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Calculator Community => Other Calc-Related Projects and Ideas => TI-Nspire => Topic started by: epic7 on December 15, 2012, 10:59:38 pm

Title: DrillMiner
Post by: epic7 on December 15, 2012, 10:59:38 pm
So, this game is a clone of Motherload (http://www.xgenstudios.com/play/motherload), mixed with a bit of minecraft. The minecraft aspect comes from the fact that it's a bit blockier than Motherload and I ripped the tile textures out of a 32x32 texture pack :P

Because in Motherload, you dig with a drill machine, and you use it to mine ores, the name is DrillMiner, because I'm just that creative
(name subject to change :P)

Most recent preview:
Title: Re: DrillMiner
Post by: Sorunome on December 15, 2012, 11:03:02 pm
wow, this is looking pretty good so far, the scrolling :D
Title: Re: DrillMiner
Post by: joao9856 on December 16, 2012, 09:39:02 am
Thats an interesting game you got there!
Title: Re: DrillMiner
Post by: Spyro543 on December 16, 2012, 09:45:42 am
I see you're using a Minecraft texture pack....I just don't remember what it's called.....but I've been waiting for someone to port this and yay! I might be able to help with your level generator.
Title: Re: Re: DrillMiner
Post by: TheNlightenedOne on December 16, 2012, 10:03:15 am
That looks awesome! I used to play Motherload all the time

Edit: will this be open-source?
Title: Re: DrillMiner
Post by: epic7 on December 16, 2012, 03:36:45 pm
I kinda fixed my map system and now there's bedrock (actually it's obsidian :P) at the bottom.
(http://img.removedfromgame.com/imgs/screenie2.gif)
And that also means pretty night sky and grass
(http://img.removedfromgame.com/imgs/screenie3.gif)

I see you're using a Minecraft texture pack....I just don't remember what it's called.....but I've been waiting for someone to port this and yay! I might be able to help with your level generator.
I used this texture pack (http://www.minecraftforum.net/topic/160450-hd-aw3s0m3-32x32-texture-pack/)
I'm open to help for level generation... I don't really know what would be the best way to generate :P
That looks awesome! I used to play Motherload all the time

Edit: will this be open-source?
I suppose so. I'm gonna make the code a bit more pretty first, though :P
Title: Re: DrillMiner
Post by: lkj on December 16, 2012, 05:49:37 pm
Cool, a new nspire game! And it's looking good so far.
At first I thought it was a computer project :P
Title: Re: DrillMiner
Post by: Deep Toaster on December 16, 2012, 06:15:46 pm
I love Motherload. Can't wait for this game :D
Title: Re: DrillMiner
Post by: epic7 on December 16, 2012, 07:47:23 pm
(http://img.removedfromgame.com/imgs/3-screenie.gif)
Huzzah! I made sprites and they actually look good! :P/me needs to attach a propeller
Title: Re: Re: Re: DrillMiner
Post by: TheNlightenedOne on December 17, 2012, 09:37:14 pm
(http://img.removedfromgame.com/imgs/3-screenie.gif)
Huzzah! I made sprites and they actually look good! :P/me needs to attach a propeller
That looks awesome. It's nice to see another great Nspire program that makes use of the calc's full potential. I can't say enough how excited I am to see this when it's finished... Y'know, if you need a beta-tester, I can do it.
Title: Re: DrillMiner
Post by: ElementCoder on December 18, 2012, 02:24:44 am
Great to see another nspire game being developed. If you need any beta testing, I'm ready :D Love the fact that you can drill upwards too :P
Title: Re: DrillMiner
Post by: XiiDraco on December 18, 2012, 03:28:35 am
I would happily beta test this if you like.
Title: Re: DrillMiner
Post by: epic7 on December 18, 2012, 04:20:44 pm
Anyone can test; doesn't really matter to me :P
I put a link to my site in the first post which contains the files (not much point of it yet :P) and source code (but outdated and messy).

I might also fuse Motherload and Minecraft together a bit more than I planned. I might have some Minecraft elements such as smelting/crafting instead of buying items in the store.
Title: Re: DrillMiner
Post by: epic7 on December 20, 2012, 09:45:27 pm
I tried making nonlinear gravity and smooth movements... but i failed epicly /me facepalms

At least digging kinda works now, and I started making the flying sprite
(http://img.removedfromgame.com/imgs/4-screenie.gif)

But collision detection still hates me... I managed to hide most of the collision screwups in the screenshot, though... something i need to solve this christmas break.

Anybody know if any kind of pxl-test is possible in C? :P

On a more optimistic note, I kinda know what I might do for inventory/smelting/crafting.
Also custom texture packs won't be that hard to make :D
Title: Re: DrillMiner
Post by: epic7 on December 22, 2012, 11:57:45 pm
Triple post, but I have a huge amount of stuff to post :P
I've decided to change the texture pack, which would make it easier for me too use some more ores, since the old one only had 5.
So I've changed the texturepack to Faithful 32x32 and I also made my own platinum ore. Here's how it looks
(https://dl.dropbox.com/u/93019118/newtex.png)

And since the textures are stored externally, anybody could use modify the terrain file to make a custom texture pack.
The terrain file for the game looks like this so far:
(https://dl.dropbox.com/u/93019118/terrainv1.1.png)

I've also decided to do crafting instead of buying the upgrades
I don't know how fuel will work... maybe some kind of coal conversion or something
So here are the tentative crafting designs
Textures were taken from some site that had a bunch of Motherload pics
I'll probably change them since the values are kinda random :P

Ores:
Exchange rate:
Coal = --
Iron = 2 Coal (1:2)
Gold = 1.66 Iron (3:5)
Platinum =  2.5 Gold (2:5)
Sapphire = 3 Platinum (1:3)
Emerald = 2.66 Sapphire (3:8)
Ruby = 2.5 Emerald (2:5)
Diamond = 4 Ruby (1:4)

Drills:

Recipe:
O
OOO
OOOOO
OOO
O

Replace O with mineral

Stock drill = 100 frames per block of stone

Gold drill = 85 frames per block of stone
(http://motherloadkb.com/images/upgrades/goldiumdrill.png)

Platinum drill = 70 frames per block of stone
(http://motherloadkb.com/images/upgrades/silvidedrill.png)
 
Sapphire drill = 55 frames per block of stone
(http://www.motherloadkb.com/images/upgrades/amazonitedrill.png)

Emerald drill = 40 frames per block of stone
(http://www.motherloadkb.com/images/upgrades/emeralddrill.png)

Ruby drill = 30 frames per block of stone
(http://www.motherloadkb.com/images/upgrades/rubydrill.png)

Diamond drill = 15 frames per block of stone
(http://www.motherloadkb.com/images/upgrades/diamonddrill.png)


Hulls:

Recipe:
OOOO
O    O
O    O
OOOO

Replace O with mineral

Stock hull- 10 HP

Gold hull- 17 HP
(http://www.motherloadkb.com/images/upgrades/bronziumhull.png)

Platinum hull- 30 HP
(http://www.motherloadkb.com/images/upgrades/steelhull.png)
 
Sapphire hull- 50 HP
(http://www.motherloadkb.com/images/upgrades/ironiumhull.png)

Ruby hull- 80 HP
(https://dl.dropbox.com/u/93019118/rubyhull.png)

Emerald hull- 120 HP
(http://www.motherloadkb.com/images/upgrades/einsteiniumhull.png)

Godlike hull – 256 HP
(http://www.motherloadkb.com/images/upgrades/energy-shieldedhull.png)
Special Recipe:
DERED
DD  DD
SR   RS
DD  DD
DERED


Fuel tanks:

Stock tank = 10 L

Medium tank = 15 L
(http://www.motherloadkb.com/images/upgrades/mediumtank.png)
IIIII
I   I
IIIII

Large tank = 25 L
(http://www.motherloadkb.com/images/upgrades/hugetank.png)
IIIII
I   I
IIIII
I   I
IIIII

Huge tank = 40 L
(http://www.motherloadkb.com/images/upgrades/gigantictank.png)
GGGGG
G      G
GGGGG
G      G
GGGGG

Gigantic tank = 60 L
(http://www.motherloadkb.com/images/upgrades/titanictank.png)
IRGRI
I     I
I     I
I     I
IRGRI

