Avoiding Pi is impossible.I've gotten over 100 on it.
it's possible since pi doesn't move every frame, but it is very hard to avoid. You need to not miss any keypress per frame else you're screwed.
Avoiding Pi is impossible.
How 'bout an asteroids game?Good idea. Do you have an example (would it be like the one in the Arcade here?)
there's one but you avoid stars. One where you shoot asteroids would be cool, though, although if it supported 360° movement it might be very slow.I think 8 directions would be feasible. ;D
Well I just meant that there really aren't very good characters for rotating in all eight directions, I think. Like you can access the ↑, ↓, →, and ← but none that really go in diagonal, if that makes sense. I could be wrong though, that's just what I've observed.Meishe has a very good point, but I'm sure I'd find something if I go this route. ;D
Well I just meant that there really aren't very good characters for rotating in all eight directions, I think. Like you can access the ↑, ↓, →, and ← but none that really go in diagonal, if that makes sense. I could be wrong though, that's just what I've observed.Meishe has a very good point, but I'm sure I'd find something if I go this route. ;D
Well in an Asteroid game you basically remain stationary and you're shooting all around you so you would kinda be clicking every time to shoot anyways, the numpad just gives it a little ease with what direction. On the WabbitEmu thing, I don't think the point is for the program to accommodate it ;) :Ptrue but still... I always find numpad controls to be quite akward anyway. The reason why I didn't like CalcRogue that much (fortunately, Mapar007 game supports arrows too so i would like his Rogue version more prbly)
Well in an Asteroid game you basically remain stationary and you're shooting all around you so you would kinda be clicking every time to shoot anyways, the numpad just gives it a little ease with what direction. On the WabbitEmu thing, I don't think the point is for the program to accommodate it ;) :Ptrue but still... I always find numpad controls to be quite akward anyway. The reason why I didn't like CalcRogue that much (fortunately, Mapar007 game supports arrows too so i would like his Rogue version more prbly)
valuable gamesWait, which ones are valuable? You can get those three except the reflex (Press 2nd) one somewhere on UTI or here. :P
Will it save high scores for some of the games? Or maybe not, since it'd be easy to hack in BASIC...I don't know. I'm still debating that... ;D
Each game should be about 350 or so bytes, and then they will all fit.
The homescreen is a powerful tool, because of its speed, and people often underestimate how good quality games can be made on it. This homescreen pack will show everybody just what can be done without a single graphics command :]Thanks. ;D
400 bytes for a battleship game is not bad at all! In fact battleship is so fun that imo an exception should be made if 300 just can't be reached
Awesome so far, Ztrumpet, as well as everyone who put together the games! I especially like the GUI for picking the gamesThanks. The GUI was written over 8 months ago... ;D
How come this doesn't have it own sub-forum? Just curious.I didn't feel like cluttering up the Our Projects area. ;D
I love Spike Doom and Dodgeball a lot.Thanks. ;D Props to yunhua for Dodgeball! :D
When you release the game, though, someone downloading it probably wouldn't want to see "Guess the Number" as the first game he/she tries. ;)lol :P
These games are great! I liked how you used u, v, and w in your program. :)Thanks. I'll actually be using more in the finished gamepack; I'll add those when I go back through and optimize the whole thing. ;D
Hmm, how big is it? ;D Sounds neat. :)
I really should sit down and write a game or two for this pack ^^
Cool, good luck! I assume your Axe projects are Blox, Jump and Dual Falldown, right?And Ping. :)
/me remember hearing about Tilt but forgot what it is x.xNo you don't, well, at least what I envisioned. It's not going to go past planning, though. * ZTrumpet edits it out of his sig.
New Homescreen Game Pack release! It's now 62.5% complete, and it's 10029 bytes. ;D
The new games are:
Barricade - Based on this game: http://www.ticalc.org/archives/files/fileinfo/254/25442.html
Press [Up] to fix the hole in the barricade.
Invaders - Based on Phoenix but without the shops.
Press [Up] to shoot. (Left and Right to move)
Tunnel - Typical tunnel game. I was kinda bored and made both this and Invaders on a bus ride.
Left and Right to do something...
Tile Battle - Very loosely based on a game from Mario Party 7
Arrows to move. You want to cover the screen with periods!
