Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Drak

Pages: 1 [2]
16
TI-BASIC / matrix row and colum swap
« on: February 07, 2009, 03:17:53 am »
anyone know the fastest way to shift everything in a matrix around? like, moving rows up and down, and columns left and right? TI84+Basic [or asm.]

need it to play around with matricies

18
TI Z80 / PQ2 Contest
« on: February 03, 2009, 11:54:20 am »
Been doing a bit of thinking, and I've decided to hold a "Make a Boss" contest (much like what they did for Kingdom Hearts 2) because I think it would be cool to see what kind of creative ideas the community can come up with. The details are below. The winner of this contest will get their submission hidden in the game as an optional boss, and they can also leave a bit of message to the player.


Make a Boss PQ2 Contest details__________________________

All creations must have...

A name. Otherwise, how would you know who it is? The name can only be eight letters long (due to size restrictions) as a nickname, but they can have up to 16 letters for a full name. (For formal meeting, ie pre-fight stuff.)

Have a 40x40 (Max) image of your creation, black and white (ti screen display)

Have a basic description of your creation (personality, attributes (is he strong? resilient to damage? quick?), what it likes to do, etc.)

An attack outline. What does it do? The game handles attacks in an order by 8. That means it does up to eight things in a certian order over and over. (ie, it'll punch, kick, punch, heal, cast a spell, kick, punch, and heal again, then repeat that sequence.) You are free to create your own ideas for attacks, and I can try to fit them in the best I can. Keep in mind the scope of the game allows max Health for players to reach 999, but that's incredibly difficult to achieve. Also note that attack damage is either "Physical" or "Mental" and there are two traits that reduce damage taken by either type.

Boss stats. If you want, write out your stats of your creation. The attributes that enemies have are...
Health
Physical Attack Power
Mental Attack Power
Physical Attack Resistance
Mental Attack Resistance
Critical Rating (crit strike chance with all abilities base.) as a percent.
Speed Rating (Determines position to act in rounds.)

Originality. Original creations (like, stuff you have made in the past, or something you're making up just now) are preferred. (Over things like "OMG KLOUDE!")

The game *CAN* handle dialog during fights, but usually that's tied directly to a creature's attacks. You are free to talk smack to the player, just try to keep vulgarity to a minimum.

A link to a rick roll.Any dialog from the creation pre- and post- fight. Like, a special message to the player for beating the creation.

Creations must be beatable, but you don't have to make them super easy to beat.
_____________________________________________

i'll pick the top five or ten (depending on how many entries there are.) and then the community can vote on what they think is the best. if I have any updates to this, then i'll edit this post... and this contest will be open for a long time (because the project is a long way from being done.) so that gives you plenty of time to think.

NAKED ZOMBIE SEAN CONNERY


read on down for further information/clarification

19
General Discussion / FF6 Boss theme remake
« on: January 29, 2009, 06:42:39 pm »

20
TI Z80 / Potter and the Fortress of Moo (AKA Potterquest 2)
« on: January 25, 2009, 12:54:26 am »
much more advanced than the first one. found a nice gem called "xLIB". gonna use that, already doing paperwork on ideas. features that are planned

Timed Attacks
some player attacks will have button press timings in them to do additional effects. (ie Player regular attack you can hit the 2nd button in the right time to do extra swings. my best record is 13 swings, but that was sheer luck because at 13 you have exactly one "frame" to hit the button. You can't spam the 2nd key either. if the game detects you spamming, (ie you press 2nd twice within the timeframe of a continued attack) itll treat it as if you had not pressed the action button at all. This is to make the player become more tuned to the timings.)

Three Party system
You have three players in your party at any particular time. (Potter and two friends)

Multiple Characters
The three default characters in the team, as well as four unlockable characters.

Graphics.
Maps, zones, battles, etc. lots of eye candy. already done some code for battle eye candy and it looks okay so far. for worlds I'm hoping to try my luck at a scrolling map for each world, but no promises. depends on memory mostly.

Story
Multiple endings, different bits of dialog based on members of your party. Specific party members in party at key times give bonuses, etc.

Optional Bosses
What would you do without a few optional bosses that know kick your ass.

"Level" system change
Instead of kill the monsters ding level up, you kill the monsters get XP, and spend XP to increase your stats, allowing you to customize every character to benefit what their role in the party is. Also, allows you to be "hardcore" and play the game with entry-level characters. (I'll have to figure ways to make playing the entire game at "level 1" possible, but incredibly difficult.)