Titanic tank = 100 L
(http://www.motherloadkb.com/images/upgrades/leviathentank.png)
EEEEE
E     E
R     R
E     E
EEEEE

Multi-tank = 170 L
(http://www.motherloadkb.com/images/upgrades/liquidcompressiontank.png)
DDDDD
S  D S   
SSDSS
S  D  S
DDDDD
Title: Re: DrillMiner
Post by: Sorunome on December 23, 2012, 12:24:17 am
/me lost
i like the textures :D
Title: Re: DrillMiner
Post by: Nick on December 26, 2012, 09:02:30 am
I have been looking for this game to port, but i totally forgot the name..glad you took it up :)

i really hope this works out fine, because the original game is just wonderful, good luck!
Title: Re: DrillMiner
Post by: epic7 on January 02, 2013, 10:16:41 pm
Haven't really gotten to do much development over the winter break, but I managed to get my inventory screen running. (haven't put it amount of blocks collected yet, though).

(http://img.removedfromgame.com/imgs/inv.png)

For the next month or so, development might be a bit slow due to both FRC build season and midterms :/

For fuel, I'll probably put in some station for coal liquefaction, as there will be no currency other than the ores you carry.

Might also make some randomly generating buildings underground too.
(and also make my ore generator not suck :P)

Anyone got any ideas for somewhat of a storyline, or a way that this game could end? Or perhaps I could actually just have no end and keep on generating maps until the whole screen is filled with diamonds and/or the user runs out of memory :P
Title: Re: DrillMiner
Post by: Sorunome on January 02, 2013, 10:18:01 pm
That are not how colors of traffic lights are: top red, center yellow and bottom green :P/me runs
Title: Re: DrillMiner
Post by: Ranman on January 02, 2013, 10:49:02 pm
Lookin' mighty sweet there epic7!
Title: Re: Re: DrillMiner
Post by: Nick on January 03, 2013, 02:56:56 am
Are you gonna replace the images of the miner with images of hulls etc? Other than that, nice :) it really looks good, also I love the images of the ores, they show exactly what it is, there's no confusion possible
Title: Re: DrillMiner
Post by: ElementCoder on January 03, 2013, 07:50:06 am
That are not how colors of traffic lights are: top red, center yellow and bottom green :P/me runs
Totally agree :)
This has progressed quite a lot already, for the story I'd say mix infinity with some kind of story? After you're done you can happily mine what you want. No clue about what the story should be though :P
Title: Re: DrillMiner
Post by: epic7 on January 03, 2013, 02:32:04 pm
Those colors were pretty arbitrary; I just made them different so it would be easier to read :P
If the game is infinite, maybe I'll add some absurdly powerful megaupgrades for people to attempt getting :P

Are you gonna replace the images of the miner with images of hulls etc? Other than that, nice :) it really looks good, also I love the images of the ores, they show exactly what it is, there's no confusion possible

Yeah, the terrain file has all the other texures (as shown on the previous page). I think I'll keep those for the stock parts, though.


Another question for you guys:
Should crafting be regular Minecraft style, or pocket edition (selecting from menu) style?
Title: Re: DrillMiner
Post by: TheNlightenedOne on January 03, 2013, 03:07:15 pm
I think that normal Minecraft style might be a little cumbersome for items using 2 or more types of ore, but an option to choose would be great. (As would multiple savegames... but if it's an external, user-accessible save we can manage that on our own)
Title: Re: DrillMiner
Post by: epic7 on January 03, 2013, 04:35:28 pm
Yeah, I think I might just do the menu-based crafting.

I'll get to making the save games, but I have no idea how to read data from a file :P
Title: Re: DrillMiner
Post by: ElementCoder on January 03, 2013, 05:32:05 pm
Can't you do like Java and just dump everything in a file? In Java you can just write the object to a file (.ser) and retrieve it later by reading that file.
Title: Re: DrillMiner
Post by: ElementCoder on January 03, 2013, 05:32:06 pm
Woops, it came through twice apparently, sorry for the double post :)
Title: Re: DrillMiner
Post by: blue_bear_94 on January 03, 2013, 05:36:44 pm
That is possible as well.
Title: Re: DrillMiner
Post by: epic7 on January 03, 2013, 06:28:12 pm
I know how to throw it into a file, but I don't know how to read it/me researches
Title: Re: DrillMiner
Post by: lkj on January 03, 2013, 06:39:26 pm
Why not fread?
Title: Re: DrillMiner
Post by: epic7 on January 03, 2013, 06:49:03 pm
Because I'm a noob that doesn't know this stuff :P
This is what I have for save and load, but the result is kinda ugly O.O
(http://img.removedfromgame.com/imgs/WAT.png)

