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Messages - ajorians

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TI-Nspire / Jezzball for NSpire
« on: December 07, 2013, 11:17:44 am »
Hey Guys,

I did some work porting the open source game Ice Breaker to the TI-NSpire.  It is basically the game Jezzball.  Though I might keep it the name Ice Breaker because that is what the intro in the game says as well as that is what the original author named it.  Though personally Jezzball has a meaning; if somewhat asks what game I am playing and I respond Jezzball they might know of it.

But it is coming along!  I changed the completion of a level down to 75% because that is what Jezzball has.  I changed the graphic of penguins to balls because when I reduce the size of the graphic the penguins didn't look like anything.

I still have some bugs to look at and I intend on making use of the touchpad to easily move around the board.

The game and all the source is attached.

I hope you like it! :)

TI-Nspire / Re: nDealOrNoDeal for Nspire
« on: November 27, 2013, 02:26:46 pm »
Hey SpiroH,

For what it is worth I was thinking actually listen to the lecturer.  :)  So say you're playing a game and class is about to start.  Many games (mine included) don't allow you to completely pause and exit the game and resume later (such as when class is over).  You either have to finish up really quick or exit and when you return to the game you'll have to restart the level/map/whatever when you get back.  It may not really matter for Deal or No Deal; but all of these concepts (such as achievements, option screen, register file extensions, etc) can and will be used in the next thing I make.

I really love your contributions as well!  Please keep doing everything you are doing.  I know when you talk to friends/classmates/etc about programming for graphing calculators they don't always get it.  We enjoy programming for these devices.  It feels good when we make something.  We don't deny that our devices have limitations.  But hey we got color screens now! :)

I haven't started the next project yet; but hopefully should soon.  I was thinking of Jezzball and found a couple of existing SDL programs on the Internet that might be able to be adapted to the calculator somewhat quickly.  But I'd also like to make something that uses tangrs multi-threading proof of concept (  I tried a little with it and really want to give it a second try.  So I don't really know the next thing but I'm liking the NSpire so it probably will be for that!

Have a great day!

TI-Nspire / Re: nDealOrNoDeal for Nspire
« on: November 23, 2013, 12:49:35 pm »
Hey Guys,

I think I am at a good point with this game and will start my next project shortly!

There are some pretty cool additions added.  I added little progress meters in the achievement screen such that you know how close you are to having an achievement done.  This works for the achievements such as play 10 games; so if you have played 8 games and wondering if the achievement system is broken you'll see you just have a little more to go.  For achievements such as 'win one million' the meter won't help.

I added such that you can press exit in the middle of a game and you can resume the game (or not).  This is convenient if you want to change some options and return to the game.  I didn't add it but was thinking of making it so you could exit the whole program and it would persist the game to a file and you could resume your game when you reopen the program.  This way if you were in class and needed to do some calculations you could and then resume.

Let me know what you think!

And have a great day!

TI-Nspire / Re: nDealOrNoDeal for Nspire
« on: November 19, 2013, 08:20:36 pm »
Hey Guys,

I put your suggestions of achievements into the game.  I fixed some bugs and added an option to set the duration that the label will blink for.  I offer 2 duration lengths but if you use nTxt and edit the settings file you could adjust more than exposed in the UI.

I made the touchpad changes so that is pretty cool.  Give it a try if you can!

So it is almost done.  I plan on adding a little meter in the achievement view to indicate how close you are to passing an achievement.

Sources are included; I hope you like it! :)

Nspire I/O / Re: Nspire I/O - Now with C++ support
« on: November 19, 2013, 08:11:10 pm »
That is awesome!  I like Nspire I/O.  Thanks! :)

TI-Nspire / Re: nDealOrNoDeal for Nspire
« on: November 17, 2013, 05:04:41 pm »
Hey Guys,


Yeah; let me explain a little better.  There are 4 outcomes:
1. Decline all offers and your picked case has more than the last offer.
2. Decline all offers and your picked case has less than the last offer.
3. Accept an offer and your offer is greater than your picked case.
4. Accept an offer and your offer is less than your picked case.

Your points go in in outcomes 1 & 3.  Your points go down in outcomes 2 & 4.  Hope that helps! :)

TI-Nspire / Re: nDealOrNoDeal for Nspire
« on: November 17, 2013, 09:49:11 am »
Hey Guys,

Jonius7: I figured since you don't actually win real money that there would be no reason to ever accept a deal.  And if you never accept a deal it might not be of any fun.  So player standing is if you accept a deal and it was more than the case you picked; or if you open your case and it had more than the last offer your player standing increases.  Otherwise it decreases.

But you know I always did want to have a game with achievements!  Such possible achievements could be: won the million dollars; played 10 games; played 50 games; accepted 10 deals; close call (2 remaining cases are the million and 1/2 million); and perhaps some others.  But I wasn't thinking (at least for this game) that points could be cashed in to unlock extra features.  But that would be cool.  I might just add the achievement thing!  That would be sweet! :)

hking1, AssemblyBandit, SpiroH: Thanks so much guys!!

