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Messages - collechess

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31
TI Z80 / Re: Parallex
« on: October 31, 2011, 06:20:03 pm »
I've made some improvements to the speed, you can now move twice as fast if you're not in the air.  I also added spikes and made the first to levels.  You can't switch dimensions on your own in this one.  Arrow keys move, get to the door to finish. 

32
TI Z80 / Parallex
« on: October 25, 2011, 09:31:13 pm »
     I'm making a platformer to try out my new found tilemapping skills.  You can switch between two parallel two dimensional worlds  You can't jump.  So far there are ladders, switches, spikes, and gates.  The other things are portals, as this is a level before you can switch on your own, but you actually can right now.  Left and right move, up and down climb ladders, and 2nd switches.

33
Axe / Dynamic Tilemapping Elements
« on: October 22, 2011, 08:56:04 pm »
  I am making a game with switches and gates and I need to be able to change some elements in a tilemap.  I tried storing it to a normal value(A-Z), but it saves the changes to the program on exit, so the gate disappears permanently.  How can I add dynamic elements to a tilemap?

34
Other Calculators / BounceDown
« on: October 19, 2011, 07:40:58 pm »
BounceDown



http://www.omnimaga.org/index.php?action=downloads;sa=view;down=721

BOUNCEDOWN README
by collechess

This is a simple Ti83+,Ti84+ Axe port of the original java game by jagex. 

Gameplay

You are a blob.  Try not to get impaled on the spikes at the top of the screen or fall of the bottom.  Good luck.

Controls

At the title screen, press 2nd to start, Del to reset the highscore, or Clear to exit.  During the game, use the left and right arrow keys to move and Clear to exit.  Once you lose, press 2nd to play again or Clear to exit.






35
Axe / Accessing a Tile in a Tilemap Question
« on: October 10, 2011, 05:16:03 pm »
I have a routine for drawing a tilemap, and it works fine, but I need a way to access a specific tile.  Everything works fine except for the fact that I don't know how to change the value to a byte and back to a nibble.  Here is the code, r1 is y-position and r2 is x-position.

Code: [Select]

.Define

.Tiles
[0000000000000000->Pic1
[FFFFFFFFFFFFFFFFFF
[0123456789ABCDEF

.Map
[111111111111->GDB1
[000000000000
[101010101010
[010101010101
[101010100101
[101000000000
[010112101010
[100000000001

ClrDraw

.Draw map
For (I,0,7)
For (J,0,6)
{I*6+J+GDB1}->A
Pt-On(J*16,I*8,A/16*8+Pic1
Pt-On(J*16+8,I*8,A^16*8+Pic1
End
End

DispGraph
Repeat getkey(54)
End

sub(GT,r1,r2)
ClrDraw
DispGraph
Text(20,20,B>Dec)
Text(20,30,A>Dec)

Repeat getkey(15)
End

Lbl GT
{r1-1*6+r2+GDB1}->A
A/16->B
A^16->A
Return

I want to be able to give one x and y value and return the value of that tile.

36
TI Z80 / Re: Krillian
« on: October 06, 2011, 04:56:21 pm »
I fixed the enemy problem, they now ricochet fine.  I have a few questions.

-How do you check if any point in an 8*8 sprite is coinciding with any point in a different 8*8 sprite?
-Right now I have one loop for the bullet array and one loop for the enemy array.  How can I check collisions?

I'd also appreciate weapon and enemy ideas.  And the enemies won't actually be that fast.

37
TI Z80 / Re: Krillian
« on: October 05, 2011, 10:48:44 pm »
I added yet another kind of machine gun bullet thing, and started to add enemies, however, as you can see in the screenshot, they are not working.
The screenshot shows the new kind of bullet( the tiny one) as well as the enemy bug.
I'm attaching the source and the game, Arrow keys move, clear exits, numpad shoots, + changes weapons, and 2nd adds enemies. 

38
TI Z80 / Re: Krillian + other unrelated small abandoned games
« on: October 05, 2011, 05:58:26 pm »
I changed the player sprite and added a new kind of bullet, which has slower fire rate and is larger.
Arrow keys move, numpad shoots, + switches guns.