SAVE CODE

FILE * f = fopen("/documents/miner/mapdata.tns", "w+");
for(j = 0; j < 10120; j++) //the map has 10120 blocks
   fprintf(f, "%d ", map[j]);
fclose(f);


LOAD CODE

FILE *f = fopen("/documents/miner/mapdata.tns", "r");
fread(map, sizeof(int), 10120, f);
fclose(f);
Title: Re: DrillMiner
Post by: lkj on January 03, 2013, 06:54:44 pm
You can also use fwrite for saving and probably have to because fprintf stores the map as text and fread reads it as ints.
Title: Re: DrillMiner
Post by: epic7 on January 03, 2013, 06:58:57 pm
...
Yeah, I have no idea what I'm doing :P
Title: Re: DrillMiner
Post by: Matrefeytontias on January 03, 2013, 07:01:09 pm
Are you using nSDL ? If so, I can provide you a getPixel routine I wrote :) else, you can find in the file utils.c of the Ndless sample "particles" a getPixel function which deals directly with the screen.
Title: Re: DrillMiner
Post by: epic7 on January 04, 2013, 10:14:56 pm
I'm using nRGBlib. I guess I'll go check that file out, although I don't think I'll need it that much anymore.

Anyways, I've been trying to make the ore generator less crappy, and I have one now that's working a bit better. For a visual representation of the generator so far, here's a stacked graph of ore abundance:
(http://img.removedfromgame.com/imgs/ore%20chart.png)
The map was 40*600, so 24000 blocks. It seems that there's only 26 diamonds in the whole map :P
Title: Re: Re: DrillMiner
Post by: TheNlightenedOne on January 04, 2013, 10:32:26 pm
I think that more diamonds would be better, because if you only find 25 or so of the most valuable block in the whole map with no chance of getting more, it'd be kinda frustrating.
Title: Re: DrillMiner
Post by: blue_bear_94 on January 04, 2013, 10:33:21 pm
Perhaps make a way to have (almost) infinite maps?
Title: Re: DrillMiner
Post by: epic7 on January 04, 2013, 10:38:01 pm
I could do maps that are pretty infinite, but would the ore abundance keep changing after diamonds start spawning?

Or I could even just avoid that problem by making it only infinite in the x dimension
Title: Re: DrillMiner
Post by: Ranman on January 04, 2013, 11:07:45 pm
...
Yeah, I have no idea what I'm doing :P
Have you tried fgetc for reading bytes? It may be confusing since it returns an int, but it's really only reading a character.

int fgetc ( FILE * stream );

Get character from stream.
Title: Re: Re: DrillMiner
Post by: TheNlightenedOne on January 04, 2013, 11:08:08 pm
Or you could randomly inflate/deflate the ore spawn rate every time it generates
Title: Re: DrillMiner
Post by: Sorunome on January 04, 2013, 11:56:20 pm
Maybe you could try to make like intersection parts, where e.g. coal and iron are all scrambled, but other than that, it's looking nice :D
Title: Re: DrillMiner
Post by: epic7 on January 11, 2013, 11:17:51 pm
Update:

Working collisions!
It's about time!
(http://img.removedfromgame.com/imgs/5-screenie.gif)
Also, horizontal movement is now smooth.
Gravity is still linear; it's giving me more trouble than horizontal scrolling.

I think it's time for an alpha release.
Download is below, and if anyone downloads, please tell me if you find any bugs!

