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Messages - chalex

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TI-Nspire / Re: nSMM - Super Mario Maker for TI-nSpire
« on: November 28, 2022, 03:46:20 pm »
Hello !
I make levels for nSMM 0.7.4a
Enjoy this !  ;)
These levels are enjoyable, thanks for creating them :)
I hope to implement course world at some point, and I'd like to include some levels, you should join the discord  ;)

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TI-Nspire / Re: nSMM - Super Mario Maker for TI-nSpire
« on: November 06, 2022, 06:53:07 pm »
If it wasn't for the fact that I still have a Wii U, I'd be tempted to get a TI-Nspire CX just for Mario Maker haha. Nice work so far. :)
lol thanks :) , depending on if you have a license for student software or not you may be able to try it out. firebird is a great emulator but playing games with as heavy a reliance on the cursor such as this is not a fun time

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Lua / Re: Function 'on.paint' only running when the page number is clicked
« on: September 25, 2022, 04:34:09 pm »
On my Ti-nspire CX II, the on.paint function only runs when I click the page number. It works fine on the student software.
I won't pretend I know how this really works, but the way I see it the paint function is called when events are triggered, and also when platform.window:invalidate() is called. You can add this code and it should refresh automatically without input:

Code: [Select]
timer.start(0.01)
function on.timer()
        platform.window:invalidate() --refreshes screen
end

Be warned about using this method though, switching off the handheld while the timer is running will cause it to freeze.

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TI-Nspire / Re: nSMM - Super Mario Maker for TI-nSpire
« on: September 10, 2022, 04:31:51 pm »
Today I released 0.7.0a, which is milestone in the development of nSMM as the editor is at last implemented! Though lacking in GUI at the moment, it is functional.

The following gifs may load slowly, however they demonstrate some of what is currently possible. They are also quite slow.
Editor selecting and other functions showcase:

Theme painting showcase:

Completed level showcase:

Gameplay showcase:



Changelog since last post:
Code: [Select]
0.7.0a (10/09/22):
- added editor, press 'e' to edit level. in an early state, but quite robust so far. just a gui is needed. see readme for controls. currently in place is: eyedropper tool, eraser, selecting areas, theme painting and more
- improved level codes so that they fill areas that are blank
- added night theme
0.6.4a (04/09/22):
- added startup loading screen
- added level start transition
- added level load screen
0.6.3a (03/09/22):
- added moving platforms!! working with all objects affected by gravity, with inherited velocity (they move with the platform)
- fixed brick break particles not having a theme accurate colour palette
- made jumping in a one block tall space look less weird
- updated physics of most entities for moving platforms
- press esc to cycle through 5 levels: demo stage, 1-1, 1-2, blank level and a debug stage
- fixed multicoin blocks not replacing the block if camera has scrolled
- rgb block selecter: cool
- added some more pipe blocks: connectors and accurate tops for north, south, east and west
- fixed bug where koopas would crash the game when falling into a pit
- fixed bug where stars spawned from blocks at y level 8 or above would immediately despawn
0.6.2a (29/08/22):
- added themes! certain blocks will change appearance when placed inside a designated theme zone. currently only underground is present
- minor rendering optimisations

hii this project is too amazing, i would like can help you with something but my skills about Lua are very minors than i would like.

Feel free to contact me

Join the discord. It's much more updated. The link is in his post.
Sorry but I disagree. Omnimaga is still the oldest and the best platform to exchange programming experiences  :P.
Please do keep posting here!
Can't guarantee it'll be regular but I suppose some activity on the forum is good :)

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TI-Nspire / Re: nSMM - Super Mario Maker for TI-nSpire
« on: August 28, 2022, 01:47:21 pm »

Progress is currently coming along nicely, with a plethora of additions since I last replied here. These include but are not limited to:
- piranha plants
- multi coin blocks
- fire flowers and stars
- decorations
- a hud

The full changelog since 0.4.0a is presented here:

Code: [Select]
0.6.1a (28/08/22):
- fixed enemies not giving points after being killed by fireballs
- fixed definitively all 'framesPassed' related bugs
- much improved bumped block boundary processing
- added 1-up mushrooms
- improved gravity physics for: shells, koopas & goombas
- added invisible blocks
- major reshuffling of block ID's
- more accurate death anims for when hit by fireball/star
- added piranha plants with variants for 4 directions: up down left & right
- added multi-coin blocks
- made the block bounce animation twice as fast (4 frames) to give the illusion that it is less clunky (it isn't)
- fixed 50/50 chance of being invisible when powering up during iframes
- fixed despawing (...not actually despawning)
0.6.0a (22/08/22):
- added fireflowers and progressive fireflowers
- added power up and down animations (for fire)
- added fire mario
- added full support for star anims
- vastly improved drifting
- rewritten shell hits
- rewritten input handling
- added fireballs
- fixed shells sometimes not going into holes
- added star powerup
- improved smoother y axis movement for: powerups
- many new blocks:
   ~ pipes
   ~ decoration: hills, bushes, clouds
   ~ star bricks and ? blocks
   ~ hard block
0.5.1a (26/07/22):
- added layer: background
- added bullet bills
- added blasters, with three shooting variants (L,R,L+R); they do not shoot if a solid block is in the way
- added two new blocks: blaster top and blaster body
0.5.0a (19/07/22):
- improved despawning
- added shell function: respawn koopa after time
- fixed some shell bugs
- updated level-code format to v2: start pos added
- fixed stuttery jumps when bumping a row of blocks
- fixed stuttering when running into blocks
- debug strings disabled by default - massive performance increase! pre-included drawString sucks
- added new default level
- added a hud finally! coin counter, points and timer are all implemented
- added coins
- added points from shell kicking, successive enemy kills, powerups, breaking bricks and coins
- added points particles
- added coin collect animation
- improved bumped block animation
- added collecting coins by hitting below
- new blocks:
   ~ entity only block -> solid to mario but lets everything else through
   ~ mario only block -> reverse of entity only block
   ~ coin ? block -> get coins
   ~ coin brick block -> get coins

Truthfully, I would appreciate interest in this project, as so far no one has given feedback on this. There could be some obvious issues that I don't encounter that would improve it. You can join the (miniscule) community here. Updates are posted there, but 0.6.1a is attached here too.


Hi Chalex,
Please continue on the good work, it helps your neurons stay healthy, and maybe invite others to do likewise.
Uh, thanks! Neuron health is one of my priorities at this time indeed.

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TI-Nspire / Re: nSMM - Super Mario Maker for TI-nSpire
« on: July 11, 2022, 06:02:46 pm »
I didn't add screenshots, so I'm gonna make a reply and attach the newest version 0.4.0a as well.


You can crudely make levels now: use J and K to cycle through blocks and objects (watch 'select:' in the top left) and left click to place, right click to remove. Pressing C prints the code to the console.

0.4.0a (11/07/22):
- added scrollstop to end of stage
- support for exporting and importing levels as codes!
- fixed goomba squish animation issue
- added red and green koopas (red loops, green falls off ledges)
- added shells! features: bounce powerups, kill other enemies, hit blocks, kill mario etc
0.3.2a (07/07/22):
- streamlined code (adding blocks is simpler and finally the mess at the beginning is categorised)
- added semisolids support
- added bridges

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TI-Nspire / nSMM - Super Mario Maker for TI-nSpire
« on: July 04, 2022, 04:08:48 pm »

While my modification to Minecraft 2D is all but dead in the water, I've decided to take up my own project from scratch. Yes, I've had the terrible idea of making a platformer in Lua. Due to it running like piss due to hardware (and in my opinion deliberate) limitations, several compromises have been made:

First, the framerate is awful. I haven't measured it but it's pretty bad. In it's current state it's surprisingly very playable (could just be me used to it though) but as more features are added it will inevitably worsen. You are free to suggest and/or implement optimisations to my shoddy code if you like, it would be very much appreciated!

Secondly, TI-nSpire Lua does not support holding down buttons, except for arrow keys. This means that in order to maintain an input the button has to be repeatedly pressed. It does not have to frame perfect as I coded a timer which makes every press last longer. The arrow keys would be theoretically fine for movement as that's all that requires constant pressing, but there is a significant delay between initial press and it turning into "held button" mode that is not good enough. Both arrow keys and keypad buttons are supported and it's up to the player to decide which is less bad.

Why not code it for ndless? Because I like making my life difficult.

