you mean, two paddles, one up and one down, and they have the same x position
Looks good. :D
On the title screen, I think it should be either "Scout David / Quigibo" or "David Gomes / Kevin Horowitz". :)
looks cool! I hope you fixed the physics where the ball bounces off a wall back in the same angle and direction when it hits one sometimes ;)
Looks great dude :D
ahh, I always preferred for the x or y velocity (depending on what wall was hit) to be negated to add in a more "realistic feel" ;)
wow the frame rate and smoothness is impressive for a calc. welldone!
Mhmm nice, at least the ball doesn't always bounce back at the same horizontal speed. It makes the game more challenging. Are you planning to add more features to it? Are you also planning to eventually work on your very own games from scratch (without re-using anyone's code) in the near future?
yunhua98: If I make any improvements to this game it'll probably be a two players in one calculator version, because what you did is weird xD It's good, I'm not negatively judging your program, but it's hard to understand your program :SI think his program is fine, although from the screenshot it looks hard O.O
[16:48:48] <@DJ_Omni> Scout you complain about people checking your source code, yet you release other people program adding yourself as co-author, without adding any single noticeable new thing but a menu
Well I did not mind that you add a menu and stuff and add yourself to author list, but your comment directed at Graphmastur about checking your source code wasn't any better. It was like if you were allowed to look at other people source and do some modifications, but other people were not allowed to do the same with your programs. Kinda a double-standard there. So I had to bring this up. As for new features I meant stuff like the screenshot in your update, having multiple balls at once, linked gameplay (although that might be hard), maybe even power-ups/downs.Quote[16:48:48] <@DJ_Omni> Scout you complain about people checking your source code, yet you release other people program adding yourself as co-author, without adding any single noticeable new thing but a menu
I can't take this off my head... I am quite sure I added way more stuff than a menu (both in uPong and Racer3D: Replay).
I just made a new version! Added a pig mode where the ball is substituded by a pig face and changed the "made by" in the title screen :)
Screenshots:
The pig mode is activated by pressing 8. The collision doesn't work so well in this mode :(
.UPONG
"<easy>"->Str4
"SCORE:"->Str2
[6363636363633F1F]->Pic3
[FCFEC6C6FEFCC0C0C0]->Pic4
[3C7EE7C3C3E77E3C]->Pic5
[00CEDFF3E3C3C3C3]->Pic6
[3F7FC3C37F3F037FFE]->Pic7
[FF00000000000000]->Pic8
[1F2868A76A2A271F]->Pic9
[F81416E55654E4F8]->Pic0
DiagnosticOff
Lbl 1
ClrDraw
ClrHome
Fix 5
.Code for image
Pt-On(25,10,Pic3
Pt-On(34,9,Pic4
Pt-On(34,10,Pic4+1
Pt-On(42,10,Pic5
Pt-On(51,10,Pic6
Pt-On(60,9,Pic7
Pt-On(60,10,Pic7+1
Pt-On(0,19,Pic8
Pt-On(8,19,Pic8
Pt-On(16,19,Pic8
Pt-On(24,19,Pic8
Pt-On(32,19,Pic8
Pt-On(40,19,Pic8
Pt-On(48,19,Pic8
Pt-On(56,19,Pic8
Pt-On(64,19,Pic8
Pt-On(72,19,Pic8
Pt-On(80,19,Pic8
Pt-On(88,19,Pic8
Pt-On(96,19,Pic8
Text(32,21,"2nd:play
If sub(CS,"<easy>",Str4)
Text(35,28,Str4
Else
Text(34,28,Str4
End
Text(29,35,"clear:quit
"|vPongHS"->Str5
GetCalc(Str5)->H
!If H
UnArchive Str5
GetCalc(Str5)->H
End
!If H
GetCalc(Str5,8)->H
End
If sub(CS,"<easy>",Str4)
If {H}>9
Text(25,42,"Highscore:",{H}>Dec
Else
Text(27,42,"Highscore:",{H}>Dec
End
Else
If {H+1}>9
Text(25,42,"Highscore:",{H+1}>Dec
Else
Text(27,42,"Highscore:",{H+1}>Dec
End
End
Fix 3
Text(0,49," made by: David G.
Text(0,55," Kevin H.
