Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: ClrDraw on July 03, 2014, 05:15:56 pm

Title: [Axe] Link Port Pong
Post by: ClrDraw on July 03, 2014, 05:15:56 pm
Here is my first game using the link port  :) 
(if the screenshots get out of sync, that's just me sucking at wabbitemu, the program doesn't do that)

Calc 1:
(http://img.ourl.ca/p1.gif)

Calc 2:
(http://img.ourl.ca/p2.gif)


You can download from clrdraw.weebly.com (http://clrdraw.weebly.com/)!
Title: Re: Link Port Pong
Post by: Axenntio on July 03, 2014, 05:31:22 pm
Ho I like the loading screen!
You can make the P1 and P2 smooth dissapear after 2 or 3 seconds :)
Title: Re: [Axe] Link Port Pong
Post by: ClrDraw on July 05, 2014, 12:21:53 am
Thank you :) and that's not a bad idea.
Title: Re: [Axe] Link Port Pong
Post by: Sorunome on July 05, 2014, 02:01:10 am
Ah, this is looking awesome! :D
Title: Re: [Axe] Link Port Pong
Post by: Matrefeytontias on July 05, 2014, 05:14:05 am
Oh cool, that's nice-looking, and good work on making a link-play game, having made one I know it's usually a PITA to get things working :P
Title: Re: [Axe] Link Port Pong
Post by: Streetwalrus on July 05, 2014, 05:38:01 am
Yup, nice job ! :D
Title: Re: [Axe] Link Port Pong
Post by: aeTIos on July 05, 2014, 05:50:14 am
Wow, that looks so simple, yet so nice! My eyes love it :3
And cool that you managed to get link play working. There aren't many games with link play.
Title: Re: [Axe] Link Port Pong
Post by: DJ Omnimaga on July 05, 2014, 12:12:38 pm
Awesome. Just wondering, though: How well does it play when you link an original 84+ hardware (that was about 13.9-14.5 MHz) with a 2007 or later model (slightly over 15 MHz) or a regular 83+? Does the game wait for the other calc to respond back and forth or does it just go out of sync like ZTetris?
Title: Re: [Axe] Link Port Pong
Post by: ClrDraw on July 05, 2014, 01:16:51 pm
Thank you everyone  ;D


And I haven't tested it on anything other than two ti 84+ calculators (yet), but the game has several repeat loops to insure that the calcs are always in sync. I also made it user-proof so that if someone quits early or unplugs the cable at a random time, the calcs go back to the connecting screen instead of freezing.
Title: Re: [Axe] Link Port Pong
Post by: DJ Omnimaga on July 05, 2014, 09:21:03 pm
Cool to hear thatthis trick is getting implemented :D
Title: Re: [Axe] Link Port Pong
Post by: ClrDraw on July 06, 2014, 09:27:31 pm
Thanks :)

What should I make next (using link port)?


edit: 500th post!
Title: Re: [Axe] Link Port Pong
Post by: DJ Omnimaga on July 06, 2014, 10:08:59 pm
Starcraft.


Just kidding, but I wonder if a 2D racing game would be easy to do? Maybe just a game with obstacles but instead of dying you just slow down when hitting them. The one to reach finish line first wins.


Would the Pong game above be feasible using CalcNet?
Title: Re: [Axe] Link Port Pong
Post by: willrandship on July 06, 2014, 10:18:56 pm
Calcnet already has such a pong game, only it uses multiple screens. Using a single screen is actually easier, since it just mirrors what the other calcs have and only one needs to handle any physics.
Title: Re: [Axe] Link Port Pong
Post by: Eiyeron on July 07, 2014, 08:08:25 am
Now add hundreds of balls. Oh and powerups.
Title: Re: [Axe] Link Port Pong
Post by: Xeda112358 on July 07, 2014, 09:04:58 am
Okay, something I always wanted to do: Make an RPG game where multiple users can plug in and play on the same map, and when users enter the same area, they show up on each other's screens. Players can talk to each other, trade, battle, et c etera.
Title: Re: [Axe] Link Port Pong
Post by: DJ Omnimaga on July 07, 2014, 10:31:32 am
A mini-MMORPG would be cool, although it would really need to be able to sustain itself as a single player game too, since the userbase would most likely be fairly small (at least at certain periods of the day/year).
Title: Re: [Axe] Link Port Pong
Post by: Streetwalrus on July 07, 2014, 11:20:36 am
A mini-MMORPG would be cool, although it would really need to be able to sustain itself as a single player game too, since the userbase would most likely be fairly small (at least at certain periods of the day/year).
/me prods gCN
Title: Re: [Axe] Link Port Pong
Post by: DJ Omnimaga on July 09, 2014, 11:21:58 pm
Yeah, but still, there are rarely 100,000 people online at once on gCn. :P
Title: Re: [Axe] Link Port Pong
Post by: ClrDraw on July 09, 2014, 11:47:23 pm
There are rarely 200 people online at once here  :w00t:
Title: Re: [Axe] Link Port Pong
Post by: DJ Omnimaga on July 09, 2014, 11:52:13 pm
Indeed. The only time this ever happened was when we got slashdotted or stuff like that (when Portal Prelude was on Reddit front page we had close to 3000 guests online at once and when the Casio PRIZM was leaked we had close to 2000 from Slashdot). In other occasions, I'm fairly sure that many of the guests were bots. I never saw more than 40 users logged in at once before.
Title: Re: [Axe] Link Port Pong
Post by: bb010g on July 10, 2014, 09:18:04 pm
Indeed. The only time this ever happened was when we got slashdotted or stuff like that (when Portal Prelude was on Reddit front page we had close to 3000 guests online at once and when the Casio PRIZM was leaked we had close to 2000 from Slashdot). In other occasions, I'm fairly sure that many of the guests were bots. I never saw more than 40 users logged in at once before.
Reddit: The world's most friendly DDOS!
Title: Re: [Axe] Link Port Pong
Post by: DJ Omnimaga on July 11, 2014, 12:15:30 pm
Back in 2005 you could get 5000 guests online in 30 minutes on a calc forum from Slashdot and Digg easily, but those site dropped a lot in popularity so now if you get 1000 you're lucky and I even saw times where we got less than 300. Reddit seems to be the thing for big traffic, now.
Title: Re: [Axe] Link Port Pong
Post by: ordelore on July 11, 2014, 12:36:18 pm
There are rarely 200 people online at once here  :w00t:
What about the bots? :trollface: