Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Munchor on December 20, 2010, 11:23:59 am

Title: uPong
Post by: Munchor on December 20, 2010, 11:23:59 am
uPong



http://www.omnimaga.org/index.php?action=downloads;sa=view;down=611
Title: uPong
Post by: Munchor on December 20, 2010, 11:24:24 am
(http://img716.imageshack.us/img716/4558/upongbigtwo.png)

uPong: This pong game is not just another pong game, it's an Axe game with lots of features such as an easy and hard mode, highscores for each, game over screen, an attractive title screen and a fast game in the overall. To make this game, I edited Kevin Horowitz's game which was included in Axe: Pong. The physics of the game are similar, but the addition of two playing modes forced me to change some of the physics. The game is fast at the moment, I may release an optimized version later but I don't think such version is needed at the moment. To play this game all you need is a shell (I recommend DoorsCS), or you can use the Asm( token to play it. The game is very easy and simple to play, since you only need to use two keys and the gameplay is just like other Pong games. For now, the source code is not available, but it can be in the future.

Screenshots:

(http://img571.imageshack.us/img571/4581/upongscreenshot1.gif)

(http://img607.imageshack.us/img607/9519/upongtitlescreen2.gif)

(http://img585.imageshack.us/img585/2245/upongtitlescreen.gif)

(http://img641.imageshack.us/img641/3329/uponggameover.gif)


I would like to thank shmibs, _player1537 and both Cemetech and Omnimaga community, but mainly the first two for helping me with this game. Thanks shmibs for explaining me Appvariables and _player1537 for explaining me how to compare two strings. Another person I need to thank is souvik1997.

Attached to this post is the .8xp. Later, this game shall be added to ticalc, Omnimaga and Cemetech's archives.

Title: Re: uPong
Post by: aeTIos on December 20, 2010, 11:27:19 am
that looks neat!
Title: Re: uPong
Post by: yunhua98 on December 20, 2010, 11:29:02 am
looks good!  perhaps add an *cough* dual mode *cough*?  :D  where you control two paddles perpindicular to each other
Title: Re: uPong
Post by: aeTIos on December 20, 2010, 11:31:10 am
you mean, two paddles, one up and one down, and they have the same x position
Title: Re: uPong
Post by: Munchor on December 20, 2010, 11:33:39 am
you mean, two paddles, one up and one down, and they have the same x position


I think he meant either linking or two players in one calc or AI for a paddle?
Title: Re: uPong
Post by: yunhua98 on December 20, 2010, 11:33:48 am
no, although thats an idea, I meant something like this: http://ourl.ca/7569
Title: Re: uPong
Post by: Munchor on December 20, 2010, 11:37:49 am
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 :S
Title: Re: uPong
Post by: ztrumpet on December 20, 2010, 12:06:40 pm
Looks good. :D
On the title screen, I think it should be either "Scout David / Quigibo" or "David Gomes / Kevin Horowitz". :)
Title: Re: uPong
Post by: Munchor on December 20, 2010, 12:13:14 pm
Looks good. :D
On the title screen, I think it should be either "Scout David / Quigibo" or "David Gomes / Kevin Horowitz". :)

Oooh that's correct! It looks weird if one is nick and the other one is RL name :S
Title: Re: uPong
Post by: Ashbad on December 20, 2010, 06:11:04 pm
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
Title: Re: uPong
Post by: Munchor on December 20, 2010, 06:12:10 pm
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

It is not a bug, it is phisically correct. a ball that goes against a wall can come back in the same angle and direction. It is easier for the player but it is natural :)
Title: Re: uPong
Post by: Ashbad on December 20, 2010, 06:19:10 pm
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" ;)
Title: Re: uPong
Post by: Munchor on December 20, 2010, 07:30:56 pm
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" ;)

It's a random subroutine that I use to make the ball move, so it's not that common that it returns in the same direction and angle :S
Title: Re: uPong
Post by: DJ Omnimaga on December 20, 2010, 11:10:19 pm
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?
Title: Re: uPong
Post by: Jonius7 on December 21, 2010, 12:43:44 am
wow the frame rate and smoothness is impressive for a calc. welldone!
Title: Re: uPong
Post by: Munchor on December 21, 2010, 05:55:38 am
wow the frame rate and smoothness is impressive for a calc. welldone!

Thanks much :)
Title: Re: uPong
Post by: Munchor on December 21, 2010, 05:58:01 am
DJ; this is an automatically created thread that nobody seems to be using :S This (http://ourl.ca/8431/155489) is the main topic.

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?

DJ, I am already working in projects from scratch, but in order to learn Axe, I made this little edits :D I also made another one but I'm not uploading it. I'll keep on editing games, but probably this is the last one I upload.

At the moment, I'm working in:
> Axe Guitar Hero;
> A Platformer with the help of Ashbad;
> Orbisism?? (haven't heard of it lately):


Also, I made a Game Maker Pong where the ball always bounced the same way :P
Title: Re: uPong
Post by: DJ Omnimaga on December 21, 2010, 03:30:42 pm
Yeah I saw now. I just could not find any other topic until today. I'll merge this one with the other.

I'm glad you're working on some new stuff.

You might want to not release too many edits of other people program on ticalc.org, otherwise you may get a bad reputation among other ticalc.org users since they'll think you don't do anything new. I think modifying programs is a good way to practice Axe programming, though.This is how I learned TI-BASIC besides the manual.
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 :S
I think his program is fine, although from the screenshot it looks hard O.O

EDIT: Note, the double-posts above are not intended as double-posts. THis is because two topics were merged together and they both had replies.
Title: Re: uPong
Post by: Munchor on December 21, 2010, 07:08:07 pm
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 :(

Title: Re: uPong
Post by: DJ Omnimaga on December 21, 2010, 07:14:00 pm
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 :(


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.

