Omnimaga
Calculator Community => Other Calc-Related Projects and Ideas => TI-Nspire => Topic started by: Nick on November 19, 2011, 12:58:25 pm
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yeah, i'm quite busy for the moment, on the coding field i mean..
i made a lua game called Bloxorz, a port from the bloxorz game on spele.nl, but there are many more variations on this game, but i haven't seen one on the nspire yet
so, what does it do, you have to lead a block to the red tile within the field of tiles, you can move anywhere you want, but you block has to stand completely on the tiles. Every time you move, your block changes his position. When you are standing and you move, you will be lying down on the next tiles, understood? well, that last thing is not implemented yet xp
for those who don't understand anything of my explanation, here's a screenshot (sorry for the text in the middle of the screen, it was the only way i know until now..)
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Seems interesting. So when the block is lying on the next tiles, you can't move there if there's no more tiles ahead, right?
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Nice! this game is one of my favorites, keep it up. Will there be buttons and stuff like in the real thing?
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Btw I think this is in the wrong sub-forum. It should be in Other calc projects/ideas, not Lua.
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Looks nice, good luck* coding :)
*have fun
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I thought the block has to flip in those games
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yeah the way I've always seen the game, It has the block turn on its side when you go a direction. like this
http://www.coolmath-games.com/0-bloxorz/index.html
But I assume this is what your doing.
And it looks really good so far!
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It would be really easy if they didn't flip :P
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Takes away from the challenge.
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yeah, it has to flip, but i'm busy doing that right now, that game would be stupid if it didn't xp
uh, and if it's in the wrong forum, who can move it?
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I'm pretty sure it's in the right forum.
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its the right forum
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it's in the right forum (other calc-related projects and ideas) now because i moved it there.
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Oh ok then
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Awesome, it really looks good !!
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This looks pretty cool; good luck with it, Nick.
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here's an update.. i worked on it until 02:25 xp but it's a lot better! block flips, bridges work, detects if you're dead instead of holding you from moving etc. etc.
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I remember this! Very nice!
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That's awesome! just wondering, in the original game, it made you fall of the edge when you went over it, are you going to do that?
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yeah the way I've always seen the game, It has the block turn on its side when you go a direction. like this
http://www.coolmath-games.com/0-bloxorz/index.html
But I assume this is what your doing.
And it looks really good so far!
I visit that site from school! and btw I think this could be released now and be awesome
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Nice work !
This game is really addictive...
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it could be released, but all it really needs is the block to fall of the edges.
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you really want me to release it, but you'll have to wait until it's finished.. i'm adding the buttons on which you have to stand totally, and if that works, i'll implement the weight-sensitive tiles :) that falling will be done too, trust me
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I didn't try it, but apparently it also exists for the 89. You''l find an animated screenshot too there:
http://www.ticalc.org/archives/files/fileinfo/430/43015.html
Looks really fun.
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cool!
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cool!
I didn't make it so I don't know if I deserve that +1. :)
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Looks nice, but I don't understand much how it works, looking at the 2nd screenshot. I will definitively need to try it myself when it eventually comes out to figure it out. XD
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The game (??) is also on miniclip. Looks nice so far!
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The game (??) is also on miniclip. Looks nice so far!
I lost the game!
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This is pretty cool. AR you going to copy the levels exactly?
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:O here you are Nick! This looks great! >:D hope you get a beta out. Hehe...
(Trololol...?)
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working on it, but time is quite a mess right now...
i added a total of ten levels by now, should i already post it or not? it's a bit studpid, cuse they are quite easy xs but the levels are the real ones from the internet :)
and i found a strange error occuring, i know the reason, but the screen looks weird, like double layered xp
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hmm, indeed weird but actually useful for debugging :P
Looks very nice, would you mind posting your map rendering code?
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but as soon i press one key, doesn't matter which one, the background dissapears and everything returns to normal xp
well, for that code, it's quite "fake" 3D, i mean that i draw a tile (polygon) with a 3D look, and every row i place it a litte-le lower, and every collumn i place it a little higher..
tile = {0,84,6,94,21,92,15,82}
tilechange = {0,84,6,94,21,92,15,82}
function on.paint(gc)
gc:setColorRGB(170,170,170)
for i=1,10 do
for j=1,15 do
for k=1,7,2 do
tilechange[k]=tile[k]+i*7+j*16-18
tilechange[k+1]=tile[k+1]+i*11-j*2+5
end
gc:fillPolygon(tilechange)
tilechange = {0,84,6,94,21,92,15,82}
end
end
end
--edit--
this draws the full map on the screen, in the game i have another list for each level that contains 10 rows of 15 tiles to see if it has to be drawn or not
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That code looks quite nice :)
Only one thing, wouldn't tilechange better be a local variable?
From what I see I don't think its necessary to be global, and if you do lots of tweaks like this you will get speed improvement :)
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i'll change it directly, hope it got some effect, but it think that speed improvement isn't needed, as it reacts to keypresses nearly directly...
Does anyone have some ideas for a highscore? i don't really know what i should count as highscore, as when i take the lowest nr of movements, you have a highscore when finishing the first level. It has to be something that's over all the levels. Now i use totalmoves/levels played, but it's kinda strange i think.
update:
16 perfectly working levels (not those with the splitting parts), i think i'll keep it with that. Maybe i'll make a leveleditor in later updates, but we'll see..
now working on a graphical level selector and menu
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i'll change it directly, hope it got some effect, but it think that speed improvement isn't needed, as it reacts to keypresses nearly directly...
Does anyone have some ideas for a highscore? i don't really know what i should count as highscore, as when i take the lowest nr of movements, you have a highscore when finishing the first level. It has to be something that's over all the levels. Now i use totalmoves/levels played, but it's kinda strange i think.
update:
16 perfectly working levels (not those with the splitting parts), i think i'll keep it with that. Maybe i'll make a leveleditor in later updates, but we'll see..
now working on a graphical level selector and menu
ooohoo hoo hoo looking forward :D
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Is double layering normally possible in Lua? If not, then maybe you just unintentionally discovered how to? O.O (Although I bet this might go away in future OS updates)
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what do you mean with double layered? i just draw the field first, whereafter i draw the block. That way the block is always painted last and stand at the top of the 'layering' so you can see that one here it it drawn.. was that what you ment?
or do you mean with the error screen?
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I mean how the text displays over the game graphics without erasing them (when the error occurs).
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well, i'm afraid this is a OS feature, and not one of the lua itself. Since when an error occurs, the lua stops running and the OS takes back control, i think that somehow the lua still runs while the os has taken over.
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Too bad. If only it was possible. It's funny how some stuff that is achievable in TI-83+ BASIC on a shitty hardware can't even be achieved in Nspire Lua on a 10x more powerful hardware, larger screen and faster language. X.x
In TI-83+ BASIC you draw your stuff, store it into a pic, then display your text, then recall the pic. :P
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Well, with nspire Lua you can draw text over stuff without that it will look bad. There is no white background behind the text.
But of course it would be nice to have pixel level manipulations.
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Oh ok I thought it did some background thing, like in PRIZM BASIC.