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Messages - program4

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61
News / Re: Obliterate beta now available!
« on: February 28, 2011, 08:51:30 pm »
This is impressive! I only have one calculator, though.  :(

I think there should be "smarter" AI, as I can easily beat level 5 no matter how many computer tanks there are (I lost no health in a match with 3 AIs).

Other than that, I love this game!

62
TI Z80 / Re: Homescreen Game Pack
« on: February 28, 2011, 07:07:27 pm »
Well maybe like a "health" bar, so the game exits when you miss over like 16 times. Or, try to get the most number of hits after 100 frames.  :)

Just in case you missed this, it's for Guitar Hero.

I'm in the process of making Star Dodger get progressively harder, and thus more fun. :D

I can't wait to see how it'll be like!  Are you going to add more stars to dodge, or add stars with special effects (like ones that move diagonally or towards you), or something else?  :D

EDIT: This was my 100th post! :D

63
TI Z80 / Re: Quasilat
« on: February 28, 2011, 07:01:55 pm »
Thanks Ashbad!  :D

New update:

Quasilat v0.95


*Created a screen when you beat all 15 levels
*In Pong, the ball can be seen more easily
*In Dodge, the Pt commands are used (instead of Pxl commands), and the graphics are fixed
*Secret feature will be added the next update (hopefully)!

EDIT: Added attachment

64
Wouldn't that be kind of luck though? The best strategy would be to stay in the middle the whole time, I suppose  :P

65
TI-BASIC / Re: Undo
« on: February 27, 2011, 01:38:32 pm »
I'm not sure I understand what you mean, but can't you just store the last commands as a number? For example, if the command to draw a line is assigned a value of 1, you could store the element 1 to a list, and when you undo the action, the program reads 1 and does the opposite (erases the line).

66
My idea is much harder: Invisible Tunnel!  >:D

Perhaps someone can create a tunnel game where the tunnel turns visible and invisible in cycles (like 1 second visible and 3 seconds invisible, then 1 second visible, and so on)? I don't know if that is mrmprog's idea or not.

67
TI Z80 / Re: Chess
« on: February 27, 2011, 01:28:53 pm »
This is just impressive! I love playing chess, and sometimes I like an opponent to play against.

One bug I noticed though (I think): if you choose a piece (say the rook on A1 in the beginning), but that piece cannot move anywhere, I cannot deselect the rook and choose another piece.

68
Correlation / Re: Correlation: Correlific Mode!
« on: February 25, 2011, 08:31:15 pm »
Does it actually replaces most commands that draws on the LCD like a new interpreter? O.O

Maybe it's an optimized version of TI-BASIC? I'm not sure how hard that would be to create, though.

69
TI Z80 / Re: Quasilat
« on: February 25, 2011, 08:29:06 pm »
Actually, Balance was from a version of Simul I played online, I think.  ;)

Yeah, I'll change the collision detection for the paddle. I hope it won't slow down the program too much, though...

70
TI Z80 / Re: Quasilat
« on: February 25, 2011, 08:25:38 pm »
Thanks! I never thought of using Horizontal and Vertical, as I never used them before.

71
TI Z80 / Re: Quasilat
« on: February 25, 2011, 08:20:56 pm »
I like it! I also like the speed of games even if it's not as fast as Simul. The only complaint is that the avoid game is really hard when it's the only game in action. I can only survive about 5 seconds :/

Spoiler For "Avoid":
Let the enemy go close to you, and go to the bottom of the screen. When the enemy catches up, go right, and so on around the box.

Another thing is that you forgot to turn axises off, something so many people still forget.

I'm pretty sure I did. The axes are intentionally created so that if you are playing 2, 3, or 4 games at once, you know how far your character can go.

Also collision detection during the pong game isn't very good because I lose even when hitting the ball most of the time.

It works fine for me somehow. The ball has to hit the paddle on the top, not the edges, but I can change this.

72
TI Z80 / Re: Quasilat
« on: February 25, 2011, 08:06:08 pm »
Okay, thanks! I'll try to use this suggestion in my program.

73
Correlation / Re: Correlation: Correlific Mode!
« on: February 25, 2011, 07:56:25 pm »
I was thinking maybe sprites like on the graphscreen, except it is really on the homescreen, since Hot Dog mentioned Phoenix.  ;)

EDIT: Or, maybe a option to shift the screen to get the side-scrolling effect.

74
TI Z80 / Re: Quasilat
« on: February 25, 2011, 07:55:22 pm »
Actually, now that I think about it, it might be better as is right now. Using Pt-On and Pt-Off (the enemy) and Text(  (the character) to test collision detection requires conversion between the two systems, since Text( is based on pixels but Pt-On isn't. This might make the game slower and larger (the decimal points add some bytes).  :-\

75
TI Z80 / Re: Quasilat
« on: February 25, 2011, 07:15:22 pm »
Lol  :P At first I was going to name it Quasilateral (like quadrilateral), but I shortened it to Quasilat since program names can only be 8 characters, and I decided to keep the 8-character Quasilat.

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