This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - 123outerme
Pages: 1 ... 9 10 [11] 12 13 ... 33
151
« on: August 10, 2015, 06:27:26 pm »
Looks pretty nice so far. No plans to a CE release?
Thanks! Unfortunately, I don't have a CE. Unless xLibCE is ported over, and someone asks me if they can port it, a CE port is not likely. Sounds nice! I hope this'll go far!
Thank you!
152
« on: August 09, 2015, 09:16:20 pm »
Have you ever been staring out your classroom window, wanting to go on an epic adventure on the 7 Seas? No? Yeah, me neither. I had no better ideas, so you should take what you can get. Anyways, I'm starting a new whale of a project. Yeah, I'll go now. Aqu-Wars is for the TI-84+CSE ONLY. It is an action adventure game with a hint of RPG in it, if that suits your fancy. You could sail the high seas, take up either Navy, mercenary, or pirate jobs, pirate and take other ships' cargo, and upgrade your own ship in this swashbucklin' adventure! Screenshots, activate! v0.1a, not distributed: Sneak peek:
153
« on: April 05, 2015, 08:07:03 pm »
I am almost completely finished! I need some testers to give feedback on Solius. If you are interested, please PM me or post a reply. I'm not too picky on who I want to test, just as long as you have a CSE!
154
« on: April 04, 2015, 11:37:47 am »
I did a lot of balancing and added a few features. Image updated in the OP.
155
« on: April 02, 2015, 02:56:48 pm »
From trying out MateoConLechuga's Portal Returns, it is well-build game, and is very fun to play.
156
« on: April 02, 2015, 02:54:22 pm »
I've updated the image in the OP. Now, there are turn based battles. The encounters aren't *random* per say, but that's probably the easiest part of the whole battling system.
157
« on: April 02, 2015, 12:51:18 am »
Looking nice! My tip for you: start working on the battle engine as soon as possible as that is a tedious job that killed many RPG projects
Thanks. I'm starting an actual project over here, so your advice is not wasted. April Fool's Day everyone! And for those who say it's not a prank, download and run the file.
158
« on: April 01, 2015, 12:41:54 pm »
I'm making a Homescreen RPG on the side, when I'm bored of programming Solius. I don't really have a name for it yet, but I assure you, it's coming! To play, run the tech demo prgmANRPG. It's compatible with both monochrome and color calcs (and doesn't require any shells), but I will make it fit to the CSE's screen eventually. For now, it looks a little squished. Enjoy! Download is attached. In the screenshot, you can see a few glitches. I've already fixed them. Happy April Fool's Day, suckas!
159
« on: March 30, 2015, 06:04:07 pm »
I've begun work on a roguelike for the CSE using XLibC and Celtic 2 CSE, with a color scheme similar to (read: the same as) the DOS Command Prompt. Therefore, it requires Doors CSE 8.0 or greater to run! It will (eventually) include a turn-based battle system, open world with randomly generated features (towns, treasure chests, etc.) and much more. If you want to see the complete Todo (there's a lot), visit the GitHub repo. No download yet!
160
« on: March 30, 2015, 09:33:36 am »
7606: When you become silently angry after the teacher tells everyone to use MathPrint.
161
« on: March 29, 2015, 01:07:19 pm »
I'm remaking TI-Thrash! (DJ O called it, lol) TI-Thrash Color is a homescreen arcade-style fighting game. It includes multiple characters, who beat up on a CPU. This is a color remake of TI-Thrash. As it adds color to the game, it is only compatible with the TI-84+CSE (unless the CE has gotten Celtic 2 and xLibC/DoorsCSE with those two libraries ported). It requires Doors CSE 8.1 or later to run. Download is in the OP. >Changes from Original Version: *Added color homescreen text to the HUD and some menus *Improved speed generously *Reduced amount of Goto instructions *Untangled spaghetti code *Changed password to unlock secret fighter (hint: Press 9 on home menu) *Switches to "fullscreen" (gets rid of status bar) while in a match, returns status bar in menus *Added stall prevention measures (although this wouldn't be a huge issue since you're not fighting another player) *Optimized display for the CSE's screen for color and the dimensions *Increased window of opportunity to block a counterattack *Optimizations in general >Planned Features: *Improve enemy AI *Optimize even further *Plan more features
162
« on: January 25, 2015, 10:34:06 am »
Got the level editor to work! You can create a level, which it then stores into LFFCUS, and then you can play it in the new "Add" menu! A new beta coming soon, with this feature. All I have to do is test, and I'll probably design a few more levels for the main game. I can use this to make levels as well, but I'll have to manually import them.
163
« on: January 13, 2015, 05:16:27 pm »
I wish I could justify getting this thing for school! It's nice to hear (at least) rumors of it being faster.
164
« on: January 11, 2015, 08:21:30 pm »
Looking nice, as always.
I removed the run toggle because it actually slowed the program down.
What's a run toggle?
Before, you could toggle run on/off, but it dramatically reduced speed. Running before I did this was a little slower than moving after I changed it.
165
« on: January 11, 2015, 04:03:17 pm »
I added a demo! It's in the first post. I'm still tweaking the levels. Please report any bugs you find!
Pages: 1 ... 9 10 [11] 12 13 ... 33
|