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Topics - shmibs

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31
Miscellaneous / help?
« on: October 27, 2011, 01:46:42 am »
i need to write a paper by tomorrow and my teacher just now told me that the topic i chose was not "acceptable," so i need to choose a new one. that's all well and good, but i need to take a survey about said topic, and the last one took several days, which i don't have, so my only option is to ask all of you.  :w00t:

all i need is a few responses to the following questions about Rémi Gaillard, the french prankster(if you've never seen any of his videos, they can be seen here: http://www.nimportequi.com/en/ ).

do you think what he does is immoral/uncalled for? is he a jerk?

do you think he is trying to prove some point (i.e. make people think more about their every day lives by putting them into unordinary situations) or is he just being silly?

if you were presented with a situation like one of these (i.e. assaulted by a giant bottle of hair-remover) how would you react?


i have no idea how i'm going to get this done tonight, but anything helps, guys. thanks =)

32
Art / omni logos
« on: October 16, 2011, 05:33:19 am »
i was mucking about in the gimp and made a shiny version of the omni logo. i'm curious to see what variations other people can make, as it seems like something we really don't have much of in comparison to other things.

33
Axe / drawing from oversized buffers
« on: October 12, 2011, 08:27:20 pm »
is there any fast way to draw a specified 96*64 window directly from a larger buffer (say 104*72)?

what i mean is just using an x and y offset to determine which position to start and drawing from

34
Other Calculators / Fail Flush
« on: August 23, 2011, 04:00:19 pm »
Fail Flush



http://www.omnimaga.org/index.php?action=downloads;sa=view;down=620

CHECK IT, YO!
i decided to clean this up and submit it, since i have not contributed anything to the archives as of late

Fail Flush is a puzzle game in which the player attempts to fill a palette with marbles. see readme for more details if you care

SCREENSHITFORJUSTICE!

35
TI Z80 / community-driven RPG
« on: August 11, 2011, 06:44:22 pm »
ohithur, everyone.
a little while ago i had a sudden hankering to start working on an RPG of some sort. however, i was a bit daunted by starting such a massive task (and i've noticed that not many rpg's have been coming out recently). starting yet another project that will only be completed halfway and then abandoned to the anals of the server's HDD would not be good. thus, i decided to try something different. let's make an RPG together!

a community-driven RPG, to which anybody can contribute by adding graphics, plot elements, maps, or engines, seems like it just might result in a project that doesn't die halfway through. i was thinking the 83/4+ line simply because we have the most people who could work on it. additionally, that would allow both the asm and axe crowds to work together on things  ;D

does anyone think this will work?

we should probably start by nailing down a plot of some sort. i was thinking that something with airships/tropical islands/steam punk robotics would be nice, simply because those haven't been featured much in calc games. any other ideas/ideas to the contrary?

oh, and lastly, what would be best as far as program specs? 4 level grey? smooth-scrolling? a chrono trigger like battle system? what would be realistic?

oh, and here are those zelda tiles i was working on earlier. feel free to post any other graphics you may have made and then not ended up using for anything so they can be recycled =D

36
Gaming Discussion / A Challenge
« on: August 04, 2011, 03:12:25 am »
at around 6:30 GMT last night, a team of top operatives was recruited to play and master this game comprised of juju, zippydee, qwerty, and myself. after what must have been half an hour of gruelling effort, memorising sequences of numbers and finding the outliers, we were repaid with a score that i dare any group of four to try and beat  :evillaugh:

37
Art / Zelda 8*8 revisited
« on: July 06, 2011, 07:38:44 am »
a couple of days ago i had a sudden urge to work on an RPG, and tonight i decided to start with sprites. naturally, i went to zelda as, in my opinion, it has the best tileset ever designed. i started converting it to four level 8*8's and got a considerable way in when i remembered just now that this had been done before... oh well. i think i'm going to finish the set, though, and then hopefully use it in a game that is not quite, but similar to zelda. here's the link's awakening sheet and what i have so far in 8*8's

38
News / FLASHY - 83/4 series boot code modification
« on: July 02, 2011, 04:13:32 am »
In response to TI's addition of anti downgrade protection to their recently updated bootcodes, Brandon Wilson has created Flashy, a program which can directly modify the boot code of a ti-83+SE, 84+, 84+SE, or the brand new ti-84 pocket. With the new ability to modify the boot code of these models, it is now possible to remove every last trace of Texas Instruments code from these calculators and replace it with custom made code. However, doing so is EXTREMELY dangerous, as any errors that may occur will result in the device being insta-bricked. TI-Bank states that Flashy allows bootcodes to:
-be upgraded
-be downgraded
-be custom modified
-be swapped between models (essentially allowing one model to 'become' another, although differences in hardware will still be an issue)

This program (which can be found here) has several features included to help avoid anything awful happening to your calculator, but you should still be absolutely certain that you know what you're doing before attempting to use it.

39
Blaster Master / sprite development
« on: April 15, 2011, 06:10:14 am »
just so you guys know, this project isn't dead. i've been REALLY busy and haven't had time to set aside for it, but i've still managed to squeeze in a bit of bugfixing and optimisation as well as sprite work here and there. here are a couple in-development graphics for your viewing pleasure (more will come at some point).

EDIT: which of the tower designs in the first picture is your favourite?

40
Other Calculators / DJ's files back in place
« on: March 22, 2011, 12:33:31 am »
in case you didn't notice the wave of posts a moment ago, DJ's files, such as the Illusiat series, Metroid II, and the wildly popular Eat Nethams:THE GAME are now back in the omni archives (although they are still not on ticalc for the time being).