I think I got rid of them, but the most persistent bugs were probably the vehicle overlapping the blocks
(http://img.removedfromgame.com/imgs/err.png)
and floating over openings
(http://img.removedfromgame.com/imgs/err2.PNG)

Edit: Just noticed how slow it is on the actual calculator
Framerate is still high, but just rather slow :P
I'll should fix that :P
Title: Re: DrillMiner
Post by: Nick on January 12, 2013, 02:50:16 am
It is very nice, but as you said: slow on calc.
 - It's kinda dark when you start it up. Maybe make the sky blue when you start for the first time?
 - some kind of animation while digging. Now I didn't know if i was actually digging or just standing still.
 - you're probably working on that: show how many items you have etc.

wonderful game, epic7 (-7), very nice job!
Title: Re: DrillMiner
Post by: epic7 on January 12, 2013, 04:51:22 pm
I might make digging animation and/or particle effects.
I already have something that keeps track of inventory; it's just a matter of putting it on the screen.
As far daytime, I don't know how to do masking for the sprite, so that wouldn't work at the moment.
Title: Re: DrillMiner
Post by: Matrefeytontias on January 12, 2013, 05:24:58 pm
If you know how to display a sprite, do a function that tests if for every pixel the colour is different of the mask you inputted. If so, it displays it, else it does nothing.
Title: Re: DrillMiner
Post by: epic7 on January 12, 2013, 05:33:03 pm
I use nRGBlib, and the vehicle is just a tile being displayed.
I guess I'll check out the source and modify that
Title: Re: DrillMiner
Post by: Matrefeytontias on January 12, 2013, 05:36:56 pm
A tile is a sprite, basically. And you can still ask the author of nRGBlib (I forgot his name :P) to add this feature.
Title: Re: DrillMiner
Post by: epic7 on January 17, 2013, 10:36:47 am
I just doubled the speed of the program, and now it runs at a good speed and is still quite smooth

After midterms, I'm going to improve scrolling and add nonlinear gravity, completing the movement engine.
Then, there will be a crafting building, probably some ore trading station, and some kind of coal liquefaction building for fuel. In addition, some buildings (for I don't know what) will probably spawn underground.

Any other features that you all think should be added?
Title: Re: DrillMiner
Post by: Ranman on January 17, 2013, 12:54:45 pm
I just doubled the speed of the program, and now it runs at a good speed and is still quite smooth

What optimization strategies did you implement to double the speed?

Update:

Working collisions!
It's about time!
(http://img.removedfromgame.com/imgs/5-screenie.gif)
Also, horizontal movement is now smooth.
Gravity is still linear; it's giving me more trouble than horizontal scrolling.

I'm loving it!!!  :)
Title: Re: DrillMiner
Post by: willrandship on January 17, 2013, 02:37:34 pm
Gotta love how the sprites are all ripped from minecraft and motherload. Still, this looks pretty cool. Are you planning on making blocks replaceable ala minecraft, or permanently destroyed like motherload?
Title: Re: DrillMiner
Post by: epic7 on January 17, 2013, 06:16:19 pm
I didn't really optimize, I just doubled all the movement speeds :P
Title: Re: DrillMiner
Post by: epic7 on January 18, 2013, 11:43:47 pm
MOAR MEWVMANT UPDAETS!

Smooth vertical movement added, collisions improved, and now scrolling doesn't look bad :P
So aside from some tweaking, movement is done. One thing I need to fix is that whenever the user is flying, the car always faces right.

And here's how the game runs on the actual calculator.


Coming up next (after tweaking movement), crafting and fuel.
Title: Re: DrillMiner
Post by: Matrefeytontias on January 19, 2013, 07:43:52 am
Looks nice ! :D I think that the digging speed is a bit low though.
Title: Re: Re: DrillMiner
Post by: TheNlightenedOne on January 19, 2013, 09:25:16 am
Agreed. It's looking awesome, however. It's very fluid.
Title: Re: DrillMiner
Post by: TIfanx1999 on January 19, 2013, 09:38:22 am
Wow, that does look great! I'd have to agree with Matrefeytontias though. Digging speed could definitely be increased.
Title: Re: DrillMiner
Post by: aeTIos on January 19, 2013, 10:01:33 am
I had an idea today: if you're not happy with the propellor animation, why don't you add little rockets underneath it? That way it looks better I think.
Title: Re: DrillMiner
Post by: leafy on January 19, 2013, 02:56:47 pm
Personally, I think the digging speed is fine. In the actual game, digging takes nigh-on forever, so this is a nice little reminder that we can't get what we want all the time ^^