Fix 2
DispGraph
Repeat getKey->theta
End
If getKey(3) or getKey(19)
104->{Str4+1}
114->{Str4+3}
100->{Str4+4}
End
If getKey(2) or getKey(35)
101->{Str4+1}
115->{Str4+3}
121->{Str4+4}
End
If theta=28
1->G
End
If theta=15
Fix 4
ClrHome
ClrDraw
Return
End
.THIS IS THE START OF THE GAME CODE
If theta=54
ClrDraw
0->S-1->D
44->Z*256->X
10->Y
sub(HT)
Repeat getKey(15)
If sub(CS,"<hard>",Str4)
4->M
Else
2->M
End
.MOVE LEFT CODE
If getKey(2) or getKey(35) and (Z!=0
Z-M->Z
End
.MOVE RIGHT CODE
If getKey(3) or getKey(19) and (Z!=88
Z+M->Z
End
.RANDOM POSITION FOR BALL
X+V->X
Y+D->Y
.LOSING CODE
If Y>70
Goto D
End
.RANDOM POSITION FOR BALL WHEN HIT UPPER BARRIER
If Y=0
sub(HT)
End
.HIT IMAGE CODE
If Y=54 and (abs(X/256-Z)<8
sub(HT)
S+1->S
End
If X/256=0 or (X/256=88
~V->V+X->X
End
ClrDraw
[000000000000FFFF]->Pic1
[0000182C3C180000]->Pic2
If sub(CS,"<easy>",Str4
Line(0,0,96,0)
Line(0,0,0,64)
Line(95,0,95,63)
Line(0,63,95,63)
End
Pt-On(Z,54,Pic1
If G=1
Pt-On(X/256,Y,Pic9
Pt-On(X/256+8,Y,Pic0
Else
Pt-On(X/256,Y,Pic2
End
DispGraph
End
.LOSE LABEL
Lbl D
ClrDraw
ClrHome
Fix 5
.Code for image
Pt-On(25,25,Pic3
Pt-On(34,24,Pic4
Pt-On(34,25,Pic4+1
Pt-On(42,25,Pic5
Pt-On(51,25,Pic6
Pt-On(60,24,Pic7
Pt-On(60,25,Pic7+1
Pt-On(0,35,Pic8
Pt-On(8,35,Pic8
Pt-On(16,35,Pic8
Pt-On(24,35,Pic8
Pt-On(32,35,Pic8
Pt-On(40,35,Pic8
Pt-On(48,35,Pic8
Pt-On(56,35,Pic8
Pt-On(64,35,Pic8
Pt-On(72,35,Pic8
Pt-On(80,35,Pic8
Pt-On(88,35,Pic8
Pt-On(96,35,Pic8
If G=1
Pt-On(40,48,Pic9
Pt-On(48,48,Pic0
End
If S>9
Text(33,38,Str2,S>Dec
Else
Text(35,38,Str2,S>Dec
End
If sub(CS,Str4,"<easy>")
S->{H}
Else
S->{H+1}
End
DispGraph
Pause 1500
Repeat getKey->U
End
Goto 1
.ROUTINES
Return
Lbl CS
0->r3
Repeat {r2+r3}->r4 != {r1+r3} or ({r1+r3}->r5 = 0) or (r4 = 0)
::r3+1->r3
End
If r4 or r5=0
::1
::Return
End
0
Return
Lbl HT
rand^512-256->V
~D->D
Else
Goto 1
End
What do you mean by "finished"? Normally, when you say that, you're saying that the game is completely done... Are you canceling the game?
What do you mean by "finished"? Normally, when you say that, you're saying that the game is completely done... Are you canceling the game?
Yes, I realized that both of my Axe games (Racer 3D: Replay and uPong) were not well welcomed by some people, this is, I am sure I added a few things to the original games, but some people still think all I added was a menu, so I'd better make a game from scratch so that I can get some respect :)
ahh... I see. Well, then, I hope you still continue coding. ;)
You're confusing respect with respect. Respect is something someone has or hasn't, people respect each other or not. Then there's Omnimaga Respect, totally different things. Maybe I shouldn't have said respect...The issue, though, is that you criticised someone for checking your source code, though, which is why the above was brought up, since it was kinda a double-standard. Otherwise I think people are fine. However, I think some people would like to see new games as well, since most already played the Axe examples. Anyway good luck with your projects!
