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Messages - 123outerme
Pages: 1 ... 10 11 [12] 13 14 ... 33
166
« on: January 10, 2015, 05:29:46 pm »
I've been working on a lot of stuff, like the ability to place platforms wherever you want, not just on the left side. I also added color scheming and started on making levels.
167
« on: January 09, 2015, 06:53:01 pm »
Flatforme is a 2D, single-screen based platformer in development for the TI-84+CSE. Platform your way to the Goal Coin and collect it! Fend off enemies who will happily stop your progress.
168
« on: January 06, 2015, 06:28:04 pm »
I was thinking a little bit and decided it would probably be worth it to fix everything wrong with SS, and with the (assumed) death of SS Battle, I want to "right my wrongs". If you have any opinion on this/any feature requests feel free to tell me!
169
« on: December 27, 2014, 01:40:21 pm »
Pokemon Omega Ruby, some cables, a rocket to launch with my dad, and some other stuff.
170
« on: November 27, 2014, 06:17:06 pm »
What is the default meaning for "space" ? As almost any English word it has many meanings, e.g. character with ASCII code 32, the button on the keyboard, which types this character, and many others. The default meaning of "cat" is probably the animal, but it has also many meanings.
I am interested how will you handle any game, which would contain space (or even more spaces) and cats, but NOT the space and cats you meant :-)
Outer space, space travel, that kind of space.
The kind of stuff that comes easy to me, as shown by my avatar.
171
« on: November 23, 2014, 09:59:24 pm »
I have been working on a sort of first-person camera. I've got the camera rotating down, where it rotates in place, displaying two differently-colored boxes. The rendering engine is modular, meaning just edit the line with {numbers->L1 to add more objects. The format is really easy, just the x-values are present, and it can be any number between 140 and 670, I believe. If you add too many, the engine might lag, or even throw an error as it's trying to look for potential colors to make the boxes. This has been done in pure TI-Basic, and is a very small program (219 bytes in total, including the size of the name, etc). This is just a preliminary test. I plan to add things such as differing depth, or anything else anyone suggests. I might even do backrounds as well.
172
« on: November 22, 2014, 05:15:49 pm »
I guess that you could have a variable or stat that holds lowest platform's y location in every stage, and have it check if the AI is above that location. Oh, and for actually staying on the platform, it's temporary boundaries (that is, until the player moves to another platform) will be in between the two edges, provided it has edges. If it doesn't, something else could be used, like the two x coordinates of the edges of the platforms (those two variables when you draw the platforms, that is)
173
« on: November 22, 2014, 04:52:36 pm »
This probably won't work smoothly, but you could have the AI check to see if there's a platform below it or if it is a certain distance away (being that you could move towards the platform instead of falling straight down). As for recovery, test to see if the CPU is under the lowest platform. If it isn't, do the things above. If it is, the AI could jump in the direction of the closest edge, then if it hasn't used it already or reached the platform, use the recovery move (Up Special).
174
« on: November 22, 2014, 04:28:31 pm »
I drew up an AI "reasoning path", to help you or anyone else who decides to make an AI. (Yes, I understand the quality of the image is less than perfect, that the reasoning is far from perfect, but it was just to help)
175
« on: November 22, 2014, 03:37:51 pm »
I've made some amazing progress! I added a menu to add different types of buildings, so now there can be houses, mines, a town hall, etc. However, it really slows the engine down when there are even two objects of different types around, so I'll be thinking of a solution. Once I've just checked over everything, I'll upload a screenshot. Edit: Screenie! Ignore the visual glitch in the map menu, I know what's wrong, but I forgot to fix it. Here's my todo list:
176
« on: November 18, 2014, 06:40:18 pm »
That's amazing! Will the sword have any delay between displaying it and erasing it?
177
« on: November 18, 2014, 04:30:20 pm »
If anyone wants to make this, someone should make a computer game where you use the calculator as a controller. Some advantages that you'd have to think about also would be having two screens to work with.
178
« on: November 16, 2014, 09:20:23 am »
Thanks DJ! I have a few ideas on how battles will go, but it might be a pretty derpy sight, like the NES Punch-Out's crowd (just look up Punch-Out gameplay). I have been neglecting the project for a little, but my next update will be soon! (Also, very excited that this was the first project listed on pimath's news article)
Edit: I added a new "Land Options" Menu, it houses the "Buy/Sell Plot" option, as well as the "Choose Building Type" option. I haven't done much with building types, but I will try to do that soon. I will post a screenshot in a little bit.
179
« on: November 14, 2014, 09:06:55 pm »
Hi, I'm a total novice to the TI games scene. I saw this on Kotaku and REALLY want to download it but I'm having trouble. Is there any way you could make a tutorial for the influx of people like me who have no idea what they're doing? By the way I've got the program SMASH15 in my list of execs but it comes up with a syntax error when I try to run it. Thanks.
I believe you have to go to the "Apps" menu (to the left of of the PRGM button). I've got the TI-84 Plus C SE, any chance I'll be able to play this?
Unfortunately, for people like me who have the color 84, you won't be able to play this.
180
« on: November 13, 2014, 08:35:56 pm »
It wasn't intended to be funny, it was sorta sarcasm ¯\_(ツ)_/¯
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