I think what really needs improvement, however, is the digging/disappearing blocks thing - I don't know how the CX works, but is it possible to have an animation instead where the block slowly disappears from the top down or left/right or whatever?
Title: Re: DrillMiner
Post by: epic7 on January 19, 2013, 04:35:04 pm
The digging time was originally twice as long, actually O.O
This also is the stock drill, so it'll be pretty slow.
For digging I might do minecraft style were the blocks slowly crack and add particles coming from the drill
Title: Re: DrillMiner
Post by: TIfanx1999 on January 19, 2013, 08:47:16 pm
Ah, ok. Makes sense. :)
Title: Re: DrillMiner
Post by: DJ Omnimaga on January 20, 2013, 03:29:50 am
Nice to see a TI-Nspire clone of this. SirCmpwn was working on a TI-83+ one but I don't know what ever happened to it.
Title: Re: DrillMiner
Post by: epic7 on January 26, 2013, 11:11:58 pm
Some progress on crafting
(the player can't go this fast in the actual game :P)
(http://img.removedfromgame.com/imgs/crafting.gif)

The shop is, of course, ripped from Motherload :P
(http://img.removedfromgame.com/imgs/station.PNG)
Title: Re: DrillMiner
Post by: Nick on January 27, 2013, 02:32:07 am
WOOOO, wonderful! you did a great job epic7 :)

this looks amazing, i love the interface (maybe the color is somehow flashy), but it's clear and simple.
the only thing i can say is that your 'shop' is the repair shop in the real game.
Title: Re: DrillMiner
Post by: ElementCoder on January 27, 2013, 06:38:40 am
Looks nice :D Maybe (later on) you can divide the shop into sub menus for hull, drill etc.? That would reduce the list size a bit (not that it's a huge issue :P) I couldn't help but notice the best hull is called "Godlike Tank" and the biggest tank is called "Multi Drill" :P
Title: Re: DrillMiner
Post by: lkj on January 27, 2013, 08:13:51 am
Wow, looks very nice!
I would probably change the font, though (if you can find one).
Title: Re: DrillMiner
Post by: epic7 on January 27, 2013, 11:41:23 am
I think the font is kinda hideous too, but I haven't gotten around to figuring out how to change that
I also thought that the repair building looked prettier than the original game's upgrade shop :P
Looks nice :D Maybe (later on) you can divide the shop into sub menus for hull, drill etc.? That would reduce the list size a bit (not that it's a huge issue :P) I couldn't help but notice the best hull is called "Godlike Tank" and the biggest tank is called "Multi Drill" :P
Gosh, darnit. I thought I fixed that :P

Edit: Fixed
I just had the upgrade types shifted over by 1 :P
Title: Re: DrillMiner
Post by: epic7 on February 01, 2013, 10:17:01 pm
Crafting pretty much is done.
Items' text turn green if not bought, red if they are bought and equipped, and turn yellow if they are bought but not equipped.

If you see a bunch of blocks spontaneously disappear, its because this gif is weird :P
(http://img.removedfromgame.com/imgs/buy.gif)
Title: Re: DrillMiner
Post by: Sorunome on February 01, 2013, 10:39:13 pm
I like the way the tank flies :D
So yeah, nice work so far :P
Title: Re: DrillMiner
Post by: DJ Omnimaga on February 03, 2013, 03:56:38 am
Looks very nice as always and glad you added some gravity when digging.

Suggestion: Would it be possible to add dynamic tiles support, so that when digging around, the tunnel corners/edges aren't flat horizontally/vertically? That's unless of course you're going for Minecraft style, but it would make digging more realistic.
Title: Re: DrillMiner
Post by: turiqwalrus on February 06, 2013, 02:41:44 am
Aww, there's an upper height limit? But I loved flying several km up, and then letting myself fall :(
Title: Re: DrillMiner
Post by: pimathbrainiac on February 06, 2013, 10:22:57 am
/me wishes he had an nSpire...

epic7, I want dis program
Title: Re: DrillMiner
Post by: epic7 on February 06, 2013, 10:35:28 am
THEN BUY AN NSPIRE RIET NAO!!