With my manifesto dealt with, you can download the latest version from Github (which I don't know how to use) or the Discord server I created (which I know how to use):

DISCORD
(contact me here if you want to contribute or you have a query)
GITHUB

CURRENT STATUS:
Basic level collision is finished. Enemies and death are working. Mushrooms work. There is no editor but blocks can be placed ingame (temporarily)

FUTURE:
I intent to make the original SMB on the NES playable by remaking the objects from there as a priority. There are no plans for other styles. A main menu will be made at some point along with a saved levels menu (after a significant portion of the game is done and the editor is made). A standalone application to save exported levels will be made too with the idea of housing a set of levels made by someone to be downloaded and played.

The latest version as of writing is attached but will become quickly outdated, I may periodically post newer versions.

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TI-Nspire / Re: Chalex's MC2D Mod
« on: July 26, 2021, 09:17:15 am »
Hi! I'm a dev. A few months ago I made a new version of this minecraft. Here's it is: https://hypixel.net/threads/minecraft-on-a-calculator-v3.4064840/
also, may I merge Jen's work, your work, and my work? Thanks.

Wow! Very nice work. I was modding the game but apparently I lost the script. Im working on the loading screen currently again. Also, I'm waiting for SkyBlock. :thumbsup:

Thanks! I will work on skyblock, and I will help both of you guys on your projects. What mod are you working on Nobi?



Hi! I saw your notice on the handheld lighting mechanic not working. To fix this, set your View<Zoom to 100%. I think this is a bug with the shade calculations. Thanks!

Edit (Eeems): Merged double post
damn, that does work! however it does become unbearably small so thats a shame.
https://hypixel.net/threads/update-added-hypixel-and-2-other-people-in-minecraft-calculator-edition.4353259/
you should've linked this here too  because this quite cool.
i was talking on discord with nobi a while back and tbh i think he's given up.

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Lua / Re: Making an Image
« on: June 20, 2021, 08:19:37 am »
You'll want to use the ti nspire scripting tools to convert images to the ti.image format

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TI-Nspire / Re: Chalex's MC2D Mod
« on: June 17, 2021, 05:17:11 pm »
Very well done. I was actually trying to make a mod pack that added villages and what not but i realized I dont know how to lua script. I've been waiting for the mod maker ever since. Keep it up  :thumbsup:
Thanks, it's really nice seeing the feedback I've been receiving! You should give it a shot; if I can do this, certainly anyone can with a bit of spare time (and Stack Overflow...)

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TI-Nspire / Re: Chalex's MC2D Mod
« on: May 31, 2021, 05:03:36 pm »
Hey! I was wondering if you would like some help? I’ve attempted something like this in the past, but I couldn’t figure out how to open the code up, but considering someone else is doing it I wanted to help. I’ve been programming for about 3 years now so this shouldn’t be that hard to work with. If you would like some help, you can just reply to me here, but it would probably be easier to email me at [email protected] as I will be able to respond quicker there. Also, attacking endermen crash your game, check on line 2018 for a null value ;).

Editing the code is easy providing you have the student software, you just need to click Insert>Script Editor>Edit Script. I don't know anything about coding myself honestly, I coded for 5 years in Scratch and now that I'm older I'm translating my knowledge into written code (which meant stopping the use of hardcoding, endless if statements and endless loops - but I at least understand the fundamentals). This is really the first time I've touched real programming and for that reason, I feel I'd frustrate both of us if we both worked on it. You are however free to try and patch something better from my code, but I also don't want to feel guilty of throwing garbage to you to fix :P.

And the error on line 2018, that has something to do with teleportation.

Code: [Select]
function AbstractMob:teleport(x, y, distanceX, distanceY, rangeX, rangeY)
    local searchX=0
    local searchY=-100
    local searchNum=math.random(0,1)
    local attempts=0
    while (world[searchX][searchY].solid and world[searchX][searchY+1].solid) and attempts<=9999 do --LINE 2018
        searchNumX=math.random(0,1)
        searchNumY=math.random(0,1)
        if searchNumX==0 then searchX=math.random(x-distanceX-rangeX, x-distanceX)
        else searchX=math.random(x+distanceX, x+distanceX+rangeX)
        end
        if searchNumY==0 then searchY=math.random(y-distanceY-rangeY, y-distanceY)
        else searchY=math.random(y+distanceY, y+distanceY+rangeY)
        end
        attempts=attempts+1
    end
    if attempts<=9999 then
        return searchX, searchY+1
    else
        return x,y,2
    end
end
The code checks random areas for an area to teleport to within a certain range and if its in a hole for example the attempts var exceeds 9999 then it doesn't move.
I don't think I can reproduce that error as well, perhaps you remember the circumstances that it occured in? I never got an error like that in my testing.
I've split this into it's own topic.
Thank you

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TI-Nspire / Re: Chalex's MC2D Mod
« on: May 29, 2021, 03:08:09 pm »
New update!
I am releasing the v3 version Chalex's MC2D Mod!