The TI community just do not take comments like the one posted on IRC earlier very lightly. Jhgenius01 was banned one week for that once.
Title: Re: uPong
Post by: Munchor on December 21, 2010, 07:21:43 pm
Code: [Select]
.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

Source Code is here.

multiple balls at once is really easy to make! Gotta work on that.
Title: Re: uPong
Post by: DJ Omnimaga on December 21, 2010, 11:29:27 pm
Ah cool to hear you're adding them!
Title: Re: uPong
Post by: Munchor on December 22, 2010, 08:14:23 am
I finished this project. I'm not even releasing the pig with a few bugs fixed version :/
Title: Re: uPong
Post by: JosJuice on December 22, 2010, 08:18:00 am
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?
Title: Re: uPong
Post by: Munchor on December 22, 2010, 08:48:00 am
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 :)
Title: Re: uPong
Post by: yunhua98 on December 22, 2010, 10:42:58 am
I hope your not making games just for the respect.  D:  But I also doubt that everyone doesn't appreciate you for editing games first.  Everyone has to have a starting point, and when you joined you haven't even programmed calcs before.  This isn't saying you shouldn't make your games from scratch, its just that I believe you are under a false impression, or from a minority at Omnimaga.
Title: Re: uPong
Post by: Ashbad on December 22, 2010, 10:54:30 am
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 :)

don't think that.  I appreciate your effort in doing it -- you made some really nice example programs into some really nice games.

And, remember, respect does not count for anything -- and, even if people don't approve of your games, don't let that stop you -- do what you want! :)
Title: Re: uPong
Post by: Munchor on December 22, 2010, 11:09:36 am
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...

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 :)
Title: Re: uPong
Post by: yunhua98 on December 22, 2010, 11:11:35 am
ahh... I see.  Well, then, I hope you still continue coding.  ;)
Title: Re: uPong
Post by: Munchor on December 22, 2010, 11:12:04 am
ahh... I see.  Well, then, I hope you still continue coding.  ;)

I have a new project, from scratch by me, called Ahead, and I will dedicate most of my time to it from now on :)
Title: Re: uPong
Post by: DJ Omnimaga on December 22, 2010, 03:02:48 pm
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...

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 :)
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!
Title: Re: uPong
Post by: Munchor on December 22, 2010, 03:48:08 pm
Fixed the title screen bug and added pig mode which can be activated by pressing 8 in the title screen... Uploaded it so that I can finally cancel it -.-
Title: Re: uPong
Post by: DJ Omnimaga on December 22, 2010, 11:29:11 pm
Ah ok. I'll have to try the new version when I have some time. :)
Title: Re: uPong
Post by: Munchor on December 23, 2010, 05:24:11 am
Ah ok. I'll have to try the new version when I have some time. :)

If you tried the old one and unless you love pigs there's no need in trying the new one :s
Title: Re: uPong
Post by: DJ Omnimaga on December 23, 2010, 12:25:24 pm
Well the original was buggy, if I remember. I remember trying the example in the Axe folder and ball kept going outside the screen. ???
Title: Re: uPong
Post by: Munchor on December 23, 2010, 12:25:57 pm
Well the original was buggy, if I remember. I remember trying the example in the Axe folder and ball kept going outside the screen. ???

Yes, the ball did sometimes bounce off the screen. I fixed that.
Title: Re: uPong
Post by: DJ Omnimaga on December 23, 2010, 12:28:14 pm
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)
Title: Re: uPong
Post by: Munchor on December 23, 2010, 12:31:59 pm
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)

Axe is way faster than BASIC, and my game runs pretty fast, the size of it could be cut half easily...
Title: Re: uPong
Post by: DJ Omnimaga on December 23, 2010, 10:12:47 pm
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.
Title: Re: uPong
Post by: Munchor on December 24, 2010, 06:20:41 am
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.

A friend of mine blamed that in my game: when using the pig, it looks like grayscale due to the speed of its movement (HARD mode).
Title: Re: uPong
Post by: DJ Omnimaga on December 26, 2010, 04:48:31 pm
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.
Title: Re: uPong
Post by: Munchor on December 26, 2010, 04:50:21 pm
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.

I gotta check uPong's speed in Axe 0.4.7!
Title: Re: uPong
Post by: Fast Crash on December 26, 2010, 04:51:41 pm
The appvar archiving is much faster, you'll see!
Title: Re: uPong
Post by: Munchor on December 26, 2010, 05:09:25 pm
The appvar archiving is much faster, you'll see!

I could even release a faster version. Compiling...
Title: Re: uPong
Post by: Munchor on January 06, 2011, 02:02:48 pm
I'll make a new version of this game, much better, :D

It'll include decent Highscore saving (this one has a HUGE BUG, How come nobody notice? OH, nobody plays it XD, Even though I need to fix it, it is saving the last score, not highest).

Also adding Pig/No Pig option. Well, a few stuff that friends of mine asked me for, it'll also be 0.4.7, so faster :D
Title: Re: uPong
Post by: Ashbad on January 06, 2011, 02:03:45 pm
how about smaller/ larger paddle options and mutiple balls? ;)
Title: Re: uPong
Post by: Munchor on January 06, 2011, 02:05:17 pm
how about smaller/ larger paddle options and mutiple balls? ;)

Larger/Smaller paddles would be possible, but I need somebody's help, because I myself haven't fully understood what the original code (by Quigibo) does.
Title: Re: uPong
Post by: Ashbad on January 06, 2011, 02:05:44 pm
I do, I could help!  Just PM me later today ;)
Title: Re: uPong
Post by: Fast Crash on January 06, 2011, 03:47:30 pm
You should add an on-calc mulyiplayer :)
Title: Re: uPong
Post by: Munchor on January 06, 2011, 04:00:13 pm
Fixed Highscore System.
Fixed buggy easy mode in Axe 0.4.7.
Fixed button 8 press in main menu.

