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Messages - AssemblyBandit

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16
Other Calc-Related Projects and Ideas / In the works...
« on: May 20, 2014, 03:09:00 am »
I've been working on a bunch of different things here and there. I don't really have anything that's close to being finished. To start off:

My Bluetooth Dongle:

A project I started on a while ago. I was going to let it die but I think I'll keep working on it. There's some more stuff that I want to try out. Check out my USB post on Cemetech for more info. The original post was on TIPlanet, however I won't be attending the MakerFaire.

Cydia Exiled:

I finished the world map and replaced the sprite routines partially with my HyperSprite routines. It moves about twice as fast.

I increased the speed in the Mario background routines but I can't find a way to get rid of flicker. I tried pausing the refresh buffer but the calc can't write fast enough for it to do any good. (Tested it on Pacman) I think the only way to eliminate flicker is to use page swapping which I can't use for some games. In Jumper I jack up the screens framerate to make the game look smoother but dropping the framerate makes a game look worse, almost equivalent to pausing the refresh. I created a new level design for Code Zombie, I have to go with a solid floor for an acceptable speed. It looks boring, I know. I'll probably throw some stuff on the walls and modify the doors. The game will probably flicker because the way I want the level to work, if its horrendous, I can change it up. The last game is mini-golf, I haven't done anything to it yet (it should've been a simple game), I know I have to fix the border reading and hole reading and a lot of other stuff. I don't understand how it could find the border sometimes but not always, and NEVER find the hole. Its got major issues. The levels will be changed to match the ones for the OUYA version, I might rewrite the whole thing.

I just haven't been focusing lately. My mind wanders about and I move from project to project without getting anything (major) done.




17
Computer Projects and Ideas / MTD for the OUYA
« on: May 20, 2014, 01:43:13 am »


Here's a tower defense game I'm making for the OUYA. It's on hold until I get my new computer, this one is just too slow to do much of anything really. You just destroy the enemies before they destroy your towers and make it through. The other game is a mini golf game. I had the dumb idea that I could merge pinball and mini golf into a crazy little game but they have completely opposite goals. It's kinda boring, some Box2D physics gone to waste :(

18
Reuben Quest / Re: Reuben Quest: The Lost Mirror Remake
« on: May 20, 2014, 01:17:36 am »
Wow! Looks good! I turn my back for one second and Sorunomes throwing out more games than me!!!

19
59: You haven't borrowed AssemblyBandits guide to being a pimp :D
60: You tell your girlfriend during an emergency you grab the external backup hd and push her out of the way. (True story :) [just playin though!])
61: "You unzip your pants and you find that there's a calculator down there." Michael Scott - The Office

20
TI Z80 / Re: MiniGolf for the +C
« on: December 15, 2013, 11:34:15 pm »
Thanks! I moved the crab to the background for the demo to save time but it probably will be in the final version. The collision detection for it will just be a box most likely.

I'm creating it in Java for the OUYA game system and its looking good! With the extra processing power I can have it interact with the environment knocking stuff around and such, perfect for a multiplayer game! Here's what I got finished so far:



It doesn't look like much, but at least the core game is finished. The ball is going to be able to bounce around and knock boxes and other debris into the green. The control scheme might also be changed as well. Right now you push the analog stick and push O to control speed and direction but I was thinking about having to drag the stick back then push forward. I will focus on the graphics and level design this week. When its all finished, I'll port it to the +C.

21
Math and Science / Re: .9 repeating equals 1?
« on: December 12, 2013, 04:52:16 pm »
If your having math problems, I feel bad for you son, I've got 98.999... problems but .999... is one! Vi's the best!

22
Math and Science / Re: .9 repeating equals 1?
« on: December 11, 2013, 07:01:01 pm »
/\ That solves it for me.

23
TI Z80 / Re: MiniGolf for the +C
« on: December 11, 2013, 06:49:44 pm »
@chickendude: Yeah, horizontal and vertical just flip them and 45's swap them.
@DJ Omnimaga: Sometimes, I'm actually pretty good at mini golf! Everything is done by reading the colors! I didn't draw anything special in the levels because of time, but its coded to recognize sand pits, water, pipes, and mounds.
@AnToX98: Of course I had to get you two in there!
@Art_of_camelot: It will get better, Frogger started off not that great, but its still my favorite game!
@ClrDraw: Usually it goes out of bounds and stays there, it gets really annoying. I don't know why, but it seems like the collision works better when its not in your favor!
@Sorunome: I'm pretty sure its going to end up being my favorite game!

24
TI Z80 / Re: Jumper for the +C
« on: December 11, 2013, 06:28:55 pm »
@chickendude: Thanks! I like the 11 bit coordinates, I'll have to try that out.

@DJ: No but changing modes with characters sounds like a good idea!

25
TI Z80 / Re: MiniGolf for the +C
« on: December 10, 2013, 10:38:00 pm »
Thanks, but trust me, that version has no interesting math! It reads the edges of the ball to see which way it can travel. It doesn't work perfectly though. I probably made a mistake in what pixels it reads because on a straight line it should never be able to cross the edge. It checks specifically for 45 degree angles because they are the most important in mini golf (IMO). Every other edge is anything goes, not perfect, but passable. The finished game will be able to read the angles exactly and the balls movement will be more precise.

26
TI Z80 / Re: Jumper for the +C
« on: December 10, 2013, 10:08:58 pm »
The proper way to do it would be to add acceleration to velocity then velocity to Y but I limit it to only increment the characters position by 2 pixels or scroll the screen if the character is at the top every interrupt. I set H to 100 and increment L by H every interrupt until it carries, then I increment Y twice and decrement H and repeat until it slows down. If I initially set H to 200, it carries every interrupt for a while sending the character moving faster/higher up. You could use a table for acceleration to make the character follow a curve or add some random numbers to simulate wind disruption or equipment failure or something.

27
TI Z80 / Re: MiniGolf for the +C
« on: December 10, 2013, 08:06:55 pm »
Thanks! I think it really has potential, I'll probably start it over from scratch and create different theme packs for it.

28
TI Z80 / Re: MiniGolf for the +C
« on: December 10, 2013, 07:32:16 pm »
Tried to delete this topic, didn't work. Its worse than I thought, this 'not' game is pretty embarrassing, but here it is:



I promise, the final game will be way better than this and it will be fun!


29
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: December 10, 2013, 05:51:47 pm »
^^ Same here, except wanting the Nspire, I'm pretty comfortable with the +C! Once again, you rock!

30
Math and Science / Re: The Complete N00bs Guide to Calculus I (AP Calc AB)
« on: December 10, 2013, 05:38:40 pm »
Awesome, thanks! I'm well beyond high school but I don't know a thing about calculus. Thanks to my programming ability and my trusty calc, I had my college instructors fooled into thinking I was good at math, enough that once I was pulled out of class to verify an equation. My response, 'Yup, that looks about right.' hehehe.

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