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Topics - zeldaking

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Hey everyone, its been a little while since I've been on here. Anyways, I come with some awesome ideas etc. Here is the premise. A few friends and I are collaborating on an online (free to play) card game. Similar to hearthstone in execution, but obviously has different mechanics game wise. We had our team research what hearthstone players like and don't like about hearthstone. A few things we concluded: the meta is very bland and similar, game mechanics are a little unpredictable at times (when certain things all effect the stack at once, because hearthstone doesn't regulate a stack), and the weak interactions between players (such as on your opponents turn, you have no way of playing anything during that time frame, leaving no counteractions etc). Overall we acknowledge that hearthstone has been very successful, however think a game that broadens the online trading card game franchise will be just as successful and more popular. With that in mind, we have come up with our game. Doesn't have a name yet.. Sadly, but that is something that is very important and we want to make sure it reflects what we are doing.

This is a snippet I sent to our artists on explanation to what this game is:
"Hey everybody,
You might have been wondering what exactly we are trying to do here. Well I'm going to try and answer that a little bit. I've described this to some people as this:
"Have you ever played hearthstone? Or magic? Or dragonball z? Heh. The card game we are working on is a stylish smash of all three. In hearthstone you have your "leader" the person you are with your ability, in magic, you are the planeswalker, and in dbz (I've never played it) I think you have a player card. Anyways, our game you have what's called a hub. It lets you tap into the magical energies of the domains that cover the planet. (Im not on the story board dev team, so I don't know exact specifics). There are 6 domains. Technology: rapid spread of upgrading, machinery and repair. Nature: slow and steady growth that blooms into strong unified creatures, also can be explosive but for a cost. Infernal: death is the payment for greater things, as well as betting against the odds for great reward. Magic: elemental energy, and future knowledge. Atomic: creatures and cards that want to destroy everything, including possibly themselves. Divine: fortification in unity, and small soldiers that add up.
I know that wasn't much of an explanation of each domain, like I said, we are still developing and im still learning.
Anyways, each hub (your life force and place you seek to protect from enemies) starts at 35 life. Each hub had a unique ability that is there the whole game. If you want to upgrade a hub, there are things called pieces that can be attached (only one can be attached at a time) that give your hub extra abilities. Our creatures in this game are called grunts. There are types of cards called events as well, that can be played at anytime that have either a lasting effect on the board state, or have a one time effect. They are pretty good being able to be played at any time, therefore, they are only printed in the uncommon and rare slots. Buffs are things that can either alter a grunt or hurt it. And can be played whenever you want on your turn. Specials can be played at any time and usually are meant to counteract and manipulate when your opponent plays things.
I could write a bunch more.. But that's just a general idea of how this game plays"
That generally briefs what is going on.

What we have done so far:
-Designed 1000+ cards
-Designed the first set (275 cards)
-Fixed abilities etc, as some were op.
-I've made an algorithm that randomly makes packs of cards
-Contacted artists and have started making event decks (practice decks that people can use to learn the game)

We want to bring this game to a gaming convention in Reno, July 15th. However we obviously know that the app won't be completed in that time, so we are going to be printing out this "event" decks and letting people try their hands at this new card game.
Also, the day before; July 14th, we are going to be starting our kickstarter campaign, this is mainly to cover costs of paying artists, programmers, and servers until we start making money off of this.

SO basically, why I came here to cemetech today, is to ask if anybody would be devoted into helping make this a thing? The reward will be high, but also a bit of work. Obviously a contract will be written out and signed legally. Of course this post isn't enough information to go off of..
But basically we need some app programmers (for apple, and andriod), that are good enough to complete a project such as this.

So please pm and/or comment about interest!!!

Sorry for such a wordy post. Here is some eye candy of some of the art we have been working on.

TI Z80 / [CSE] [xlibc] Mancala
« on: October 14, 2014, 08:18:19 pm »

Hey all! After finishing up blackjack, minesweeper, and yahtzee I decided with another fun project. Mancala for the CSE! So far I drew my sprite sheet, should look pretty good.
Sprite sheet:


Note that the green around the oval and the circles are transparent. Just on the sprite sheet because it is easier to see the sprite boundaries.

TI Z80 / [CSE][xlibc] Yahtcse
« on: September 25, 2014, 05:50:40 pm »

Before I realize that I have been too active lately, and I become lazy again, I'm trying to get as many projects done as possible. My next project is a Yahtzee clone called YahtCse. Heh.
Anyways, while on hcwp last night, I threw together some sprites and a neat looking splash screen.

