29 2007:.

 

fixed a bug with the key strokes for the 92/92+/v200 calcs, for those calcs you switch weapons with the 1,2,3,4 buttons instead of the F1,F2,F3,F4, buttons due to compatibility issues with the fat engine key handling system. This has been tested and works just fine. Actually it is easier to switch weapons this way on a 92/v200 anyways, so it all works out. Demo has been updated. Added "you are here" screen, with transparent background for "you are here" sprite, to make it look like the game. I also updated the screenshot to show this. Go check it out if you want to see. There is a bit of garbage in the screenshot, but this is not in the real game, my screenshot software must have screwed up. It could also be the internet browser. I just finished 10 levels and the demo has been updated, several more bugs concerning doors have been fixed and there should not be any more that show up, but some will probably anyways. I still can't get my enemies working right. I'll work on that, what I previously stated below and some more levels. Hopefully by the time I post the next demo I should have my enemies all working.... hopefully... In the meantime have fun with these 10 levels.

 

.:June 28 2007:.

 

An indicator space was added to the HUD today, It shows messages like when you need a certain key, or if you found a secret. I am not sure yet if i want to make it say whether or not you found specific items yet. I will make it tell you when you found specific Keys, however. No major changes right now, I plan on adding the between level "you are here" screen over the next couple of days. A few bugs involving doors, secrets and switches have been fixed, and the Demo has been updated for anyone who wants to play the game as it is right now. I am still having the problem of getting all of the enemies to hurt you, basically it's kind of hard to die right now, unless you set the difficulty to Nightmare. I hope to have this worked out by next week, but I make no promises, remember I'm doing this for free! More news when I make some more progress.

 

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