Lol, I guess I could add infinite height; it wouldn't need any extra map data :P
Title: Re: DrillMiner
Post by: Akif on June 09, 2013, 07:41:12 am
This app that you made is really awesome :) It brings back lots o' old memories :) thanks a lot :D Is it still being updated?
Title: Re: DrillMiner
Post by: epic7 on June 09, 2013, 08:19:30 pm
I haven't done any work on it in a while, but once school is over, I might pick up the project again
Title: Re: DrillMiner
Post by: AlexisVieira on June 11, 2013, 06:14:37 pm
great game :) i want it on my nspire :)
Title: Re: DrillMiner
Post by: Le solutionneur on June 11, 2013, 06:31:56 pm
Can't wait to see Motherload on the Nspire, keep up the good work!
Title: Re: DrillMiner
Post by: jakeflee on December 16, 2013, 12:26:24 am
i cant wait for an update, i spent about an hour going through this topic looking for the download button so maybe edit your first post any ways looks like a fun game :D
Title: Re: DrillMiner
Post by: Eiyeron on December 16, 2013, 09:09:39 am
His last post on this topic brings back to June, please avoid necroposting, okay? ;)
Title: Re: DrillMiner
Post by: Le solutionneur on December 18, 2013, 01:38:17 pm
Status update:
Quote from: epic7
Well, I haven't been too motivated to work on it, especially since my nspire is no longer working.

I could pick the project back up in the future, but I dunno how likely that is.
Title: Re: Re: DrillMiner
Post by: DJ Omnimaga on December 19, 2013, 05:07:49 pm
Sorry to hear about the project and the calc. D:


(That said, maybe it would be an occasion to try an HP version since there are less risks of bricking the calc it seems :P)
Title: Re: DrillMiner
Post by: pimathbrainiac on December 19, 2013, 05:11:39 pm
Knowing epic7 (and chatting with him via Facebook and collaborating with him on a Java project), he's lost a lot of his interest in this project. RIP DrillMiner.
Title: Re: Re: DrillMiner
Post by: DJ Omnimaga on December 19, 2013, 05:47:38 pm
I wish he would have sticked around, though? D:
Title: Re: DrillMiner
Post by: pimathbrainiac on December 19, 2013, 06:22:20 pm
He comes on IRC from time to time and barely posts. From what I gather, he's lost most of his calc programming interest.

/me is trying to bring it back.
Title: Re: DrillMiner
Post by: epic7 on December 19, 2013, 07:32:18 pm
My calculator programming interest has gone up and down at random times.
Maybe my interest will be revived again sometime.
If not calculator programming, I at least plan on doing some android/computer stuffs.
Title: Re: DrillMiner
Post by: mdr1 on March 01, 2014, 05:29:07 am
Great work! :D
Title: Re: DrillMiner
Post by: pimathbrainiac on October 12, 2015, 12:02:19 am
http://put.nu/files/4QcgFAK.txt

just got this...
Title: Re: DrillMiner
Post by: TIfanx1999 on October 12, 2015, 09:54:17 pm
So what is that? Is that the source code? It looks pretty small if it is...
Title: Re: DrillMiner
Post by: pimathbrainiac on October 13, 2015, 08:40:01 am
It is, in fact, the source code. If there's more, epic7 never gave it to me.
Title: Re: DrillMiner
Post by: TIfanx1999 on October 13, 2015, 01:50:50 pm
Ah, ok. I just thought he got more done on this. Still pretty cool I guess. :)
Title: Re: DrillMiner
Post by: SpiroH on October 13, 2015, 07:25:56 pm
Well, the source code posted by pimathbrainiac appears to work. I've just put together a ndless project file for you.
Title: Re: DrillMiner
Post by: neuronix on January 27, 2016, 11:59:21 am
I can't see the vidéo. It say the vidéo is not disponible  :-[
Title: Re: DrillMiner
Post by: SpiroH on January 27, 2016, 12:07:49 pm
I can't see the vidéo. It say the vidéo is not disponible  :-[
@neuronix: Well, you can always download the .zip. Look at its Readme.txt and play the game. Is pretty easy.
Title: Re: DrillMiner
Post by: neuronix on March 08, 2016, 03:17:03 pm
Thank you very much