And yes, I do have plans for the ugly gray box surrounding the main title.
Animated shot of holding dice, and re-rolling the other dice.

I have a routine that takes a list of numbers that correspond to letters; i.e. 1 is a and 26 is z. So the routine takes the list spits out a word, goes on till it hits a certain number which translates to a newline, -2 in this case. So yep. That's what the font is going to look like.

TI Z80 / [CSE] [xlibc] Blackjack
« on: September 23, 2014, 05:52:45 pm »
Something I wanted to throw together for some time now,a blackjack game for the CSE in xlibc.
I couldn't get my sprite appvar due to having a mac etc etc. So I did it the long way, I installed parallels, booted a windows 7 ultimate I had lying around, downloaded tokensIDE and boom, had myself a nice appvar.
I threw everything together last night, literally because I was excited. It was pretty fun.

It's a card game, each player takes a turn "hitting" drawing a card.
The object of the game is to get as close to 21 points but not going over it. Each round points starts over. Aces are either 11, or 1 point, tens, jacks, queens, and kings are all worth 10 points, and the rest are worth their numerical value.

Everything done:
-Spriting; Cards, Suites, Custom font for cards
-Main game loop; Can hit, pass, and quit for now
-AI; play against the computer to hit the jackpot
-Betting; bet at $5 a hit and $5 every bet that you want after that
-Win, lose and draw

Need to do:

Not sure what else to add, what do you all think a blackjack game should contain?

It's pulling together really nicely.

TI Z80 / Mega Dead Pixel [Axe - Contest Entry]
« on: November 06, 2013, 01:58:16 pm »
Well I just got my calculators back, so it's been a while since I've been able to program. I was hoping to enter into the contest, even though the deadline is today. Anyways here goes.
It's a game where you are either a 1x1..2x2 etc 8x8 block of pixels that has to "paint" dead shapes as they scroll by. Trick is, running into the shapes causes you to shrink by one pixel and you die when you hit a shape when you are a 1x1. Painting shapes in quick succession leads to a mode called "super pixel" where you are huge and can crash into shapes. Painting a shape requires brushing by a shape as it scrolls by. To get bigger; you either eat a single pixel or turn into a super pixel. There are coins to pick up that let's the player but new shapes to get high scores.
Here is a picture of all the shapes, I might add a few more. But this is them for now.

If I don't finish by today, I'll keep working on it and finish it, but not for the contest.

Edit: Picture fixed. Thanks

TI Z80 / CSE minesweeper
« on: September 26, 2013, 05:27:38 pm »

I have been working on a minesweeper clone for the Ti-84+CSE, and have it almost finished.
Things I have finished:
-10x10 board, set for variable width; but height will stay 10
-Random mines; variable amounts
-Algorithm that sets each square a specified number according to how many mines are touching it
-Draws board
-Movable cursor
-Flags can be placed
-Pressing [2nd] "turns on" square and displays value
-Flags can be unplaced (pressing on a set flag will return it to flag inventory
-Flagged mine counter
-User loses when pressing on a mine

Things to do:
-Make selectable levels; easy, medium, hard
-Make the smiley face
-High score table

Anybody have any suggestions? Want to see a specific thing? Please tell me!
I will post a screenshot later tonight.

Other / iOS 7 is here! Well almost.
« on: July 22, 2013, 05:02:33 pm »
Well in the horizon I can see iOS coming sometime fall (sources say September). I actually already have it and want to discuss features etc with the populace if interested. Here are some screenshots from my IPod touch 5th gen.
Cemetech page


And the tools access, which is really useful.

Axe / [Axe] string help?
« on: March 25, 2013, 06:21:51 pm »
Hey everyone, man I haven't posted here in forever.. Anyways I'll commemorate with being a noob and asking some questions that I have been trying to figure out. This is in Axe just to point out. Okay I am trying to display some strings that I have stored (it will make more sense when you see my code I promise), and I want to do something similar to substr( in Ti-basic but haven't figured it out. Here is my structure of storing strings.
Code: [Select]
:"This is a string   "->Str1P
:"Yet another one "
:"Oh hi, missed me"
So I was wondering, because axe stores the first string at some location and the next two strings follow it in memory, if I could display different string by its self. When I tried it would display all of my strings I had. Example..
Code: [Select]
:Strings here:
:0->N   ;N is what string I want to display, 0 being the first.
:Disp N*16+Str1P   ;*16 is length of my string
::Repeat getkey
So yeah. Hopefully somebody understand what I was saying and can help me, thanks.

