### Author Topic: Calcopoly!  (Read 6052 times)

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#### tifreak

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##### Re: Calcopoly!
« Reply #15 on: March 12, 2014, 09:52:01 pm »

Dice sprites added and displayed

Movement around the board is started, but there are obvious issues with placement of the block that needs fixing.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

#### DJ Omnimaga

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##### Re: Calcopoly!
« Reply #16 on: March 12, 2014, 11:04:49 pm »
They look quite good and fast.

#### tifreak

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##### Re: Calcopoly!
« Reply #17 on: March 13, 2014, 11:04:27 am »
Thanks DJ It is indeed surprisingly fast, will have to slow it down a bit for the game. Going to be doing some moving around of code, get rid of dice rolling and make it so I can run through each of the properties to see where all my alignment issues are so I can get those resolved, to begin working on the next phase.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

#### Sorunome

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##### Re: Calcopoly!
« Reply #18 on: March 13, 2014, 01:32:23 pm »
Yup, what DJ said, it is looking awesome and fast, if i had a CSE i would defenetley try it out
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#### TIfanx1999

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##### Re: Calcopoly!
« Reply #19 on: March 13, 2014, 05:24:55 pm »
Looking good tifreak!

#### chickendude

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##### Re: Calcopoly!
« Reply #20 on: March 15, 2014, 12:04:10 pm »
I second (or whatever number we're at now) the AssemblyBandit nomination, they brought so many great games to a calculator a lot of us were unsure whether it would be able to handle complex games.

I also really like DJ's Hays jail idea. Another jail idea would be "Your program got placed in the Ticalc queue. Wait 3 months or bribe Magnus." or something along those lines. That's a bit more recent than Hays, and there were probably more of us around for the times when there were so many programs being submitted every day that it took MONTHS for your programs to get approved I should try to finish my Monopoly game (that i started when Hays was still around )

It looks great, tifreak!

#### tifreak

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##### Re: Calcopoly!
« Reply #21 on: March 23, 2014, 01:56:35 pm »
Thanks

I've been busy this morning! I fixed the placement of the 'token' pieces on the board, so they are all set up and ready. Went through and added values to each project for purchase, and for everything the little cards say, and am now getting it ready for displaying the project cards and a menu on what to do with them when you land on them. I'll be posting up a screenshot once I have that worked out.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

#### DJ Omnimaga

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##### Re: Calcopoly!
« Reply #22 on: March 24, 2014, 12:41:59 am »
I second (or whatever number we're at now) the AssemblyBandit nomination, they brought so many great games to a calculator a lot of us were unsure whether it would be able to handle complex games.

I also really like DJ's Hays jail idea. Another jail idea would be "Your program got placed in the Ticalc queue. Wait 3 months or bribe Magnus." or something along those lines. That's a bit more recent than Hays, and there were probably more of us around for the times when there were so many programs being submitted every day that it took MONTHS for your programs to get approved I should try to finish my Monopoly game (that i started when Hays was still around )

It looks great, tifreak!
Actually, in 2008, even when not many files were submitted it still took a month or higher to get them approved. Often they would approve 30 and there would still be 100-150 in the pending queue. Last October or so there was a rush of programs and they would get approved on a weekly or bi-weekly basis. I think it has more to do with busy, unmotivated or lazy staff when this happens (which is most likely not the case right now, although not many files get uploaded lately). I still remember when the pending queue hit 1300 in 2003, though, or in 2005 when it hit 500-600 or so.

#### tifreak

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##### Re: Calcopoly!
« Reply #23 on: July 24, 2014, 06:59:24 am »
Yes post box, I'm sure I want to reply and update the status of my topic :p

Anyways, forgot to paste this over to here last night:

So, I did a thing:

This is a test to move a cursor around the black and white board. Now that that list is generated, and I have the code for displaying the Pt stuff, which I shall share here so I don't lose it:

Code: [Select]
ClrDrawAxesOff0→Xmin:0→Ymin94→Xmax:62→YmaxUnArchive Pic1RecallPic Pic1{58.04,50.04,45.04,40.04,35.04,30.04,25.04,20.04,15.04,10.04,2.04,1.12,1.17,1.22,1.27,1.32,1.37,1.42,1.47,1.52,2.61,10.61,15.61,20.61,25.61,30.61,35.61,40.61,45.61,50.61,58.61,58.52,58.47,58.42,58.37,58.32,58.27,58.22,58.17,58.12}→L₆1→W:1→ZWhile W=1Pt-Change(iPart(L₆(Z)),ᴇ2fPart(L₆(Z)Pt-Change(iPart(L₆(Z))-1(ᴇ2fPart(L₆(Z))=4 or ᴇ2fPart(L₆(Z))=61),ᴇ2fPart(L₆(Z))+1(iPart(L₆(Z))=1 or (iPart(L₆(Z))=58 and (ᴇ2fPart(L₆(Z))>10 and ᴇ2fPart(L₆(Z))<60Text(1,65,L₆(Z)Text(7,65,ZgetKey→KIf K=45:ReturnIf K=105:Z+1→ZIf Z=41:1→ZEnd
Edit:

Main menu works, now The indicator working just shows that loop for the game is setup to go, just have to get things caught up for it now.

