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Author Topic: Homescreen Game Pack -  (Read 20122 times) Bookmark and Share
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ztrumpet
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« Reply #255 on: 13 April, 2011, 02:25:33 »
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Thanks. Smiley  It actually gets faster as the game progresses, almost to the point where it's no longer playable.  Should I make it speed up faster?

Edit: I just had an idea to make City Saver look better, but it'll curb the difficulty a bit.  I'll make it speed up faster to compensate, though. Smiley
« Last Edit: 13 April, 2011, 03:14:05 by ztrumpet » Logged

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« Reply #256 on: 19 April, 2011, 13:53:38 »
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I put this on my calc recently. It's really nice to have so many games in so little space. But I'm too good at the Guitar Hero game, so I think I'll stay away from it Tongue
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« Reply #257 on: 26 May, 2011, 06:27:30 »
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Wow I really like how those games are looking like. Nice job on the speed too. Smiley
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« Reply #258 on: 24 June, 2011, 06:40:00 »
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I'll see if I can write a quick game for this. I made a game this year in Basic with the home screen and I could rewrite it optimized with what i have learned
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« Reply #259 on: 24 June, 2011, 13:29:53 »
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Very nice ztrumpet, really like it Cheesy
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« Reply #260 on: 13 September, 2011, 18:43:27 »
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Hello guys! I am planning to make a space invaders-esque addition for this.
Is it alright to use a matrix to handle all the sprites?





P.S. In order to improve the entertainment value:
*Remove tap forever (does nothing)
*Fix guitar hero (no way to lose, or quit)
*Fix ballitrix (too easy, either make it faster or make it so that more than one falls at a time)
*Fix memory (doesn't work)
*Remove pillar drop (boringly easy)
*Remove spike doom (same thing as Jump, but not as good)
*Make jump horizontal (so you don't have to hold the calc sideways)
*Remove Grass Snake (snake, but makes you angry)
*Fix dodge ball (too easy, you could change where balls come from each throw, or make it so that sometimes they are thrown next to each other so you can't rest)
*Remove avoid him (like avoid pi, but you can't really avoid it and you can't figure out the scoring)
*remove avoider (too hard to lose, untinteresting)
*remove random num (not very fun, every game is the same)
*remove star dodger (same game as dodge em but not as good)
*add random ceiling to free fall to make it harder
*shorten time limits, too long
*make lazer dodge harder
*make pong horizontal, with player on other side, nobody can win against a wall
*Make barricade drop more than one at a time (too easy)
*add more games
« Last Edit: 13 September, 2011, 18:44:26 by boot2490 » Logged

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« Reply #261 on: 13 September, 2011, 22:27:51 »
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Jump can't be displayed with the calculator held normally because you would lose a whole lot of speed in the process. It uses the fast nature of the Disp command and you'd have either do some really tricky coding or switch to using Output().

As for your Space Invaders game, I'm sure using a matrix is fine but remember they take up a lot of room in memory the bigger they get.
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« Reply #262 on: 13 September, 2011, 23:30:16 »
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Hey boot2490, and thanks for the comments.  I'd like to do many of the things you mention, but it's really hard to do so in such limited space, and in TI Basic.  Some of your suggestions sound feasible though; I'll give some of them a shot.

Edit:  By the way, here's what'll likely be tried:
Quote
*Fix guitar hero (no way to lose)
*shorten time limits, too long
*add more games
« Last Edit: 13 September, 2011, 23:43:31 by ztrumpet » Logged

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« Reply #263 on: 13 September, 2011, 23:53:03 »
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*Fix memory (doesn't work)
Uh ?
It works..

Btw, nice Pack !
« Last Edit: 13 September, 2011, 23:54:05 by Wellen » Logged

-/...././/--./.-/--/.
I'm french, so please feel free to correct my bad english, it'd help me a lot Wink
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« Reply #264 on: 15 September, 2011, 00:48:41 »
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Thank you for acknowledging my suggestions.
Would a 16*8 matrix be too big? It would delete it when the game closes.
Also, what is the goal for the overall (non-running) size of each game? In-game RAM consumption?