Gaming Discussion / 3DS Friend list/Kid Icarus: Uprising
« on: July 27, 2012, 12:54:00 pm »
Hey everybody, specifically fellow 3DS owners. I have had my 3DS for several months and have found that I don't have any friends on my friend list, meaning I am pretty much alone. I recently bought Kid Icarus: Uprising and was really excited for the multiplayer feature, which you can also battle friends. I am having problems connecting to the game server and can only play with friends. I created a room and play only with bots due to no friends. If anyone wants to play my friend code is: 5112-3947-5722. Please post if your interested. Thanks

Axe / Basic Variables
« on: June 24, 2012, 08:35:59 pm »
Hi everyone, I haven't posted here in a long time. But cemetech doesn't really support axe I suppose. So here is my question.
Is it poosible to use external Variables, such as this:
Ti-basic program:
Code: [Select]
Axe Program:
Code: [Select]
:If N (I don't know the code to use the external var which should equal one)
So basically can you run an axe program from a basic program and use the Ti-OS vars?

Casio Calculators / Programming C for the Prizm
« on: March 25, 2012, 02:17:53 pm »
Hey all, just a cross post. Ashbad (a cemetech user) and I are making a online book/tutorial for programming C for the Prizm. We hope this will further game development as well as teach those interested in coding for the Prizm. We engourage omnimaga users to comment and give suggestions.
Here is our layout so far.

Lesson Layout

Section 1: Introduction
    - Resources for learning the basics of C
    - Setting up the SDK

Section 2: Basics
    - Icon Design Guidelines
    - Hello world -- familiarizing yourself with the compiling process
    - General layout of a C program for the Prizm

Section 3: Simple libfxcg Routines
    - General library layout
    - Simple graphics
    - Timing functions
    - Memory manipulation

Section 4: User interaction/Input
    - Basic user input
    - Advanced

Section 5: File Management
    - Working with file functions
    - Main memory
    - Storage memory and the main filesystem

Section 6: Useful Routines Reference and Documentation
    - Graphical
    - Input and Interactive
    - Mathematical
    - Overwrapped OS routines

Section 7: Your First Game
    - Tying it all together
    - Useful tools and design considerations
    - Ping, Pong, code along
    - Dashing through game development

Section 8: Low Level Workings
    - The Prizm OS at a lower level
    - Interfacing with the hardware directly
    - Working in Real Time

Section 9: Intro to SuperH assembly
    - Basic overview
    - C to Assembly translation
    - Inline Assembly in GCC
    - Linking separate Assembly files

Axe / Axe- raycaster
« on: September 25, 2011, 07:30:15 pm »
I have been trying to learn, how to program a raycaster, but it has evaded me. If you know a good tutorial, or you know how to program one, Please post back. I would appreciate it if you did. Thanks.

TI Z80 / Condor
« on: August 16, 2011, 04:32:24 pm »
I (zeldaking) have started on my biggest and toughest project ever, called Condor (may be changed with notice). This is written in axe, with no axioms, and will be a app (or a program with crabcake). This will be a 2 player (may make a computer player and a storyline), game, you have to protect your base while trying to destroy your enemy(s), similar to a gameboy game (that i can't remember the name).
There are:
-multiple maps
-unlockable vehicles/weapons
-170 grayscale sprites(at the moment)
-17 unique troops ready to be deployed
  -transport vehicles
     -air transports
     -vehicle transports
     -water transports
     -light tank
     -heavy tank
     -neo tank
  -anti air machine guns

So far I have all the sprites done, a nice scrolling tilemap, a info screen; which tells you what terrain/weapon/vehicle/person you are on, and a movement screen; which allows your troops to: walk, capture, attack.
Here is a screenshot of all the above except (walking,capturing,and attacking).

Any question, comments, concerns? Please feel free to comment.

Axe / Zeldaking's axe questions
« on: August 02, 2011, 01:49:43 pm »
How do you use smaller than 8x8 sprites. Ex: 8x8 sprite=16 hex digits what would say 2x2 or 4x4, 3x3 or how would you figure it out. Also the point-on( command takes 8 bytes how do you raise or lower it? ???

Axe / Tilemapping in Axe
« on: August 02, 2011, 01:39:46 pm »
I know there are specific tutorials out there for tilemapping in axe, but they don't help if you can't ask questions about them. I am trying to learn tilemapping, but it is pretty confusing. Can someone give a small example and we can go from there?

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