Edit 2:

You will now be able to choose the amount of players that are playing. From there, I need to set up rolling dice for each player (must review what I did for the CSE to attempt a match) so I can get which player goes first set up, from there, I'll see about making it roll players to move them around the board.

Update:

Progress continues, with dice rolling, though I still need to set it up to pick the winner of who gets to go first.

Also realized that some of the data is not calc dependent, so that data has been copied over to the various project folders (Omnimaga and Cemetech editions for both color and non color calcs).

More as I have it available.
« Last Edit: July 24, 2014, 08:42:06 pm by tifreak »
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

#### tifreak

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##### Re: Calcopoly!
« Reply #24 on: July 25, 2014, 09:12:55 am »

The options for what the players will be able to do is stored to the right of the board, unlike the CSE where it's underneath. I could clear out a little bit of the bottom of the board to display it, but then I won't have the flashing indicator going while waiting on the player to select an option to go with. Getting closely caught up to where the CSE is currently sitting. I still need to work on property card generation for both models, and I need to work on getting all the text data for the chance and community chest cards entered in, for both models.

I also need to dig through the topic and verify if there were enough authors and projects to include for the Omnimaga edition of the game.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

#### tifreak

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##### Re: Calcopoly!
« Reply #25 on: July 26, 2014, 10:09:10 pm »
Okay, making progress on actual game play mechanics for the black and white editions.

I have a question regarding some of the rules that the real game offers.

Should I make it so there is a special pot you win if you land on 'Done' (Free parking)?

The game rules indicate if a property is unowned, and the person that lands on it doesn't want it, it has to be auctioned. Should I keep with that system, or just leave it for someone else to land on?

The official game has limited amount of houses and hotels that can be bought, last hotel has to be bid on.

I think for now, these would answer my most pressing questions, if I could get your alls opinions please

Edit:

It seems I've been asked to implement house and official rulings. This should be fun.

So, for house rules:

Free parking/Done nets you the cash pot (I don't remember what all makes it in there)
Unlimited houses
12 hotels
Unowned, unwanted property ignored

Official rulings:

Free parking/done nets you nothing
32 house limit
12 hotels
Unowned, unwanted property auctioned

I'm going to go back in and edit an options, I'll probably just make it 'house rules' and 'official rules', and let it be set based on that. I hope this doesn't overly bloat the game. :<
« Last Edit: July 26, 2014, 10:54:13 pm by tifreak »
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

#### DJ Omnimaga

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##### Re: Calcopoly!
« Reply #26 on: July 27, 2014, 01:30:01 am »
Yes post box, I'm sure I want to reply and update the status of my topic :p

I wish that more people would actually take note of the message in that box for when they unnecessarily reply to old help topics.

ANyway this looks pretty good so far in its 84+ form. The dices look pretty nice as well

#### tifreak

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##### Re: Calcopoly!
« Reply #27 on: July 27, 2014, 08:39:23 am »
lol Thanks DJ I hope to have some more significant updates to post soon.

Edit:

Monochrome - Cemetech edition - Omnimaga edition

These are the icons I've been able to come up with on my own for Calcopoly. As I'm not very good at such things typically, if anyone else has an idea to use for them, feel free to post them.

Code: [Select]
FFFFFF8888FFFFFFFFFF88888888FFFFFF8888FFFF8888FFF888FFAFFAFF888F888FFFAAAAFFF88888FFFAAFFAAFFF8888FFFAAFFAFFFF8888FFFFAAAAFFFF8888FFFFAFFAAFFF8888FFFFAFFAAFFF8888FFFAAFFAAFFF88888FFFAAAAFFF888F888FFAFFAFF888FFF8888FFFF8888FFFFFF88888888FFFFFFFFFF8888FFFFFF

Is the hex for the omnimaga version, since I'm not currently writing 2 versions for each calculator of calcopoly, will be easier to edit in the needed data after one version is completed, so this is now in a safe place
« Last Edit: July 29, 2014, 08:05:19 am by tifreak »
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

#### Sorunome

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##### Re: Calcopoly!
« Reply #28 on: July 29, 2014, 02:57:49 am »
Nice coins
Also, any way to wrap the contents of the code lines, because it is breaking the horizontal width in this browser
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#### tifreak

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##### Re: Calcopoly!
« Reply #29 on: July 29, 2014, 08:08:45 am »
And thanks! They're just the icons DCSE will show if people run the game from there.

As a progress update, I've coded in most of the events for the community chest section, keeping that code in a separate program for now, until I know for sure how large the overall game is going to turn out. If the game itself doesn't get too much bigger, then I might just paste it into the main game to reduce sub program usage.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%