39
Humour and Jokes / Re: Let us make some random programs
« on: October 04, 2011, 08:32:20 pm »
Code: [Select]
prgmTHEGAME
::"YOU JUST LOST THE GAME
:ClrHome
:1->A
:{4,7,5,8,5,6,5,7,5,9,4,8,4,9}->LGAME
:"THEGAME"->Str1
:DelVar S8->B
:For (B,1,7)

40
Humour and Jokes / Re: Let us make some random programs
« on: October 04, 2011, 08:23:35 pm »
Return

Code: [Select]
prgmTHEGAME
:ClrHome
:1->A
:{4,7,5,8,5,6,5,7,5,9,4,8,4,9}->LGAME
The L is the little list thing.

41
TI Z80 / Re: Krillian + other unrelated small abandoned games
« on: October 04, 2011, 08:09:48 pm »
What do you mean about the keys?  For the bullets I'm storing them in an array, and I use this code to remove them:
Code: [Select]
If B
For (I,1,B)
{{I*5+L[sub]4[/sub]-1->J}-{J-2}->{J}}
{{I*5+L[sub]4[/sub]-2->K}-{K-2}->{K}}
If {J}>58
sub(RSB,I-1->I)
Elseif {K}>90
sub(RSB,I-1->I)
else
Pt-on({I*5+L[sub]4[/sub]-2->J},{J+1},Pic2)
End
End
End
B is the length of the array, which is (type, xspeed, yspeed, xposition, yposition).
Pic2 is the bullet.  J and K are the temporary Y and X of the current bullet.

Edit: Nevermind, I understand about the offset thing.  That part's fixed now.

42
TI Z80 / Re: Krillian + other unrelated small abandoned games
« on: October 04, 2011, 07:03:38 pm »
I'm not using Full. 

43
TI Z80 / Re: Action-Adventure Puzzle Platformer RPG (Idea)
« on: October 04, 2011, 06:47:08 pm »
If you added some sort of simulation you'd have pretty much every genre. :)
Sounds cool though.

44
TI Z80 / Krillian
« on: October 04, 2011, 06:39:05 pm »
Two things
1.  So I finally got around to updating Axe 1.05, and started cleaning up my calculator, and found these games I made over the last six months.  Some of them you've probably already seen.
1a.Mirror Run-(MIRROR), source-AMIRROR, 2nd is start, Up and down move, Clear quits
1b.Runner(Canabalt clone)-(RUNNER), source-ARUNNERT, 2nd is start, up is jump, down is duck, Clear quits
1c.Falldown-(FALLDOWN), source-AFALLDOW, 2nd is start, Left and right move, Clear quits
1d.Bouncedown-(BOUNCEDN), source-ABOUNCE, 2nd is start, Del is delete highscore, Clear is quit, Left and Right move
1e.Slide-(SLIDE), source- ASLIDE, levels are GDB1-(1)0, 2nd to start, Del to kill yourself, Mode to show instructions, Arrow keys move, Clear quits, and yes I know the levels suck, I didn't really make any, I just kind of randomly placed tiles.

2.  I have decided to make a decent game this time, and to finish it.
The main idea is your this guy, in the future, and you shoot lots of stuff in a topdown perspective.

Here's the epic intro for the not so epic game:

Krillian Intro

   The year is 221.  The age of technology and innovation is long gone.  Humans have regressed into barbarians, abandoning currency, government, art, and science, but keeping the superior weaponry of the past.  Earth is plagued with massive civil wars of all shapes and sizes.  Few retain the intelligence mankind was once known for.  Those few cannot innovate like they used to.  Instead, in order to survive, they must use their sheer intelligence and cunning to prevent further bloodshed.  You are one of the few.  You are Krillian.


So far I have most movement and a little bit of the machine gun done.
Arrow keys move, Clr quits, Numpad shoots.
I'm having some problems though.
A.When you press a lot of shoot buttons it shoots in the opposite direction too.
B.Downleft(1) shooting deosn't work.

I'm attaching a screenshot, the source.zip, and the actual game.



45
TI Z80 / Re: Bouncedown
« on: September 22, 2011, 05:14:41 pm »
Because the code is a complete mess, I'm recoding the entire engine. :(  I think I know a way to process different collisions though, plus the new engine is a lot smoother.

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