I very much like this pack and would love to make some additions for it.
Speaking of which, I was thinking of modifying the code for tile battle (which I enjoy) to make it a tron bikes game. What do you think?
EDIT:
Or not. that code looks very daunting.  shocked


EDIT:
P.S. How do you handle the locations for all of the objects in, say, Star dodger? There are so many. How does the program know where they are and how to move them? It seems as if there are too many stars for variables, and it doesn't use a matrix. Does it store coordinates in a list? Huh?

P.P.S In order to make star dodger and Dodge'em more unique, make one going up and one going down.
« Last Edit: 15 September, 2011, 01:14:52 by boot2490 » Logged

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Spoiler for Signature, updated march 23, 11:28 PM EST:















An useful tool!

PM me if you need some help. I am glad to be of assistance and part of the TI Communnity.
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« Reply #265 on: 15 September, 2011, 01:28:53 »
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The reason Star Dodge and Dodge'em (and other games like them) work so well is because they use Disp " (no spaces following the quote) to scroll the screen.  I also store the coordinates for the objects in a list that I index with another variable to handle collision detection.  It's a really complex system, but it lets the game go really fast for TI Basic.

I don't mind if you modify any of my code, just please let me know about it.  If you're just looking at it to understand how it works and applying that concept to something else, the no credit is required. Smiley

Thank you for acknowledging my suggestions.
Would a 16*8 matrix be too big? It would delete it when the game closes.
Also, what is the goal for the overall (non-running) size of each game? In-game RAM consumption?
I try and make each game between 200 and 400 bytes.  They need to be around 300-350 bytes each (on average) in order for the gamepack to fit with all 48 games.  To me it's a challenge for the games to be fun, fast, and small, and this is why I enjoy this project so much.
As for the RAM requirements for each game, just try not to go over 2300 bytes or so.  Snake and Grass Snake use the same engine (I squeezed two games out of it to justify including it - it's one of the bigger games in the pack, but its size is divided by two as there are two games), and it requires two 128 element lists and one 8*16 matrix, for a total of 2357 bytes of RAM.  They are, however, the fastest snake games programmed on the homescreen in TI Basic, and this is a fact I am very proud of.  If RAM becomes an issue, though, I can save almost 600 bytes by compressing the two lists, at the cost of a little speed.

If you would like to make games for it, I will consider them for addition. Smiley

A Tron game is an awesome idea.  I'd certainly like one in the gamepack, no matter who makes it (be it me or someone else).
« Last Edit: 15 September, 2011, 01:29:51 by ztrumpet » Logged

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« Reply #266 on: 30 September, 2011, 23:53:45 »
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Sigh.
I don't think Homescreen Invaders will be possible. It either has to be REALLY REALLY SLOW or just not work. Sad
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Spoiler for Signature, updated march 23, 11:28 PM EST:















An useful tool!

PM me if you need some help. I am glad to be of assistance and part of the TI Communnity.
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« Reply #267 on: 01 October, 2011, 02:47:59 »
+1

Challenge accepted Grin

This is definitely one of the hardest homescreen games out there. And did I mention I lost?

* INVADERS.8xp (0.56 KB - downloaded 22 times.)
« Last Edit: 01 October, 2011, 02:50:18 by Deep Thought » Logged




boot2490
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« Reply #268 on: 01 October, 2011, 02:49:41 »
-1

[cough]asshole[/cough]
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I'm not worried about SOPA creating censorship, that will not stand for long. I'm worried that they'll succeed in stopping piracy!

Spoiler for Signature, updated march 23, 11:28 PM EST:















An useful tool!

PM me if you need some help. I am glad to be of assistance and part of the TI Communnity.
Deep Thought
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« Reply #269 on: 01 October, 2011, 02:50:39 »
+3

On a TI-84 Plus:


* inv.gif (597.3 KB, 192x128 - viewed 94 times.)
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