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Messages - CinusMinus

Pages: 1 2 [3]
31
TI-Nspire / Re: Hill Climb Racing
« on: July 24, 2014, 05:28:15 am »
Holes should be possible, but other obstacles than steep slopes could be a problem, because you can't avoid them in a 2D world. Things that slow you down should be possible though

32
TI-Nspire / Re: Hill Climb Racing
« on: July 23, 2014, 04:37:05 pm »
You can even spawn blue balls. But I won't tell you how  :P (and I'm not sure if it would work on a real calc insted of the emulator)
Anyway, this is just a temporary feature and as the game is stil in an early stage I decided to keep it for now. I used it to determine how to handle the landscape properly.

33
TI-Nspire / Re: Hill Climb Racing
« on: July 21, 2014, 12:00:38 pm »
That's it :D
I'm still working out how joints and springs work, that's why the vehicle physics are not too god right now. But that will be one of the next things to do  ::)

34
TI-Nspire / Re: Hill Climb Racing
« on: July 21, 2014, 07:31:55 am »
Looks quite cool. I can't try it though since I have OS 3.1 D:
I would kepp downward compatibility, if the physics engine would be included in older versions. I'm sorry

Will it be like the bike game in California's Games? http://en.wikipedia.org/wiki/California_Games
Well at the moment I have no plans of how exactly the vehicles should look like. And I thought of this: https://play.google.com/store/apps/details?id=com.fingersoft.hillclimb

35
TI-Nspire / [Lua] Hill Climb Racing
« on: July 20, 2014, 05:51:04 pm »
Me again with another lua game for the nspire.
This is the result of me playing around with the built-in physics engine in lua. In the current state the game is playable, but lacking important elements, such as score, upgrades, different cars and better graphics.
What is implemented right now:
- car controlled with the arrow keys
- generated landscape wich adds to the front and removes its back
- bad vehicle physics

Planned features include:
- proper vehicle physics
- highscores
- upgrades
- different cars
- different tracks
- fuel
- death which ends the game :devil:
(basically the stuff from Hill Climb Racing)

Screenshots:



36
TI-Nspire / Re: Jens' Script Editor - An on-calc lua editor
« on: July 20, 2014, 05:18:48 pm »
It would be great to enable thanks to ndless to create a real Lua application with this program, like this editor is one.
I don't have ndless installed and I don't want to install it. But it's even possible with lua: A file where you can paste your code in and from then on it directly executes it everytime you open the file. It would handle exactly like a normal program with the given code. The only difference would be, that the file has a small script included, which loads the code from the memory.
itched back from rendering unicode characters to only ascii characters because of performance issues. Although they look strange in the editor, lua still handles them correctly.
Which is basically not much different from oclua. It would only keep the code forever.

But that's not the "hard" part. The actual ndless hook (lua extension rather) that makes a proper .tns from a script is doable, I assume, but it would take a bit of work...
Porting luna should do the job. The problem is that all libraries required to build luna have to be ported to ndless, too.

37
TI-Nspire / Re: Jens' Script Editor - An on-calc lua editor
« on: July 20, 2014, 06:37:48 am »
It would be great to enable thanks to ndless to create a real Lua application with this program, like this editor is one.
The problem is that such a feature requires ndless and many people don't have ndless installed.

38
TI-Nspire / Re: Jens' Script Editor - An on-calc lua editor
« on: July 11, 2014, 04:49:09 pm »
- the autocomplete function will only find functions for gc if you have "gc" or "gc:". Any further character won't be seen as part of "gc:", so "gc:f" will result in autocomplete option "for" and "function"
- include the standard table library to the autocompleter (you could also search _G and its subtables for available functions and tables)
I think you don't have the newest version; I already fixed both ;)
Even in the newest version the table library is not included to autocomplete ;) The coroutine library is mising, too
But the stuff with gc works fine :)

- make the autocompleter recognize variables and user functions
That'll be work too because the editor deosn't understand anything of the written code yet, it only colors it correctly. But soon holidays begin and I'll have more time to work then!  :)


Maybe you could load the code, cycle through the loaded _G and extract the functions? But I'm not sure if that would work

39
TI-Nspire / Re: Jens' Script Editor - An on-calc lua editor
« on: July 11, 2014, 11:07:51 am »
The last update includes some ncie functionality. However I found some bugs:
- the autocomplete function will only find functions for gc if you have "gc" or "gc:". Any further character won't be seen as part of "gc:", so "gc:f" will result in autocomplete option "for" and "function"
- When I tried to execute a script rebinding functions of the event handler using "setmetatable(on)" I encountered the problem that your execution page did this too and overwrote my event handler

And some ideas:
- Include other files saved in the editor as kind of header. Not just a standard header but any file that can be loaded from inside the editor
- make the autocompleter recognize variables and user functions
- include the standard table library to the autocompleter (you could also search _G and its subtables for available functions and tables)

40
TI-Nspire / TI.Image Tools
« on: April 25, 2014, 07:00:44 pm »
After the option for importing images to lua as strings is not given any longer with new versions of the student software this tool might be useful for thos of you who will continue to use this way of loading images. But it can also be useful if you want to convert your old strings to the new resource format if you have lost the original image file.

Features:
 * loading all common TI.Image strings
 * saving a TI.Image string to an image in .png format
 * fast loading of TI.Image strings from images even for big images
 * improving and shortening of existing TI.Image strings
 * some more options to adapt the conversion to your needs
 * storing the result to your clipboard
 * Platform compatible Jar-File

I hope this toolset will be useful to you

VVV Download now VVV

41
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: April 21, 2014, 02:52:35 am »
After Jens found some bugs here is the new working version of the converter. It didn't work yet because I forgot to remove some of my testing stuff in the code  ::)
Fixed:
- only loading packs named "painterly.zip"  ::)
- transparency problems with stairs
- name of JFileChooser

42
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: April 20, 2014, 06:15:48 pm »
I took the liberty to create a nice converter with gui for "normal" resource packs.  ;)

Features
  • Many Textures that are converted (not yet all)
  • A GUI for simple conversion
  • conversion of "special" textures like stairs ans chests
Converting a Resource Pack
 1:   Choose the zip-compressed resourcepack file for real Minecraft
 2:   Select the version of the pack or leave it as-is
 3:   Name the original author of the pack
 4:   Choose the compatible versions of Jens' MC2D
 5:   Give a short description of the pack
 6:   Hit the 'Generate Lua Script' button and choose your destination file
 
 7:   Use luna like this 'luna <mypack.lua> <mypack.tns>' to generate a working .tns file. 'mypack' should be the same for both files
 8:   copy <mypack.tns> to your MyLib folder on the calc
 9:   open <mypack> on the calc (or in the emulator) and wait until it prints "ready" on the screen
10:   save your file and access it in Jens' MC2D as <mypack>


Download now
VVVVVVVV

43
TI-Nspire / Chicken Invaders for NSpire
« on: April 01, 2014, 12:20:48 pm »
Hi,
today I proudly present to you the first real game I have made in Lua for the NSpire: Chicken Invaders. I have started this project some time ago, but now I decided to share this nice little game with you.
Features:
  • 3 Types of Chickens
  • Asteroids
  • Evil Boss Chickens
  • 10 different levels
  • Weapon Upgrades
  • Rising Difficulty
  • Rockets
  • Highscore table
  • much more, you can discover on your own;)
At the Moment I have no plans for future changes, but maybe you have some interesting suggestion :) </p><p><br></p>

Screenshots:
Spoiler For Screenshots:




Dowload:
look for it in the Attachments :)

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