Concerning what led me to cancel this project:
Yesterday on IRC, a few people (blamed? critisided?, geez I don't know which word to use) the fact that I edit Kevin's games and say they are mine and all I add is a menu. So, I cancelled this project to avoid that kind of opinion :)
Ah ok. I'll have to try the new version when I have some time. :)
Well the original was buggy, if I remember. I remember trying the example in the Axe folder and ball kept going outside the screen. ???
Ah good to hear :P
That reminds me, I remember I programmed a Pong game once and it ran at 1.5 frames per second pixel by pixel. That was an epic fail attempt from my part. O.O (Although it was in late 2001 when I was still learning TI-83 Plus BASIC)
Yeah but I mean, even in BASIC you can have a pong game that runs much faster than the one I made. In the one I made, it took one minute for the ball to bounce. In Axe it would be much faster for sure, unless I ported mine to Axe, which would be much slower than your version (and quigibo's). Yours runs quite fast. I think it must not run too much faster, because then we would not be able to see the ball, due to the crappy LCD.
Yeah that can happen. In my Axe TUnnel game, with Axe 0.4.7, it runs so fast you don't even see the track in fast mode. In slow mode it can blur a lot, too, so you don't see the walls coming. On the TI-Nspire it's worse, though. In gbc4nspire, Calc84maniac slowed down the framerate purposely to reduce the blur effect.
The appvar archiving is much faster, you'll see!
how about smaller/ larger paddle options and mutiple balls? ;)
yea it was very unoptimized :D
:o very very unoptimized then :D
nice! is the greyscale just a mode to make it hard though?
ah, I see...
hmm... for the pig mode, maybe you could make it 4 lvl grey?
Nice update ScoutDavid. :D
By the way have you thought about having a mode where the ball moves up/down twice faster? (twice higher pixel interval) Otherwise you could have a two-ball mode
Why is it? O.O I'll probably try soon, though.
Sounds cool! Screenie? I can't wait to see it in action :D
Update: I have a little surprise for you guys, the paddle goes up with time, so you have less and less space to play :D There is, obviously a limit for it.That seems cool :D. Should add more challenge to it. :D
nice! although it may be better if the paddle only went up by one pixel maybe?
Yeah I agree 1 pixel would be better, otherwise one game won't last long enough. Otherwise, maybe 2 pixels?
That was uncalled for Scout. How do you know he didn't already watch the screenshot? I think DJ deserves an apology.Yeah I agree 1 pixel would be better, otherwise one game won't last long enough. Otherwise, maybe 2 pixels?It lasts long enough!!! The paddle stops at X, so the game doesn't finish. DJ, go watch the screenie, please.
yeah, we know but the difficulty gets too high too fast. ;) if it moved up 1-2 pixels every frame, it's difficulty goes up slower. although maybe moving up 1-2 pixels should be for the easy mode...
^ this, and I'm considering terminating your account at this point. I did not even say anything wrong in my post, I just gave a suggestion. I tried the game earlier and it was good. I just felt that the paddle should not raise this fast. Also I did not notice it stops raising later, because you kept dying in your screenshot so I stopped watching after a while. Now I did, but as suggestion I would recommend having the paddle height increase every 5 points by 2 pixel, although you could maybe allow the user to choose.
I did not deserve a rude post from you and I ask an apology. This is the last time, though. We do not welcome such behavior on Omnimaga.
Also to the other person that keeps rating up bad posts and rating down all my warning, be aware that I can monitor rating logs. What you're doing is vandalism, and vandalism can lead to an immediate permban. If I see it happen again, your account will be deleted.
That was uncalled for Scout. How do you know he didn't already watch the screenshot? I think DJ deserves an apology.Yeah I agree 1 pixel would be better, otherwise one game won't last long enough. Otherwise, maybe 2 pixels?It lasts long enough!!! The paddle stops at X, so the game doesn't finish. DJ, go watch the screenie, please.
Nice work, Scout. :) What new things does the engine do?
If X=88 .If ball X position is 88
. The code I need help with
End
What type of engine do you use to move the ball?