41
hullo everyone.
i thought a little friendly competition may be in order so as to keep our minds sharp and fingers nimble. basically someone(in this case, me) names a fairly simple challenge. this challenge has to be the creation of some game or solving of some problem that can be approached from multiple angles, and at the same time can be finished in a day of so. the "winner" (whomever's program is the favourite of the other people who participate in that round) gets to choose the next challenge(or can defer if he'd rather not, in which case whomever else wants to can propose a challenge).

this is not in any way intended to be an official contest; the purpose is simply to toss around ideas and to show people how many different possible ways there are to solve a problem. because of this, language used(or even platform) don't really matter. feel free to use anything from TI BASIC to python. just keep in mind that, in order to pick a favourite, your competitors have to actually be able to run your program :P

ok, here is a simple one to start us off: create the most difficult, but still theoretically playable, tunnel game in existence.
mine is attached below. (note, this program won't run properly in an emu, as the display method it uses relies on actual hardware. i included a screenshot anyways, though XD)

42
Math and Science / MOVED: I failed at my math test. Why?
« on: February 13, 2011, 03:43:48 pm »
This topic has been moved to Randomness.

http://ourl.ca/9183

43
Blaster Master / Blaster Master!
« on: January 30, 2011, 02:46:15 pm »


for those of you who don't know (for shame XD) Blaster Master is an NES game in which Jason, an average young teen, loses Fred, his pet frog, in a freak accident involving some radioactive waste in his backyard and has to travel deep underground in order to find him. in doing so, he discovers SOPHIA The 3rd, an alien battle tank, Eve, an alien woman, and a swarm of more different alien mutants whom she was attempting to defeat. this swarm, lead by the Plutonium Boss, is boring holes in the earths crust which will eventually cause it to collapse in upon itself. faced with the destruction of earth, the plight of a beautiful young woman, and (most importantly) the loss of his beloved pet, Jason takes the only course of action available to a healthy teen boy, the single-handed obliteration of the mutants.

gameplay

here is a slightly older version of the basic physics engine, running at 6mhz(i have some variable length list for enemies/extended physics stuff done as well but want to make sure this is as fast as possible before continuing. the speed is decent, but i'm still a bit concerned that multiple enemies/projectiles will slow things down too much even at 15mhz.)

right now there is nothing preventing one from running off the side of the map and falling through the RAM  ;D. mad props to magic banana for those tank sprites he made forever ago and i only just now decided to actually put to use. the wheel rotation animations are a bit off at the moment, but that is not an issue with the engine itself. rather, i made some slight mistakes while drawing out all the sprites, inverting them and erasing the bits i did not need for masking, re-arranging them bitwise in a single 8*1280 bitmap, cutting that into 20 8*64 piece chunks for running through sourcecoder, pasting all the hex into a text file, converting that to an .8xp, sending it to my calculator, and recalling the program into another program and now i'm going to have to do it all over again XD
oh, and there is both vertical and horizontal acceleration. to prove it, try standing on the leftmost edge of the bottom and jumping and then moving over towards the floating tile. the tank will fall short. if you build up some momentum, however, you can make it.
like i said before, i'm a bit concerned about speed and there is one part of the code in particular which i know could be optimised, but which i have not yet figured out. this is a for(loop in the tile-scrolling portions which could be made into a faster while loop. also, this engine is hard-coded for 20 tile wide maps, but the end product will work with variable widths. here is a package containing this program compiled and it's source as well as a few sprites.

44
TI Z80 / FailFlush
« on: January 03, 2011, 07:15:43 am »
in celebration of the fact that, after weeks of set-backs, i finally managed to get a hold of a new usb cable to replace my old silverlink, today i decided it was time for me to finally upload a new project. FailFlush is a game based loosely(as well as i remember it from our old windows 98 system) on Finty Flush from one of the Microsoft Puzzle Packs which i originally made(very poorly) for xlib some time ago (in fact, there is a version on my ticalc profile right now, and it has a fatal bug. i'll have to get nikky to remove it for me at some point...) and decided to remake in axe ~9 hours ago. because it was written all in one day, and because it is now five am, there are likely bugs and glitches(and i know for a fact that the high scoring, which i made only minutes ago, is broken), so if you see anything obvious in the source feel free to comment. still, i think it isn't all that bad for an all-in-one sitting program. :evillaugh: basically, this is a puzzle game in which the user tries to fit all the marbles from a constantly growing top row into a palette in the bottom, at which point the bottom palette is cleared and points are scored.

controls and such are fairly simple
from the "highscore" screen, 2nd begins a new game and clear quits
in game, the highlighted column indicates whether the top or the bottom is currently selected. pressing up or down switches which is selected. left and right slide the top and bottom sections left and right, depending on which is selected. 2nd and mode, when the bottom is selected, rotate the current palette counter-clockwise and clockwise respectively, and alpha switches which of the palettes, all of which are seen in miniature at all times in the bottom right, is currently in use. when the top is selected, 2nd attempts to slide(or Or, if you will) the currently selected column over the corresponding column in the current palette below. if you're completely lost (as you very well may be at this point, as even i have very little idea what i am writing) just take a look at the screenshits below!

stuffs attached below\/(AF is source and FFLUSH is THE GAME)

45
Humour and Jokes / this is supposed to happen, right?
« on: December 19, 2010, 12:56:19 am »
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