:D
Title: Re: uPong
Post by: DJ Omnimaga on January 07, 2011, 02:25:12 am
Those new features sounds cool :D
Title: Re: uPong
Post by: Munchor on January 07, 2011, 10:31:55 am
Today in maths class, I optimized it from 2900 bytes to 2400bytes. But then added features and is now 2700 bytes.
Title: Re: uPong
Post by: Fast Crash on January 07, 2011, 10:33:03 am
yea it was very unoptimized :D
Title: Re: uPong
Post by: Munchor on January 07, 2011, 10:33:29 am
yea it was very unoptimized :D

I had 10 lines for drawing a line XD Now I have one line with the Line( command XD
Title: Re: uPong
Post by: Fast Crash on January 07, 2011, 10:35:52 am
 :o very very unoptimized then :D
Title: Re: uPong
Post by: Munchor on January 08, 2011, 08:17:25 am
:o very very unoptimized then :D

Optimized to 2400 bytes. Implemented score and highscore during game.
Title: Re: uPong
Post by: Fast Crash on January 08, 2011, 10:26:34 am
I know a simple way to make it 0 byte nice !  :)
Title: Re: uPong
Post by: Munchor on January 08, 2011, 02:26:14 pm
uPong 3!

Added:
Pause, by pressing ENTER;
3 levels of greyscale;
Lots of optimizations, new features with less 100 bytes.

Screenshots:

(http://img830.imageshack.us/img830/5149/upong3easy.gif)

(http://img88.imageshack.us/img88/3329/uponggameover.gif)

(http://img406.imageshack.us/img406/9366/upong3hardpig.gif)

(http://img502.imageshack.us/img502/6994/upong3.gif)


Attached:
.zip file with source, game, readme and screenshots.


What do you think?

EDIT: This screenshots look VERY SLOW and the ball looks AWFUL, but that's not how it really looks, please try the game on a calculator to see how it really looks :D
Title: Re: uPong
Post by: Fast Crash on January 08, 2011, 04:07:43 pm
Nice update :D
Title: Re: uPong
Post by: yunhua98 on January 08, 2011, 04:59:23 pm
nice!  is the greyscale just a mode to make it hard though?
Title: Re: uPong
Post by: Munchor on January 08, 2011, 05:45:04 pm
nice!  is the greyscale just a mode to make it hard though?

No, it's the normal mode, both easy and hard are greyscale. The pig version isn't greyscale because it looked too bad.
Title: Re: uPong
Post by: yunhua98 on January 08, 2011, 05:46:06 pm
ah, I see...
hmm...  for the pig mode, maybe you could make it 4 lvl grey?
Title: Re: uPong
Post by: Munchor on January 08, 2011, 05:48:15 pm
ah, I see...
hmm...  for the pig mode, maybe you could make it 4 lvl grey?

Yes, I could try that! Thanks for the idea!
Title: Re: uPong
Post by: DJ Omnimaga on January 09, 2011, 08:42:02 pm
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
Title: Re: uPong
Post by: Munchor on January 10, 2011, 09:12:47 am
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

Thanks DJ, I'll try to do that.

HOWEVER, I have a huge problem now. The hard mode is easier than the easier mode. I'll have to urgently fix that.
Title: Re: uPong
Post by: DJ Omnimaga on January 10, 2011, 10:25:50 pm
Why is it? O.O I'll probably try soon, though.
Title: Re: uPong
Post by: Munchor on January 11, 2011, 07:32:00 am
Why is it? O.O I'll probably try soon, though.

Fixed the Easy/Hard mode, don't worry. Need to update it though. Also working on multiple balls (less speed).
Title: Re: uPong
Post by: Munchor on January 11, 2011, 04:09:48 pm
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.
Title: Re: uPong
Post by: Ashbad on January 11, 2011, 04:10:43 pm
Sounds cool!  Screenie?  I can't wait to see it in action :D
Title: Re: uPong
Post by: Munchor on January 11, 2011, 04:11:06 pm
Sounds cool!  Screenie?  I can't wait to see it in action :D

I can't put in on calc right away, give me a few minutes.
Title: Re: uPong
Post by: DJ Omnimaga on January 11, 2011, 04:11:57 pm
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
Title: Re: uPong
Post by: Munchor on January 11, 2011, 04:22:36 pm
The easy mode still has a small bug (constantly renewing position while up there).

However, the hard mode is pretty challenging when up there.

I'll also try to make the ball speed go up ;D

DAMN: This screenie looks so slow, but it is quite fast, the hard version is much harder than it is.
Title: Re: uPong
Post by: yunhua98 on January 11, 2011, 04:36:00 pm
nice!  although it may be better if the paddle only went up by one pixel maybe?
Title: Re: uPong
Post by: Munchor on January 11, 2011, 04:37:40 pm
nice!  although it may be better if the paddle only went up by one pixel maybe?

Maybe I'll make it one pixel in the Easy mode, people "blamed", or "suggested" my game was more challenge. I think it has to be a hardcore pong. Do you agree, though?
Title: Re: uPong
Post by: DJ Omnimaga on January 11, 2011, 04:42:54 pm
Yeah I agree 1 pixel would be better, otherwise one game won't last long enough. Otherwise, maybe 2 pixels?
Title: Re: uPong
Post by: Munchor on January 11, 2011, 04:44:29 pm
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.
Title: Re: uPong
Post by: yunhua98 on January 11, 2011, 05:17:24 pm
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...
Title: Re: uPong
Post by: Eeems on January 12, 2011, 01:42:28 am
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 uncalled for Scout. How do you know he didn't already watch the screenshot? I think DJ deserves an apology.
Title: Re: uPong
Post by: DJ Omnimaga on January 12, 2011, 01:55:16 am
^ 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.
Title: Re: uPong
Post by: Munchor on January 12, 2011, 12:13:41 pm
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.