Ok. Do you have a line along the edges of the screen? If so, you can use a simple pxl-Test( routine.
rand^1->indicator variable I // Doesn't this mean 0->I?
1->X
!If I
2->Y
End
If I
1->Y
End
H+X->H
V+Y->V
It stores a 0 or 1 to I, as far as I know. ;)
You can change it using a 1 or 2 if it doesn't work.
Oh well.
*c.sprinkle is irritated at his failure.
Thank you. I was a bit disapointed by the post because bad stuff did not happen for at least two weeks so I thought things were going fine. Just be careful.yeah, we know but the difficulty gets too high too fast. ;) if it moved up 1-2 pixels every frame, it's difficulty goes up slower. although maybe moving up 1-2 pixels should be for the easy mode...
I already made it one pixel in the easy version and 5 pixels in the hard version.^ this, and I'm considering terminating your account at this point. I did not even say anything wrong in my post, I just gave a suggestion. I tried the game earlier and it was good. I just felt that the paddle should not raise this fast. Also I did not notice it stops raising later, because you kept dying in your screenshot so I stopped watching after a while. Now I did, but as suggestion I would recommend having the paddle height increase every 5 points by 2 pixel, although you could maybe allow the user to choose.
I did not deserve a rude post from you and I ask an apology. This is the last time, though. We do not welcome such behavior on Omnimaga.
Also to the other person that keeps rating up bad posts and rating down all my warning, be aware that I can monitor rating logs. What you're doing is vandalism, and vandalism can lead to an immediate permban. If I see it happen again, your account will be deleted.
DJ, I recalled saying what I said later and regret, but I only noticed this now, and, sincerely, never thought I would be warned for it.
DJ, sorry for that, what I meant is that the game would end early if the paddle went up infinitely, but fortunately, it doesn't.
Concerning the person that rates good posts up and bad posts down, I don't know DJ, it's not me and that's why the rating system is not perfect.That was uncalled for Scout. How do you know he didn't already watch the screenshot? I think DJ deserves an apology.Yeah I agree 1 pixel would be better, otherwise one game won't last long enough. Otherwise, maybe 2 pixels?It lasts long enough!!! The paddle stops at X, so the game doesn't finish. DJ, go watch the screenie, please.
That was indeed uncalled for.
-----------------------------------------------------------------------------------------------------------------------------
Major updates: I decided to rewrite my engine and not use Quigibo's anymore. I still use a subroutine he made and his ball sprite so I may keep crediting him :D The engine is finished, but it has one tiny bug at the moment.
HOW did you do the DCS pictogram?? HOW??? HOW???
huh? a sharp? dont know how to draw that
I'm sorry, but I'm in the middle of a chess tournament, ill check it out when I get home in a while.lucky you.
dangit!
oh, well i was going to ask permission after i progressed on tanks. ;P
I would rather compile it for mirageOS for more compatibility, buy Scout prefers DoorsCS :P .
Also, you may found some bugs. I've fixed all the bugs i found, like the "greyscales" in easy-normal mode, and the position of the pallet that doesn't reset at the good place.
If you find other bugs, please tell me :)
I first have to make an on-calc multiplayer, to adapt the engine, and then i'll release a beta with the linked multiplayer. As the betas of Avoid i sent to mighty moose, you can everytimes exit by pressing clear so it's not dangerous :)
yes, it's more useful i think, and it's easier to make the linking if you already did an on-calc multiplayer.
exactly
one versus the other.
one paddle on the top of the screen and one at the bottom.
AI would be useless and would always get the ball... not interesting i think.
AI is useless, and would increase much the size of the program
Cool, I'll probably check it out, although I can't play much since no one where I live plays calc games. I'll most likely just try playing as both players at once. :P
AI is useless, and would increase much the size of the program
Replace it with a lobster ;D
J/k
Yeah i hope you will enjoy it :) I have to fix the linked multiplayer now.
I love the scrolling text. Also I got a TI-Nspire and a TI-83 Plus. I could always try with my 83+SE too. I do not have two identical calcs, though (that still has a link port)
Yep :D I like that.
*puppy eyes* ok....
<(")Wut? (this reminds me the blub ASCII fish on Cemetech)
I was serious, try not to be hard on him.