Inventory system
32 64 undecided "Consumables" at max, preventing you from stocking 80000 mountain dews and chug-spamming. every character also has specific equipment that they can use. Also, the "Party" can equip a special item that has effects overall, IE, the equip "EXP Magnet" which increases party XP gain from all victories by 10%, or the "Skairy Mask" which makes the enemies skairyfaiced and they don't want to engage in battles. (Except bosses, obviously, they hate you either way.) changed this on paper to "Party perks" (one allowed at a time) and "Character Perks" allowing four at a time. Say if you pick up the "Strong Arm" perk (ups STRENGTH value) you can equip it on all characters, but you can't put it in all four spots.

SemiRandom encounters
Zones may or may not have random encounters. Sometimes if you travel down a certain hallway you will run into a pack of enemies, but later on if you travel back you may not. You never know. Speaking of that, I try to not make it "poof you run into enemies" but rather something you visually see, like if you're walking down the street you will stop, see a nazi on a segway ride up toward you, and then engage. This may also present the ability to "dodge" fights by doing the right action at the right time. IE, you push the button to hide in an alley so the nazi does not see you. Note, having certian characters in your party can help in evading fights too. Say you run into a Fembot and you have the female character in your party, she can make the fembot leave you alone. this is good and bad, because if you're looking to farm a particular enemy group for some reason, (say, that group gives more experience points than another group, or you're looking to farm this enemy group for an item) it can be a hinderance. so, you'll have to do something else to prevent this from happening if you're looking for a fight. And another thing, because of the way I'm handling the "semirandom" encounters, no, you can't just push left and right to farm an enemy area. You'll have to physically LEAVE and return. This is to discourage 'azn_farming' from happening because the game wouldn't be any fun if you're insanely overpowered through the entire game. Not saying you CANT farm, its just frowned upon.

iffy on this one. Super Random Fun Dungeon
Tired of questing? Want to just do some random dungeon crawling? Feel like a pro? Totally based on the dungeon in lufia 2? Why not try the Super Random Fun Dungeon? A dungeon where you start at base level stats (dont worry, your XP is preserved in a separate area so it isn't lost.) and work your way down 99 floors randomly made.

have to think about including a battery checker so you can keep track of your calculator's battery life.

sound good?

As far as the story goes, I have it worked up already but I'm not going to say anything yet because I just released Potter Quest 1. This project will probably take about a year as well if I'm doing it solo (some time for coding, most of the time for tweaking it to get it just right.). Go play PQ1, nao.

21
TI Z80 / Finished: Potter Quest (TI84+Basic TextAdventure/Role-Playing)
« on: January 24, 2009, 01:04:29 am »
Finished my game I was working on for the last 11 months or so. started late JAN'08. try it out, give me feedback, enjoy. Questions/Comments feel free to ask. Instructions on installation and such are located in the game.

Notes:
Text Based RPG. Very long, and plenty of secrets to find. Multiple endings. Even has minigames inside of it. The game is finishable, don't complain about difficulty. You don't have to grind to finish the game either (Although just for the first chapter getting two levels is usually a good idea.)
You may look at the code if you want, play with the code, examine the code, breathe the code, lick the code, even take the code out on a date. BUT be sure to give credit if you make anything from it. (IE you use a piece of it for your own project.)

This took me a long time to make, and I'm sure you all will enjoy it as much as I enjoyed making it.

Potter Quest

PS, if you search for potter quest on TIcalc.org you'll find the beta for this, but also the very first potter quest game ever made, written when my friend Micah and myself were back in the 6th or 7th grade. There are actually two more games in that "trilogy" of Potter Classic, somewhere on floppy drives in my attic.


Potter Quest Downloads
Sockobird.com (Friend's webspace)
http://www.sockobird.com/uploads/PQ.zip
TICalc
http://www.ticalc.org/archives/files/fileinfo/411/41156.html

22
Introduce Yourself! / Drak
« on: January 24, 2009, 12:31:26 am »
been a while. got a project finished, just uploaded it to TIcalc, epic length text RPG based on real world stuff around me, hope to get my webmaster to get the FTP login for my section of a website so I can upload it there too and skip the long wait from TICalc >.<

I used to do code a lot more on the TI platform, but I took a long break with disappointment with the RL, but hey, I might be back. I want to learn either flash or perl. If you know either and you can teach me, feel free to hit me up on that, and ill thank you greatly. If you want to do a project for a game too, lemme know and ill see if I'm not busy.

Pages: 1 [2]