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 uncalled for Scout. How do you know he didn't already watch the screenshot? I think DJ deserves an apology.

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.
Title: Re: uPong
Post by: c.sprinkle on January 12, 2011, 12:17:57 pm
Nice work, Scout.  :) What new things does the engine do?
Title: Re: uPong
Post by: Munchor on January 12, 2011, 12:22:17 pm
Nice work, Scout.  :) What new things does the engine do?

It's slightly faster and allows me to work on it more easily. Also, it allows me to change the ball's speed. I could do it in the other one, but not sure of how to.

Now I have a doubt, I've been having some bugs in the new engine, the ball sometimes doesn't bounce off when hitting a wall.

Code: [Select]
If X=88 .If ball X position is 88
. The code I need help with
End

I have no idea of how to make the ball bounce of realistically. Also, it has to work for If X=0 too :S
Title: Re: uPong
Post by: c.sprinkle on January 12, 2011, 12:25:30 pm
What type of engine do you use to move the ball?
Title: Re: uPong
Post by: Munchor on January 12, 2011, 12:27:06 pm
What type of engine do you use to move the ball?

I'm giving it random positions whenever it hits something and then follow that line. I do the same thing for walls, but every 1/100 times the ball goes through the wall :S
Title: Re: uPong
Post by: c.sprinkle on January 12, 2011, 12:32:05 pm
So, if the ball collides with something, you give it a random direction and then it follows that until the next collision?

How are you doing collision detection?
Title: Re: uPong
Post by: Munchor on January 12, 2011, 12:38:01 pm
The collision is based on maths.
Title: Re: uPong
Post by: c.sprinkle on January 12, 2011, 12:45:41 pm
Ok. Do you have a line along the edges of the screen? If so, you can use a simple pxl-Test( routine.

If I am restating something obvious, I don't do ASM, so I can't really understand the ASM equivalents of Axe stuff. :P
Title: Re: uPong
Post by: FinaleTI on January 12, 2011, 12:49:03 pm
I think that's something he meant to post in the Assemblex topic.
Title: Re: uPong
Post by: Munchor on January 12, 2011, 12:49:18 pm
Ok. Do you have a line along the edges of the screen? If so, you can use a simple pxl-Test( routine.

I will do that indeed, HOWEVER, how do you make the ball bounce left or right in a random position?
Title: Re: uPong
Post by: Munchor on January 12, 2011, 01:02:15 pm
UPDATE:

I just implemented grayscale and moving up paddle in the new engine! Now it looks just like the old one, but the size is smaller!

The first screenie is exactly that.

The second one is the pause screen.
Title: Re: uPong
Post by: c.sprinkle on January 12, 2011, 01:10:16 pm
It looks great, but you can look at this if you want to:

Let's say you have 2 angles, a and b. The ball's position is determined by H and V.
When the ball hits the roof heading right:
rand^1->indicator variable I
1->X
!If I
2->Y
End
If I
1->Y
End

H+X->H
V+Y->V



So if I is 0, the ball bounces at a steep angle, but if I is 1, it goes at a 45 degree angle.

When it hits the wall, you do a similar thing.
See if that works. ;)
Title: Re: uPong
Post by: Munchor on January 12, 2011, 01:12:08 pm
Code: [Select]
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

I have yet to try it, but thanks :)
Title: Re: uPong
Post by: c.sprinkle on January 12, 2011, 01:16:16 pm
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.
Title: Re: uPong
Post by: Munchor on January 12, 2011, 01:21:18 pm
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.

rand^x returns a value from 0 to x-1, I think...
Title: Re: uPong
Post by: Ashbad on January 12, 2011, 01:58:13 pm
yep, it does.  Very useful in many occaisions, I couldn't even make trio and niko falling without the use of many moduli ...without it, you could only move around in 8 pixel increments! :P

EDIT: and rand^1 always gives a 0 lol

use rand^2 to get between 0 and 1
Title: Re: uPong
Post by: c.sprinkle on January 12, 2011, 02:31:17 pm
Oh well.
*c.sprinkle is irritated at his failure.
Title: Re: uPong
Post by: Munchor on January 12, 2011, 03:24:05 pm
Oh well.
*c.sprinkle is irritated at his failure.

Don't worry, it was not a problem :) I have not tried the code yet, only tomorrow :(
Title: Re: uPong
Post by: DJ Omnimaga on January 12, 2011, 06:49:54 pm
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.

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 uncalled for Scout. How do you know he didn't already watch the screenshot? I think DJ deserves an apology.

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.

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.

Also don't worry the other person that was abusing the rating system was not you, it was someone else.

Anyway keep up the good work on uPong!
Title: Re: uPong
Post by: Munchor on January 13, 2011, 03:52:02 pm
WOAH Major updates! Changed the pig mode bug, 2900 bytes! Greyscale, pig, easy and hard in the new engine!

Screenie and release probably tomorrow.
Title: Re: uPong
Post by: Munchor on January 14, 2011, 03:33:40 pm
(http://img.removedfromgame.com/imgs/uPong4MainScreenie.gif)

/me  releases uPong 4!

I really need feedback, tell me what you think.

Changelog:
> Removed greyscale for speed and beauty;
> Fixed the Pig Mode bug (finally!);
> New, faster engine, also easier to browse than Quigibo's;
> astonishing size of 2699 bytes;
> New Title Screen;
> DrawInv in Hard Mode;
> Easy mode slightly harder;
> Added paddle going up thingie;
> In the overall more beautiful and challenging;
> Faster SpeedUp;
> A DoorsCS Icon.

;D Probably the last version.
Title: Re: uPong
Post by: aeTIos on January 14, 2011, 03:34:34 pm
HOW did you do the DCS pictogram?? HOW??? HOW???
Title: Re: uPong
Post by: Munchor on January 14, 2011, 03:36:16 pm
HOW did you do the DCS pictogram?? HOW??? HOW???

I was expecting feedback, xD

Axe 0.4.7>, I think.

My code is:

#icon(FFFFFFFFC003C003C003C0C3C1A3C1E3C0C3C003C003C003C003CFFBC003C003)

Compiled it as Doors CS program.
Title: Re: uPong
Post by: aeTIos on January 14, 2011, 03:37:28 pm
huh? a sharp? dont know how to draw that
Title: Re: uPong
Post by: Munchor on January 14, 2011, 03:39:06 pm
huh? a sharp? dont know how to draw that

In the text editor on-calc, 2ND + Catalog, #Icon. I used TokensIDE to draw a 16*16 image and the code has to be exactly 64 numbers of length.

Now, I made a program.
Title: Re: uPong
Post by: aeTIos on January 14, 2011, 03:39:56 pm
icon=new token?? WOW NICE
Quigibo, you stay surprising us with cool functions
Title: Re: uPong
Post by: Munchor on January 14, 2011, 03:44:28 pm
(http://img.removedfromgame.com/imgs/uPong4MainScreenie.gif)

/me  releases uPong 4!

I really need feedback, tell me what you think.

Changelog:
> Removed greyscale for speed and beauty;
> Fixed the Pig Mode bug (finally!);
> New, faster engine, also easier to browse than Quigibo's;
> astonishing size of 2699 bytes;
> New Title Screen;
> DrawInv in Hard Mode;
> Easy mode slightly harder;
> Added paddle going up thingie;
> In the overall more beautiful and challenging;
> Faster SpeedUp;
> A DoorsCS Icon.

;D Probably the last version.

Please check this post. (http://ourl.ca/8430/163892)
Title: Re: uPong
Post by: Munchor on January 15, 2011, 01:39:52 pm
*BUMP*
Title: Re: uPong
Post by: yunhua98 on January 15, 2011, 01:54:39 pm
I'm sorry, but I'm in the middle of a chess tournament, ill check it out when I get home in a while.
Title: Re: uPong
Post by: Happybobjr on January 15, 2011, 01:59:06 pm
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.

I challenge you to a game of chess sometime


Note: my laptop doesn't work at all with ti-connect.  sO IT WILL be the next time i go on the home pc.
Title: Re: uPong
Post by: Munchor on January 15, 2011, 02:19:25 pm
News: Fast Crash is making a MultiPlayer (>1 calc) version of this as we speak.
Title: Re: uPong
Post by: Happybobjr on January 15, 2011, 02:20:19 pm
dangit!
oh, well i was going to ask permission after i progressed on tanks. ;P
Title: Re: uPong
Post by: Munchor on January 16, 2011, 07:48:44 am
dangit!
oh, well i was going to ask permission after i progressed on tanks. ;P

Oh, I really have no idea of how to do linking, it's great to know there are >1 people willing to do it ;D But Frash is already doing it :S
Title: Re: uPong
Post by: DJ Omnimaga on January 17, 2011, 02:57:42 pm
Nice, I actually like the new look better and I like the Doors CS icon. The game seems quite small too. Nice.
Title: Re: uPong
Post by: Fast Crash on January 17, 2011, 03:31:39 pm
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 :)
Title: Re: uPong
Post by: Munchor on January 17, 2011, 03:35:59 pm
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 :)

Well, thanks for that, but the bugs aren't that buggy, I just really want to add multiplayer linking xD

Also, thanks DJ.
Title: Re: uPong
Post by: Fast Crash on January 17, 2011, 03:45:30 pm
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 :)
Title: Re: uPong
Post by: Munchor on January 19, 2011, 09:44:52 am
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 :)

you mean on one calc?
Title: Re: uPong
Post by: Fast Crash on January 19, 2011, 10:00:18 am
yes, it's more useful i think, and it's easier to make the linking if you already did an on-calc multiplayer.
Title: Re: uPong
Post by: Munchor on January 19, 2011, 10:01:34 am
yes, it's more useful i think, and it's easier to make the linking if you already did an on-calc multiplayer.

How's it gonna be, two paddles?
Title: Re: uPong
Post by: Fast Crash on January 19, 2011, 10:02:00 am
exactly
Title: Re: uPong
Post by: Munchor on January 19, 2011, 10:02:26 am
exactly

So, is it one VS the other or team work?
Title: Re: uPong
Post by: Fast Crash on January 19, 2011, 10:03:52 am
one versus the other.
Title: Re: uPong
Post by: Munchor on January 19, 2011, 10:05:43 am
one versus the other.

How :S I'm not getting, sorry.
Title: Re: uPong
Post by: Fast Crash on January 19, 2011, 10:06:40 am
one paddle on the top of the screen and one at the bottom.
Title: Re: uPong
Post by: Munchor on January 19, 2011, 10:07:31 am
one paddle on the top of the screen and one at the bottom.


OH! Like the normal pong, I will then try to add AI ;D Also, is it top/bottom or left/right?

Sorry for so many questions, i'm just curious.
Title: Re: uPong
Post by: Fast Crash on January 19, 2011, 10:08:40 am
AI would be useless and would always get the ball... not interesting i think.
Title: Re: uPong
Post by: Munchor on January 19, 2011, 10:24:23 am
AI would be useless and would always get the ball... not interesting i think.

You can make non-invecible AIs
Title: Re: uPong
Post by: Fast Crash on January 19, 2011, 10:26:39 am
AI is useless, and would increase much the size of the program
Title: Re: uPong
Post by: Munchor on January 21, 2011, 07:52:34 pm
AI is useless, and would increase much the size of the program

I see you don't like AI.

Also, the multiplayer is likely to be uploaded tomorrow or maybe monday, since Frasashy has kind of finished the multiplayer and will give me the game tomorrow :D
Title: Re: uPong
Post by: Fast Crash on January 22, 2011, 07:49:05 am
hmm it could be today :D if you do the changes quickly :P
Title: Re: uPong
Post by: DJ Omnimaga on January 25, 2011, 01:22:02 am
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
Title: Re: uPong
Post by: Munchor on January 25, 2011, 07:43:06 am
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

At the moment, we have linking, two players and a few more extras.
Title: Re: uPong
Post by: Ashbad on January 25, 2011, 01:30:45 pm
AI is useless, and would increase much the size of the program

What do you mean ??? AI if coded correctly can be very small and simple.  The AI for all three slime monsters on TaNF is 150 bytes total, and that's more complex than a paddle.  I would say that AI would be cool :)

All I'm saying is that anything can be optimized enough to be worth the effort ;)

EDIT: and if yuo need help with AI I'm the man to go to :) I'd be glad to help
Title: Re: uPong
Post by: Fast Crash on January 25, 2011, 01:35:29 pm
i will do that if you want but there are already single player modes...
Title: Re: uPong
Post by: Munchor on January 27, 2011, 09:39:47 am
We're also removing the pig for size and because it doesn't really matter.
Title: Re: uPong
Post by: DJ Omnimaga on January 29, 2011, 10:06:02 pm
Replace it with a lobster ;D

J/k
Title: Re: uPong
Post by: Munchor on January 30, 2011, 10:10:55 am
Replace it with a lobster ;D

J/k

Hahaha, Netham Mode.
Title: Re: uPong
Post by: Munchor on January 30, 2011, 11:41:07 am
(http://img.removedfromgame.com/imgs/uPong5Teaser.gif)

Fast Crash (and I?), mainly Fast Crash has been working on uPong 5. Here is a screenie as a teaser. As you can see the menu looks much cooler, and in the hard mode (after 5 points) the screen goes all black for a very small period of time, but long enough to be fun. From time to time it all goes dark and you have to guess where the ball is!

The multiplayer (I think) is OK, and I'll try to upload a screenie of it soon!

Note: Fast Crash made the multiplayer too.
Title: Re: uPong
Post by: Fast Crash on January 30, 2011, 11:42:33 am
Yeah i hope you will enjoy it :) I have to fix the linked multiplayer now.
Title: Re: uPong
Post by: Munchor on January 31, 2011, 08:41:45 am
Yeah i hope you will enjoy it :) I have to fix the linked multiplayer now.

Yeah, does anyone here have two calculators? I'd like someone to try it on hardware, I've been using PindurTI for everything with 83+ ROMs.
Title: Re: uPong
Post by: DJ Omnimaga on January 31, 2011, 11:39:21 pm
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)
Title: Re: uPong
Post by: Munchor on February 02, 2011, 02:18:39 pm
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)

What do you mean by scrolling text? The horizontal scrolling of the menu?
Title: Re: uPong
Post by: DJ Omnimaga on February 03, 2011, 12:41:54 am
Yep :D I like that.
Title: Re: uPong
Post by: Munchor on February 09, 2011, 10:08:12 am
Yep :D I like that.

Fast Crash did it ;D

Also, we are having problems with Linking, probably will delay uPong 5 release :S
Title: Re: uPong
Post by: Munchor on February 10, 2011, 09:25:38 am
*BUMP* and *UPDATE*

The linking will be removed, since I think there's no need for it (the game is not very popular).
Title: Re: uPong
Post by: Happybobjr on February 10, 2011, 10:14:14 am
Hmm, I was under the inpression that all the questions have been answered, and that we were just waiting for an update for linking.

Or at least that was how I felt.
I would love to help with the linking if you need me too.
Title: Re: uPong
Post by: Fast Crash on February 10, 2011, 10:30:26 am
It's not a bug from my own part. We can move pallets, but ball starts at at left of the screen ( instead of the middle ), that's totally impossible, because it's written 44->X and just after X is 0 O.O
Title: Re: uPong
Post by: Happybobjr on February 10, 2011, 10:33:21 am
0o  when will the source be availible?
Title: Re: uPong
Post by: Fast Crash on February 10, 2011, 10:39:54 am
after we release a version without linking. I'll post it in the Axe Parser board.
Title: Re: uPong
Post by: Happybobjr on February 10, 2011, 10:41:01 am
*puppy eyes*  ok....
Title: Re: uPong
Post by: darkduck on February 10, 2011, 10:44:11 am
<(")
Title: Re: uPong
Post by: Munchor on February 10, 2011, 11:17:24 am
*puppy eyes*  ok....

Happybojr, you can try it yourself if *cough* we *cough* can't. (the cough is because Fast Crash is doing it).

Also, I'll release the source code later today (game and multiplayer). Do you mind Fast Crash?

EDIT: Here it goes.

Spoiler For "Source Code":
Main Game:

Code: [Select]
:.UPONG uPong  v5
:DiagnosticOff
:"    uPong v5    Inspired by the original game of Kevin Horowitz                  Single player      modes by      David Gomes                       fixes and    multiplayer by Jonathan Vannier"→Str9
:identity(FFFFFFFFC003C003C003C0C3C1A3C1E3C0C3C003C003C003C003CFFBC003C003)
:
:[000018343C180000→Pic2
:[000000000000FFFF→Pic1
:Fix 5
:"vPongHS"→Str5
:UnarchiveStr5
:GetCalc(Str5)→H
:!If H
:0→{GetCalc(Str5,2)→H}r
:End
:Lbl 1
:ClrDraw
:Lbl 10
:0→W
:9→A
:sub(PIC
:Text(33,20,"2nd:play
:Text(30,32,"clear:exit
:Text(3,44,"Alpha:swap  to  multiplayer
:Text(28,50,"Stat:credits
:While 1
:!If W
:Text(35,26,"<easy>
:Else
:Text(35,26,"<hard>
:End
:Text(26,38,"Highscore:",{H+W}►Dec
:DispGraph
:getKey→θ
:!If θ-56
:0→{H+W}
:End
:!If θ-48
:1→B
:sub(SC
:Lbl MP
:ClrDraw
:9→A:sub(PIC
:Text(30,20,"Multiplayer
:Text(28,32,"2nd:on-calc
:Text(16,38,"mode:linked  as  host
:Text(16,44,"Del:linked  as  joiner
:Text(6,50,"Alpha:swap  to  main  menu
:Text(30,56,"clear:exit
:DispGraph
:While 1
:getKey→θ
:!If θ-15
:Goto Q
:End
:!If θ-48
:0→B
:sub(SC
:Goto 10
:End
:!If θ-54
:prgmAMP0
:End
:If θ>54
:prgmAMP1
:End:End:End
:!If θ-32
:ClrHome
:For(A,0,191
:Disp {Str9+A}►Frac
:Pause 100
:End
:Pause 3000
:End
:
:If θ=3 or (θ=2
:W=0→W
:End
:Lbl Q
:!If θ-15
:Full
:ArchiveStr5
:Return
:End
:
:.GAME CODE
:!If θ-54
:55→T
:0→S→E-1→D
:44→Z*64→X
:9→Y
:sub(HT)
:‾W*2+4→M
:W*4+1→U
:Repeat getKey(15)
:
:
:If getKey(9)
:sub(SD
:End
:If getKey(2) and (Z≠0
:Z-M→Z
:End
:If getKey(3) and (Z≠88
:Z+M→Z
:End
:
:X+V→X
:Y+D→Y
:
:If Y>61
:Goto D
:End
:.UPPER BARRIER
:!If Y
:sub(HT
:DispGraph
:End
:
:.HIT IMAGE CODE
:If Y=T and (abs(X/64-Z)<8
:sub(HT
:S+1→S
:If T>25
:T-U→T
:Y-(U+1)→Y
:End
:End
:
:If (X/64)=0 or (X/64=88
:‾V→V+X→X
:End
:
:ClrDraw
:
:Pt-On(Z,T,Pic1)
:
:Pt-On(X/64,Y,Pic2
:
:If T<40
:50→R
:Else
:5→R
:End
:
:Text(5,R,S►Dec
:
:If {H}>S
:Text(5,R+6,{H}►Dec
:Else
:Text(5,R+6,S►Dec
:End
:If W
:DrawInv
:End
:If W
:If S>5
:If E
:ref(0,,96,64
:E-1→E
:Else
:!If rand^150-149
:rand^10+10→E
:End
:End
:End
:End
:DispGraph
:
:
:End
:
:.LOSE LABEL
:Lbl D
:ClrDraw
:25→A
:sub(PIC
:
:
:Text(34,38,"SCORE:",S►Dec
:
:If S>{H+W}
:S→{H+W}
:End
:
:DispGraph
:Pause 1500
:Repeat getKey
:End:Goto 1
:End:End
:Lbl HT
:rand^128-64→V
:‾D→D
:If X/64=0
:If V>0:‾V→V:End:End
:If X/64=88
:If V<0:‾V→V:End:End
:Return
:Lbl PIC
:Pt-On(25,A,[6363636363633F1F
:Pt-On(34,A-1,[FCFEC6C6FEFCC0C0
:Pt-On(34,A,[FEC6C6FEFCC0C0C0
:Pt-On(42,A,[3C7EE7C3C3E77E3C
:Pt-On(51,A,[00CEDFF3E3C3C3C3
:Pt-On(60,A-1,[3F7FC3C37F3F037F
:Pt-On(60,A,[7FC3C37F3F037FFE
:Line(0,A+10,95,A+10
:Return
:Lbl SD
:Asm(3E01D303FB76FDCB09A6C9
:Lbl SC
:For(D,0,7
:For(C,0,11
:If B
:Horizontal -
:Else
:Horizontal +
:End
:End
:ref(0,,96,20
:rref(0,,96,20
:9→A:sub(PIC
:DispGraph
:End
:Return

MP0:
Code: [Select]
:.ABC
:0→W→S+1→D
:44→Z→M*64→X
:55→Y
:sub(HT
:Repeat getKey(15)
:If getKey(9):sub(SD:End
:If getKey(2) and (Z≠0:Z-2→Z:End
:If getKey(3) and (Z≠88:Z+2→Z:End
:If getKey(33) and (M≠0:M-2→M:End
:If getKey(25) and (M≠88:M+2→M:End
:X+V→X
:Y+D→Y
:!If Y-63
:1→W
:End
:!If Y+7
:2→W
:End
:If W
:Goto D0
:End
:If Y=56 and (abs(X/64-Z)<8
:S+1→S
:sub(HT
:End
:If Y=0 and (abs(X/64-M)<8
:S+1→S
:sub(HT
:End
:If X/64=0 or (X/64=88
:{-}V→V+X→X
:End
:ClrDraw
:Pt-On(Z,55,Pic1
:Pt-On(M,{-}5,Pic1
:Pt-On(X/64,Y,Pic2
:DispGraph
:Pause 10
:End
:Goto MP
:Lbl D0
:ClrDraw
:25→A
:sub(PIC
:Text(26,38,"Player  ",W►Dec,"lost !
:Text(33,44,"score:",S►Dec
:DispGraph
:Pause 1500
:Repeat getKey
:End
:Goto MP