Hanoi Tower - Based on The Towers of Hanoi/The Towers of H'annoy
[2nd]/[Enter] to pick up the block or set it down. (Left and Right to move)
Invader - Based on this game: http://ourl.ca/4491/104856
Press [Up] to shoot the laser, and hit the top line, not the deflector shield. (Left and Right to move)
I should also mention that some of the games can be paused with [2nd]/[Enter]
I think Tile Battle and Barricade are endless fun, but the others are pretty fun too. :D
Enjoy, and as always comments and games are greatly appreciated. ^-^
Also, I need a new name for either Invader or Invaders; it's too confusing right now. :P
I had an idea like this, I called it A-GAMES, currently holding 3 games (a maze game with traps, a catch game that's very boring but with some really funny cheats and a calc-variant of the impossible quiz). The differences are that my games are much larger and not programmed in TI-BASIC but in the BASIC-variant on the fx-9860GII. The downsides are that I can't upload any screenshots since the fx-9860GII doesn't have anything like thet, let alone make a short movie...This sounds interesting. I'd love to see some screenies sometime. ;D
Looks cool! What's the Maze Creeper game like?
I could've sworn I made pong a while ago, but it was really basic ;)Ah, yes. Sorry, but decided not to include it, as I didn't like how the ball bounced really funny. :-\
EDIT: found it. ;)
http://ourl.ca/4491/104937
like I said, its really simple. :P
I could've sworn I made pong a while ago, but it was really basic ;)Ah, yes. Sorry, but decided not to include it, as I didn't like how the ball bounced really funny. :-\
EDIT: found it. ;)
http://ourl.ca/4491/104937
like I said, its really simple. :P
This is turning out great! I like some of these games more than ones written in ASM ;)Thanks! Did any particularly strike you? Which one(s)? ;D
I have some suggestions: adding a pause and exit button to every game that "requires" one (especially action games).Which games have you found these controls lacking? I know I've moved the controls around on the various games; I'll have to standardize this eventually...
EDIT: For highscores, you could have a routine that takes care of all the games at the end of the program.I'm planing this, just all the way at the very end. ;)
You might as well. ;D I'm not sure if I'll use it, but I'm always interested in seeing new games, so...:DIt's.... not exactly "new". :P
New Homescreen Game Pack release! It's now 62.5% complete, and it's 10029 bytes. ;DSo, 30 games and ~10000 bytes. ;)
This is turning out great! I like some of these games more than ones written in ASM ;)Thanks! Did any particularly strike you? Which one(s)? ;DI have some suggestions: adding a pause and exit button to every game that "requires" one (especially action games).Which games have you found these controls lacking? I know I've moved the controls around on the various games; I'll have to standardize this eventually...EDIT: For highscores, you could have a routine that takes care of all the games at the end of the program.I'm planing this, just all the way at the very end. ;)
Guitar Hero was amazing at first, until I could get the "notes" with about 98% accuracy. ;)Yeah, do you have any idea how I could make this into an actual "game"? Right now you choose when to quit, so it's more like a "practice". :-\
I haven't updated it since November, but at that point I posted this:I see, I wasn't sure if it changed or not. I wonder if the final version will fit in RAM. ;DNew Homescreen Game Pack release! It's now 62.5% complete, and it's 10029 bytes. ;DSo, 30 games and ~10000 bytes. ;)
I wonder if the final version will fit in RAM. ;DIt better! Otherwise, I'd just have to limit it to 36 games or so. :P
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. :)
I'm in the process of making Star Dodger get progressively harder, and thus more fun. :D
Yup, I saw it. :) Thanks! :DWell 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.
You'll have to wait and see, but I can assure you that it's none of these. ;)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! :DCongrats! :D
add blinded, if it's not too large
It's already in there. :Padd blinded, if it's not too large
YES
Well right now I just called it Invasion due to a lack of a creative name... :P
How about Defend, or Defense?
By the way, I attached an updated version of the game. Now, the game doesn't slow down even if you fire the laz0r. ;D
Awesome! So whens the next release? How many games do you have so far? :DI need to get adding; I think I only need one more game or so, but I've been too busy to add all of the games here in. :-\
You could add Illusiat 13 to the package. O.O'
J/k 1 game? Does this mean a v1.0 release is coming soon?
So we can expect v1.0 for Christmas 2012, right? :PNah, at my current pace, I don't like to set deadlines. :P
Lol ok, but I hope it won't take too long lol. It would suck if all your projects never got completed/released D:Yeah, that would. I plan to finish all that I've started, well, all the ones that are in my sig. :)
I might be able to make one, I really just need an idea.../me goes to browse ticalc.org
I made a game today in like 30 minutes. It's called Gravity, and basically you use the left and right arrow keys to move your character (theta) to the bottom right corner (the character automatically moves down, like gravity), while avoiding the X's. It's 320 bytes, but it probably still needs to be optimized.
The only thing is, I used labels in this program, and I don't know how to program without labels :P
Pressing [MODE] pauses. The game speeds up gradually as you get a higher score.