Have a great day!

TI-Nspire / nDealOrNoDeal for Nspire
« on: November 16, 2013, 01:43:48 pm »
Hey Guys,

I've been making the game Deal or No Deal for the TI-Nspire! :)  If you are familiar with the television show or a game based off the show you should already be familiar with how to play this.  I include all my source in the attachment.

It is almost where I want it to be.  I got to add some better touchpad handling.  I was trying to make the game fully playable using only the touchpad; and it almost is.  I need to make the touchpad work using relative coordinates to where you first touched the touchpad.  What happens is you get the cursor over the case you want and when you press the touchpad center button ever so slightly before it is pressed the cursor moves to the center.  The good news is you can play using the 2,4,6,8 keys and the enter key (also an option to not use a mouse cursor and therefore the touchpad arrows are very useable).

I did a few things for the non-CX TI-Nspires so they are decently playable.

Let me know if you see anything else that could be improved upon.  And holler if you have any questions or concerns!

Have an amazing day!

TI-Nspire / Re: nTileWorld (a Chips Challenge port)
« on: November 01, 2013, 08:56:51 am »
Legimet: Actually thank you!  I've been using your version you posted and I like it.

SpiroH: Oh it was good things; nothing bad.  Also I'll be alright if it were otherwise -- I manage. :)

I hope to have today be a programming day!

Talk to you all soon!

TI-Nspire / Re: nTileWorld (a Chips Challenge port)
« on: October 31, 2013, 03:02:11 pm »
Hey Guys,

I've been taking care of some personal stuff and I think I might be able to get some free time to work on calculator stuff :)

Anyhoo, I downloaded a lot of level sets from and gave them the .tns extension and some other things.  You can grab that here: (it was just over 4MB so I couldn't attach it).  In it is 294 level sets.  After I added them all to my calculator (close to 10MB) tworld starts up however it took about 20 seconds.  So if you were to transfer some of them to your calculator transfer a reasonable amount as 20 seconds is a tad high.  There is no guarantee that every level set will be beatable or even work at all.  In my limited testing every one I started seemed fine.

I didn't add the ruleset line which is something you can add for Tile World so let me know what you think of that.  The screenshot only has a small subsection of the levels.  I think it is fairly self-explanatory how to add these levels; copy the files you want from the 'data' directory to the 'data' directory for tworld and the same named file from the 'sets' directory to the 'sets' directory for tworld.  Holler if you need assistance.

Have a great day!

Hey compu,

Nice!  I do find it can take a little bit of time creating the necessary directories and setting up a program.  I've messed up setting up a program a few times and so because a file wasn't found and the way the program was written the calculator restarted.  Hopefully this will fix that!

Keep working on it and adding more features when you can!

Have a great day!

TI-Nspire / Re: nTileWorld (a Chips Challenge port)
« on: July 09, 2013, 11:54:10 am »
Hi Sorunome,

I got introduced to Chips Challenge in MS's Best of Windows Entertainment Package which has 149 levels.  But you can swap out the CHIPS.DAT file and it'll play those levels instead.  Tile World allow you to choose the level set and now there are many, many user created level sets!

Hope that helps answer your question.  Here is a wikipedia link:

Have a great day!

TI-Nspire / Re: nTileWorld (a Chips Challenge port)
« on: July 09, 2013, 06:53:55 am »
Yay!  Looks really good!  When I get a chance; I'll download all of the levelsets from here:

That page states: "There are currently 550 level sets on the list, containing about 23708 levels"

I'm excited to play this! :)  Good work!

Also have a great day!

TI-Nspire / Re: nTileWorld (a Chips Challenge port)
« on: July 06, 2013, 08:27:53 am »
Hi Legimet,

I finally got a chance to try out your TileWorld!  Nice!

I used a the Gimp to edit the images.  I think I did see magenta when I didn't have interpolation set to None.  Which I think makes sense because an interpolation is great for photos and the like but with sprites I didn't want it to blend a magenta pixel with another pixel.  Hope that helps!

Keep working on this I am liking how it looks!

Have a great day!

TI-Nspire / Re: nTileWorld (a Chips Challenge port)
« on: July 01, 2013, 06:50:56 am »
I'm trying to work on drawing the text, because nSDL_DrawString doesn't support multiline text
And I'm using ifdefs for it, because the font engine built in to Tile World makes it crash for some reason.

EDIT: No need to use NSPIRE_BUILD, _TINSPIRE is built in to nspire-gcc ;)
Also, my version gives an error message if you don't have a certain file (using show_msgbox in libndls)

Oh yeah; I forgot about _TINSPIRE!  I'm excited to see your version!  Are you using bFLT?  I kept using the traditional loader for no good reason (other than I am comfortable with it).  Which meant I hit an issue with the creaturepoolend variable and instead of using nl_relocdata I was seeing if I could do without that variable.

Have a great day!

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