MP1:
Code: [Select]
:.ABC
:θ-55→θ
:ref(15,27,66,11:rref(15,27,66,11:ref(16,28,64,9:rref(17,29,62,7
:If θ
:Text(34,29,"Joining...
:DispGraph
:Repeat Get(+1
:If getKey(15):Goto MP:End
:End
:Else
:Text(34,29,"Hosting...
:DispGraph
:Repeat Send(1,100
:If getKey(15):Goto MP:End
:End
:End
:0→W→S+1→D
:44→Z→M*64→X
:55→Y
:Repeat getKey(15)
:sub(HT0
:If getKey(55)
:Text(0,0,"Y:",Y►Dec
:Text(0,6,"X:",X►Dec
:Text(0,12,"D:",D►Dec
:Text(0,16,"V:",V►Dec
:End
:
:If getKey(2) and (Z≠0:Z-2→Z:End
:If getKey(3) and (Z≠88:Z+2→Z:End
:If θ
:Repeat Get(+1→M
:If getKey(15):Goto MP:End
:End
:M-1→M
:Repeat Send(Z,100
:If getKey(15):Goto MP:End:End
:Else
:Repeat Send(Z,100
:If getKey(15):Goto MP:End:End
:Repeat Get(+1→M
:If getKey(15):Goto MP:End:End
:End
:X+V→X
:Y+D→X
:!If Y-63
:1→W
:End
:!If Y+7
:2→W
:End
:If W
:Goto D0
:End
:If Y=(θ*56) and (abs(X/64-Z)<8
:S+1→S
:sub(HT0
:End
:If Y=(56-(θ*56)) and (abs(X/64-M)<8
:S+1→S
:sub(HT0
:End
:If X/64=0 or (X/64=88
:{-}V→V+X→X
:End
:ClrDraw
:Pt-On(Z,55-(θ*60),Pic1
:Pt-On(M,θ*60-5,Pic1
:Pt-On(X/64,Y,Pic2
:DispGraph
:End
:Goto MP
:Lbl HT0
:sub(HT
:If θ
:Repeat Get(+1→V
:If getKey(15):Goto MP:End:End
:V-1→V
:Else
:Repeat Send(V,100
:If getKey(15):Goto MP:End:End
:End
:Return



Title: Re: uPong
Post by: Munchor on February 10, 2011, 03:26:04 pm
(http://img.removedfromgame.com/imgs/1-ptiani2.gif)
Note: Please watch until the end so you can the *darkflash* effect in the Hard Mode.

Update - uPong 5
> Multiplayer on the same calculator (the screenshot doesn't really show it because I couldn't play both players at the same time); // The keys are '0' and '.' for upper player and arrows for lower player;
> Hard/Easy mode improved;
> Press STAT for cool credits;
> Appvar archiving much better;

Attached is the file.

Note 2: I have to remind you again, that most of this last version was coded by Fast Crash.
Title: Re: uPong
Post by: Happybobjr on February 10, 2011, 04:01:04 pm
looks great.

Does the latest edition have the multiplayer part in it?
Is it compiled?
I looked over it and would enjoy messing with the code.

Title: Re: uPong
Post by: Fast Crash on February 10, 2011, 04:03:35 pm
Only the on-calc, Scout if you are reading this, post the screenshots you did of the linked multiplayer, to show what is the problem.
Title: Re: uPong
Post by: Ashbad on February 10, 2011, 04:23:36 pm
yeah happybob, we all know you are well equiped with knowledge of Axe linked play :D  scout and fast crash I suggest you also listen to happybobjr's code examples, they're quite fast, optimized, and almost failproof.
Title: Re: uPong
Post by: Fast Crash on February 10, 2011, 04:34:02 pm
Well i've also good skills in linking, but here there is a bug... I can't find where does it come from ! I hope habbybob will :D good luck !
Title: Re: uPong
Post by: DJ Omnimaga on February 10, 2011, 04:49:58 pm
This looks nice, as always. Link play will be a big plus since not a lot of Pong games on calc has it.

<(")
Wut? (this reminds me the blub ASCII fish on Cemetech)
Title: Re: uPong
Post by: Happybobjr on February 10, 2011, 04:57:25 pm
I was serious,  try not to be hard on him.
Title: Re: uPong
Post by: Ashbad on February 10, 2011, 04:59:38 pm
I was serious,  try not to be hard on him.

if that's true, will someone rate the poor kid's post back up to 0 again?  I was able to raise it to -1, but someone else needs to help (though don't make it above 0 though, just keep it at that to leave it be)

and also fast crash I would prefer if you would edit that word out of your post :/
Title: Re: uPong
Post by: DJ Omnimaga on February 10, 2011, 05:00:26 pm
Oh ok. Just try to make sure he doesn't break the rules too much, though, right?
Title: Re: uPong
Post by: Munchor on February 11, 2011, 09:23:06 am
And I have to say I don't think this is the right topic for that x)

Concerning the multiplayer, I am finished with this project, I don't want to work on it anymore.

If you do release a multiplayer linking version of it, I can give a help with it, but I won't organize it (I mean lead it).