I optimized it and made it faster, and I added a health bar (except it is just a number).
I hope this will make the game long enough (2-4 minutes instead of 10-60 seconds previously).
I'm glad this is in "our projects," ztrumpet. I'm going to put a link to this on the main pageThanks. :D You know, someday I'm going to have to figure out how to do that myself. ;)
Hmmm, okay, that's odd. Is .2 even being used as a check for something?No, but the not(not( statement fixes this unless it happens 10 times, where it no longer "catches" the error.
So just a typo while optimizing?I believe so. I'll let you know if I see anything else. :) Thanks! ;D
EDIT: Also, I found a bug. In Blinded, Get them!, and Freefall (maybe some others), pushing in-game quickly displays the score and returns to the menu. I think it would be better if the game paused when it displayed the score.You forgot to tell me what key to press. :P If it's Clear, then it's not a bug, it's a feature. ;D
Very cool. Could you send me copies of the new code for my games you added? I just wanna see how you optimized them :) Also, why did you take the code out that prevents Jump! to put spikes on the first or second tile? Congrat's on the new update :DThe code's included; it is Basic after all. If you want me to send the exact files, send me an email so I remember it when I'm on the other computer.
Hehe, I finally ported my own interpretation of Balltrix to ReCode ^_^ These are really cool, ztrumpet! ;D(http://www.omnimaga.org/Themes/default/images/gpbp_arrow_up.gif)Thanks! I can't wait to see it. ^-^
Also, i hope you don't mind, but these are all nice, small mini games that are perfect for ReCode. Is it alright if I attempt to remake some more of them in ReCode?Please go ahead. :) Just make sure that all of the respective contributers get credit if it is due. :)
Sweet, I cannot wait to see what this "City Saver" is :PHmm, City Saver you say...
*Fix guitar hero (no way to lose)
*shorten time limits, too long
*add more games
*Fix memory (doesn't work)Uh ?
Thank you for acknowledging my suggestions.I try and make each game between 200 and 400 bytes. They need to be around 300-350 bytes each (on average) in order for the gamepack to fit with all 48 games. To me it's a challenge for the games to be fun, fast, and small, and this is why I enjoy this project so much.
Would a 16*8 matrix be too big? It would delete it when the game closes.
Also, what is the goal for the overall (non-running) size of each game? In-game RAM consumption?
Rub it in my face, will ya?Nah, I was being serious. The games in ztrumpet's Homescreen Game Pack are all incredibly small (many are 100 bytes or so).
Is it possible to use min(MAX,max(MIN,VARIABLE+(getKey)-(getKey→VARIABLE for your character movement?Yeah, of course. I was so eager to post it I forgot to do some things to it first, including optimizing and getting rid of a minor bug with enemy bullets that you might or might not notice. (Bullets hit you in different ways depending on whether you're in the second-to-last row or the last one.)
Is it possible to use min(MAX,max(MIN,VARIABLE+(getKey)-(getKey→VARIABLE for your character movement?Yeah, of course. I was so eager to post it I forgot to do some things to it first, including optimizing and getting rid of a minor bug with enemy bullets that you might or might not notice. (Bullets hit you in different ways depending on whether you're in the second-to-last row or the last one.)
Rub it in my face, will ya?You're giving up and I spent my time trying to see what's wrong with ur code and writing sample code to help you out? D:
I don't think many are quite that small. I think more are like 200-300. But I could be wrong.You are almost correct here. I think most of them are 250-350 bytes.
Wow, Deep, that's awesome! I'm not sure how you made it so fast, but I see a lot of strings in use just by watching the screenie. That's awesome. I wish I'd had the idea to use strings instead of making the bullets move out of lists. Wow. :DThanks ztrumpet! But remember that that screenshot is on a TI-84 Plus, and it's half the speed on an 83, and keypresses are a bit laggy. As fast as I can get it though :D
I am working on it once more!!Cool, good luck. Again, feel free to look in my code. If the source to any program is provided, it's for others to see :)
http://piratepad.net/ep/pad/view/ro.5GX1ET4izrM/latest
Boot, it's okay that Deep made his work well - he has a lot more experience with Basic, and I'm sure you can get to the level he's at by studying his code. Remember that Deep and I have each been coding for a while now (I'm at 4+ years) and our first games didn't happen right off the bat. My games up until Drifter were terrible, and Drifter was released after I'd been programming for 2 whole years. ;) Good luck. :)I agree completely. I think TI-BASIC is one of those languages where experience is especially important, more so in other languages, just because of the challenge. As you make more programs you learn more tricks that each make your future code smaller and faster, which is more important in TI-BASIC than just about anything else around in the past two decades or so.