Textures look bad due to being taken with an emulator!! They look crisp on hardware!
The photo doesn't do a good job at demonstrating this, I recommend trying it out!

A showcase of all the new features!



Fixes:
 - Crashes that I forgot about


New!:
 - Endermen! They teleport about 7 blocks away when attacked, and move very fast. They drop 0-1 ender pearls.
 - Ender pearls! They are quite buggy because of (my) bad code. They are not game breaking, and the most you can do with them is clip through a 1 block floor. For this reason the bedrock layer is now 2 blocks tall. Improving them is currently not my priority.
 - Scrolling in the creative menu! I was initially worried about the limit of blocks I would be able to add because of the limited space, so now that is not a worry any more!
 - Beds explode in the nether with FIRE! Yes, a very fiery explosion occurs when you try to sleep in the nether... not recommended in a survival world.

Bugs >:(:
 - Sometimes the roof of strongholds spit an error. I have no clue why.

Priorities:
 - Blazes and nether fortresses (or at least the spawner room)

Future:
 - The end!
 - Valuable blocks (block of iron, gold etc)
 - Nether Portals to teleport to the "Nether" layer!


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TI-Nspire / Re: Chalex's MC2D Mod
« on: May 23, 2021, 05:34:36 pm »
New update!
I am releasing the v2 version Chalex's MC2D Mod!

Textures look bad due to being taken with an emulator!! They look crisp on hardware!
A showcase of all the new blocks!



Strongholds now have a 1 in 10 chance of generating in place of dungeons!



Fixes:
 - Hamster changed to glowstone
 - A few crashes fixed


New!:
 - Strongholds generate in place of 1/10th of a dungeon! They contain an end portal and some stairs. Once I manage to make a new dimension I might even be able to implement the End :o
 - New stone brick block types!:
    - Stone Bricks (craftable from 4 stone)
    - Mossy Stone Bricks (craftable from 1 vine and 1 stone brick)
    - Cracked Stone Bricks (craftable by smelting stone bricks)
    - Stone Brick Stairs (craftable from 6 stone bricks)
 - Other new blocks!
    - Vines (obtainable as chest loot and act like ladders)
    - Iron bars (craftable from 6 iron)
    - End portal frames (not craftable)


Bugs >:(:
 - Sometimes the roof of strongholds spit an error. I have no clue why.


Future:
 - The end!
 - Valuable blocks (block of iron, gold etc)
 - Nether Portals to teleport to the "Nether" layer!
 - Endermen!

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TI-Nspire / Chalex's MC2D Mod
« on: May 22, 2021, 11:06:16 am »
It's a real shame not many people are aware of these updates, they're great.

I was working on a quality of life mod and I didn't even know about the superior 1.0 pre 2 version until I was basically finished.
Anyway, I present to you..
Chalex's Minecraft 2D Enhanced Controls Mod!


NOTICE: THERE ARE TWO VERSIONS, 0.13 AND 1.0 PRE 2. 0.13 USES THE OLD VERSION OF MC2D AND HAS LESS FEATURES!!

"Fixes":
 - The unused hamster block acts as a super light source, with a strength of 1000. This is a bad way to fix the lighting problems on emulator, but alas, I am bad at coding.

Quality of life improvements:
 - New control schemes!:
 1: Old controls with enter placing and destroying
 2: Old controls with (-) placing and enter destroying
 3: Control scheme 1 but numpad moves Steve and touchpad cursor
 4: Controls scheme 2 but numpad moves Steve and touchpad moves cursor (this is the one I recommend!)
 - Control schemes 3&4 also have wasd and space mappings to make pc play intuitive
 - Unused hamster block can be crafted...
 - Updated a few other things too that I presumably forgot about

Other improvements:
 - New splash text? idk

Future:
 - I intend on making new craftable blocks as soon as I can understand how to make a graphic
 - New tree types maybe too
 - Relatively simple stuff honestly I'm only 15 perhaps something more drastic when I have experience

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