Show Contributions
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Calculator Community / TI Z80 Calculator Projects / tok8x: a very simple on-computer tokeniser/detokeniser
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on: 06 April, 2013, 16:48:08
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things like kerm's Source Coder 2 or merth's TokenIDE are all well and good for converting an 8x program between plaintext and link formats, but there are a few limitations to both: namely that they require graphical environments and cannot be scripted. to achieve these two purposes, i've started writing a tokeniser/detokeniser of my own (github). it's already functional, with the only remaining tasks being adding in full token sets (right now it only contains a very small subset of the axe tokens which i was using for testing purposes), implementing the option to skip comment lines, optionally writing to stdout, and writing the detokeniser (which is much simpler than its counterpart). have a screenshit!
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Omnimaga / Site Feedback and Questions / Updating the Site Banner
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on: 11 February, 2013, 06:19:59
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it seemed about time to update the old banner again, seeing as how the pictures and screenshots are a bit out of date. changing around the style completely wouldn't go well with the current theme, though. post any suggestions for screenshots you'd like to see up there! also, should "The Coders of Tomorrow - Since 2001" be changed to a different font? post suggestions for that as well!
here's the current, blank version.
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General Discussion / Gaming Discussion / McDROID
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on: 23 January, 2013, 00:43:42
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this game is brilliant. it blends multiple ideas to create a system that has all the best bits of tower defense (unit placement and waves of enemies), shmup (LAZORS EVERYWHERE, manual aim control), and rts (resource management) to make something that isn't quite any of them. the cartoon-y art style, unique soundtrack, and jokes throughout don't hurt things, either. oh, and the latest build supports online multiplayer =D. because it's still in beta, it's on sale (75% off, as of this writing) right now over on desura, so, if this at all piqued your interests, you should definitely go snag a copy! (oh, and, if any of you happen to get it, feel free to poke me for some co-op)
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General Discussion / Gaming Discussion / glitches, bugs, and exploits
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on: 03 August, 2012, 08:30:15
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oftentimes, a game's bugs and glitches can offer even more enjoyment than the game itself, because of the degree of freedom they can allow along with the satisfaction of discovering something completely new. so what are your favourites? * shmibs loves most the glitches in ocarina of time and majoras mask. for the most part they are completely harmless to the game itself, but they allow you to do things out of order or just see link doing really funny things (like swimming on land). the glitches in kotor2 were also pretty satisfying. there were a couple of areas where an infinite number of enemies could be spawned, yielding infinite experience, as well as glitches for cloning lightsabers (crystals and all) and placing an infinite number of crystals inside a single lightsaber. being ludicrously overpowered is always fun. here's another slightly amusing thing i found just now. remember that hole in the ceiling at the beginning of amnesia? here's what it looks like from above:
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Omnimaga / News / Contest 2012 Community Vote (Nspire/Prizm)
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on: 08 July, 2012, 18:12:56
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The contest results are determined 60% by the chosen judges and 40% by community vote. This is the place for you to vote for your favourite of the 6 Nspire/Prizm (although we didn't actually receive any Prizm entries) category entries, which are: - LuaTowerDefence (Adriweb)
- Osmos (Nick)
- pacman (lkj)
- Siam (Loulou 54)
- snake_multi (linuxgeek96)
- The Squares Do Not Die (cyanophycean314)
choose your two favourites from the list above, and remember, the criteria emphasised in this contest are: - Theme: How the quality and application of AI enhances the game
- Graphics: Uh, graphics. Is it pretty? How do graphics enhance the game?
- Gameplay: Overall quality, fun-level, replayability, addictiveness, etc.
- Speed/Usability: Controls, speed, compatibility (can it run on both nspire and prizm?), game design/flow
- Originality: Original game concept, application of a port, application of old code or others' help
entries are included in the attachment below EDIT: i have updated the attachment to include minor bugfixes from lkj and linuxgeek that drastically improve playability. if you have previously downloaded, please do so again.
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Omnimaga / News / Contest 2012 Community Vote (z80)
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on: 08 July, 2012, 18:11:18
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The contest results are determined 60% by the chosen judges and 40% by community vote. This is the place for you to vote for your favourite of the 6 z80 category entries, which are: - CYANOID (Stefan Bauwens)
- Embers-Phoenix (squidgetx)
- M.E.T.A. (yeongJIN_COOL)
- Vortex (Builderboy)
- ZAMPO! (cooliojazz)
- Rock Paper Scissors (ztrumpet)
choose your two favourites from the list above, and remember, the criteria emphasised in this contest are: - Theme: How the quality and application of AI enhances the game
- Graphics: Uh, graphics. Is it pretty? How do graphics enhance the game?
- Gameplay: Overall quality, fun-level, replayability, addictiveness, etc.
- Speed/Usability: Controls, speed, compatibility (can it run on 6mhz models?), game design/flow
- Originality: Original game concept, application of a port, application of old code or others' help
entries are included in the attachment below EDIT: updated the attachment with the bug-fix version of squidget's entry as well as ztrumpet's entry, which was misplaced during submission. if you previously downloaded the entries, please use the new one instead.
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Calculator Community / TI Z80 Calculator Projects / tanks and AI
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on: 03 July, 2012, 19:09:53
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it's a bit late to enter the contest, but i felt like making something related to the topic anyways, and have been playing a lot of Steel Storm recently, so here's the beginnings of a tank fighting game of some sort. adding in smooth scrolling maps + bullets + collision detection will add a HUGE amount of overhead, but this is running with 11 AI's and at 6MHz, so i think it might be doable with 2-3 AI's at a time and at 15MHz, with some optimisation.
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Omnimaga / tileIt! / misc
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on: 18 June, 2012, 22:36:45
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i made a quick viewer/single byte editor for programs/appvars to help debug exporting things and thought other people might find it useful for things like debugging high score appvars or making quick modifications to things. it only edits variables in RAM, though.
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Omnimaga / tileIt! / dev thread
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on: 23 May, 2012, 07:45:23
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there are a dozen and one sprite-makers out there, but useful tools for creating tile sets and and tile maps seemed much harder to come by. for this reason, i decided to make a single tool to cover, from start to finish, the process of drawing tiles, creating tile maps, and exporting that data in a format that can be inserted directly into programs on-calc. this is also sort of for my own benefit, to try and motivate myself to work on other projects  it isn't very complete thus far, but already has the basic outline of the tileset creator and exports a single tiles to Str0. it will have ten save slots for tilesets (0-9), saved to appvars that can be used in the tilemap creator, and each one can contain up to 256 tiles. if people think that isn't enough, i could add in custom naming of saved tilesets, but the other system is already mostly complete. there will also be copy/paste functions in both the editors. here is a screenie of the current gui:  right now the only available drawing function is turning on and off single pixels. what other things should it do? rotation? inverting everything? shift left-right? which things are actually functional and which are just pointless glitter?
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