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Messages - tifreak

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1
TI Z80 / Re: Sign Finder CSE
« on: November 18, 2014, 03:25:28 pm »
Thanks gents! I wanted to add another program in line with the educational line of games and programs, and this seemed like a nice one to port over. :)

Giving thought to trying another one of the mini games from there, just have to see what else it offers.

2
TI Z80 / Sign Finder CSE
« on: November 17, 2014, 09:07:38 pm »
http://www.cemetech.net/programs/index.php?mode=file&id=1199


http://www.ticalc.org/archives/files/fileinfo/461/46190.html





Sign Finder is a game inspired by Brain Age 2, that helps players analyze problems more quickly and be able to provide an answer faster. The calculator displays an equation, and you need to fill in the missing math sign. Requires Doors CSE 8.1 or higher!

3
TI Z80 / Re: Calcopoly!
« on: October 15, 2014, 07:48:25 pm »
I'm already a color on the Cemetech edition, so no need to take over the Omnimaga edition with the colors :) Gives one more author visibility that way.

4
TI Z80 / Re: Calcopoly!
« on: October 02, 2014, 03:20:10 pm »
Thanks, DJ :) Been a bit busy lately so I've not had time to further this project any, hoping to get some rest in and get back to work on this again soon.

5
TI Z80 / Re: Calcopoly!
« on: September 26, 2014, 09:22:53 pm »
Didn't get nearly as much done as I liked to have, but did manage this:



Got to work on restricting the cursor, something to do once I am a bit more clear headed.

6
TI Z80 / Re: Calcopoly!
« on: September 24, 2014, 08:32:21 pm »
So, here we go, I have it showing off the backup cards you can get:



This also shows off if the player has mad gaming skills and managed to get all the properties. :D

Now I'm going to get some form of cursor working to select the properties. Hopefully. Maybe?

7
TI Z80 / Re: Age of Darkness CSE edition
« on: September 18, 2014, 08:42:03 am »
While I'm awaiting further bug reports or lack there of, I'm working on Calcopoly again to try to get that wrapped up. Still plenty to accomplish with it.

From there, I am going to -try- to focus on some assembly learning. I have a plan for a project that will rock hard on the CSE, and possibly on the monochrome calcs, pending how easy it will be to backport.

8
TI Z80 / Re: Age of Darkness CSE edition
« on: September 16, 2014, 07:57:05 pm »
http://www.cemetech.net/programs/index.php?mode=file&id=1159

*sigh*

Another update, seems my fix to take care of certain broken map events broke other events. I -think- this is the last bug. :|

9
TI Z80 / Re: Age of Darkness CSE edition
« on: September 14, 2014, 08:37:21 pm »
Important update! Bugs fixed regarding events system which correlates to chests and bosses being interactable with the player, along with a few other small issues that I had noticed. Please let me know if you come across anything else!

10
TI Z80 / Re: Age of Darkness CSE edition
« on: September 13, 2014, 07:38:38 am »
I have to admit that the space didn't occur to me as I was tweaking things. I might do that to upload with any possible future version that might need uploading.

I see the Cemetech file is up to 10 downloads, I hope no one finds bugs, but if you do, I'll need to know so I can implement a fix :D

11
TI Z80 / Re: Age of Darkness CSE edition
« on: September 12, 2014, 07:46:12 pm »
Sorry for the double post, figured this was important enough to warrant it, though

http://www.cemetech.net/programs/index.php?mode=file&id=1159

Version that seems playable is now available. Please play through and save often. Let me know if you find any bugs in the game!

12
TI Z80 / Re: Age of Darkness CSE edition
« on: September 12, 2014, 09:18:02 am »
Been a while since I've updated. I've gotten a huge list of bugs worked out, and the game is overall functional, to what I've tested (I've made it to the first dungeon before initiating the battle system, various event triggers work in the first lands, and the battle system is functional). One item I have to deal with concerns the enemies and battling. Basically:



Honestly, I really consider it a non-issue. It basically gives you a free show, and with how hard it can be to progress, that's kind of important :p

What do you all think? Shall I keep it as is, or should I attempt to 'fix' it?

13
TI Z80 / Re: Age of Darkness CSE edition
« on: August 18, 2014, 10:01:00 am »
Yeah, at first it kind of sucks, but once you level up the first time, things pick up quite quickly and you can knock enemies out with just a hit or two, racking up the gold and items.

AS of Saturday, the ingame menu and village setup were all ready, just needs to be tested. This reduced the amount of sub programs by about 6. Last thing I have to do is make the battle system work, and begin testing.

14
TI Z80 / Re: Age of Darkness CSE edition
« on: August 15, 2014, 06:31:30 am »
Random encounters will definitely be a thing, but was disabled since that part is no where near ready yet. And all it is is randInt(1,6) and I think it looks to see if it comes back as 5 to engage battle, all other values kick back to the game engine.

15
TI Z80 / Age of Darkness CSE edition
« on: August 14, 2014, 09:37:07 pm »

So I've begun this port. Enemy data and screen data needed no changes, though I added the create screen routine to the end of it, and removed 2 other programs no longer needed by the game.


I've gotten the main title menu to work, along with the help file, and it even starts up a new game and sends you in to wander the map:





I need to go through and fix issues with the events program, and then work on combining the village setup to include the code for the armory, tavern and shop so it combines four programs into one.

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