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Topics - leafy

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1
TI Z80 / Super Hexagon
« on: April 13, 2013, 08:57:15 pm »
Your favorite game, coming to TI-84s everywhere. Someday.




To be fair, I'm not sure this is going to work out for a few reasons -
1) No clipped lines (although I'm sure runer's working on it :) )
2) Lines are inherently slow.

I've worked out all the logic needed to run the game engine, but I can foresee major problems with speed in the future. I'll probably be reaching out to a few people to help out with optimizing the code, but I want to make sure I have everything down first. If anyone can see straight off the bat anything I can do to make it faster, be sure to tell me!

Things I've already built into the engine:
1) Global rotation, distortion, and skewing (including altering the number of sides between 4, 5, and 6)
2) Player movement
3) Loading of chunks
4) Player collision

Things to do:
1) Create mappings of levels based on random chunks
2) Music???

2
TI Z80 / Reversi (Othello)
« on: December 19, 2012, 01:56:17 pm »
Hey guys,

So I wanted to finally learn how to use interrupts, so I made a Reversi program for kicks. Some of you might know this game as Othello, but whatever. So this is pretty different from most other reversi programs for calc out there, because it's going to have a built-in AI that I'm trying to make as strong as possible (my goal is to beat builder's dad, who's apparently a reversi champ!)

So far for the AI, I'm utilizing a combination of minimax and strong evaluation (for corners/edges), but I'm still ironing that out so it doesn't destroy the VAT like it does now :P Here's a screenshot of a very early version, at any rate.


3
Math and Science / Buoyancy
« on: December 14, 2012, 02:22:59 am »
Hey guys, this might be a pretty trivial problem, but I've been puzzling over it for a while. It goes something like this - let's say you have a perfectly rectangular block of something light that you place perfectly flat at the bottom of an equally flat container, then fill it up with water. Since there's no water under the block, there shouldn't be anything to push back up on it, so it should just stay there.

It seems pretty counterintuitive, and I can't really imagine it happening. But I've also been thinking that the normal force at the bottom of the container should negate that downward fluid force, and make it rise again. But what if you have a container exactly equal to the dimensions of the block except for the height, you put the block at the bottom, and you fill the top with water such that only one side is touching the water. Are these two situations equivalent?

Of course, there could be other reasons why the block would stay there (negative pressure, hydrogen bonds, etc.), but negating all that, what should happen?

4
Blast Labs / Blastlabs [Axe]
« on: September 07, 2012, 09:08:49 pm »
After getting that new calculator, I've finally started another project. This one's called Blastlabs, and it's an action platformer centered around killing people ^^. The levels are going to be "bite-sized," which means that they should each theoretically take less than 15 seconds to beat, but they'll be as difficult as I can make them and will probably take new players multiple tries :D I might also put in a plot if I have extra space, but don't count on it.

The first thing I've been working on is getting the tilemapper working, and I've also introduced something new in this project - a camera. As you can see in this screenshot, it doesn't snap directly to the player, but has a kind of "inertia" that makes it ease to the player position. Runer has forbade me from using Full, so what you see here is a really slow Normal program. Please guys, help me convince him to let me use Full :P



I'm also working on a title screen. I kinda like this one I made:



but at the same time, I would have preferred the Blastlabs logo to be centered.

So the way I'm going to deal with this project is to post frequent updates (or as frequent as my progress is) so you guys can see exactly what I'm working on at any point xD Hopefully, that should stop me from giving up so easily.

5
Other / Ferroscope
« on: July 22, 2012, 04:08:24 pm »
Hey guys,

You're probably wondering what I've been up to this whole time. After losing my calculator, I signed up with a fellowship at the SUNY Stony Brook campus, where I'm working with a professor and some grad students in looking at properties of ferroelectrics. In my spare time, I've also been helping a grad student develop a ferroelectric electrical testing setup from scratch, using an Arduino and some spare circuit components. Before I went, the project was just another crazy idea in the mind of my mentor, but I've been helping to make that idea into a reality.

Check out my blog for more info!

6
TI Z80 / Tap
« on: May 15, 2012, 06:54:52 pm »
So I bet you've all been wondering what I've been up to - what amazing game I was working on this whole time. Never mind the fact that I have finals and APs, all that matters is that the community gets more calculator games.

Well today I present...Tap. The goal is to tap as fast as you can before the timer runs out. You get more points the faster you tap, so it's clearly advantageous to tap as fast as you possibly can.

I ended up blistering my fingers, but it felt so good when I finally got that score of 240 (on a real calc, see if you can beat it ^^) Yes, it does have protection against mashing multiple keys.



taptaptaptaptaptaptaptaptaptapohyeahhhhhighscore

7
Art / Running guy
« on: April 14, 2012, 03:48:55 pm »
Hey guys, I'm pretty bad with animation, so I was wondering if any of you guys could help me out a bit.

Here's what I'm going after - I made a quick mockup in paint.



Basically, the arms and legs should be moving in a walking fashion. 16x16 spritesheet, any help is welcome! :D

9
Miscellaneous / MOVED: The Peanut Gallery
« on: February 27, 2012, 10:46:32 pm »
This topic has been moved to Humor and Jokes.

http://ourl.ca/11876

11
Art / 6x6 person
« on: February 12, 2012, 11:42:28 am »
Hey guys, can someone help me sprite a 4x6 person (the width can go up to 6, actually, if the leg animations need it)

Thanks in advance!

12
Art / leafy's art
« on: February 07, 2012, 01:55:15 am »
Got bored, so I drew my friend a Big Mac :D


13
TI Z80 / Tag 2
« on: December 15, 2011, 10:24:24 pm »

Tag 2 is the sequel to the amazingly crappy calculator game Tag.

Some of you might have been wondering what the new version is going to be like. I've got a whole bunch of goodies planned out, and I've barely started. Still, this screenie is fairly post-worthy:



New and cool stuff planned:
Buttons and switches light up to indicate what they're connected to.
In this version of Tag, paint doesn't change the entire tile, only one face. That means that you can now have multiple colors of paint on one tile :D
Excursion funnels.
Greyscale colors.
Much more to cum.

(believe it or not I wrote that elevator routine from scratch, and I think it might even be better than Builder's :D)

14
TI Z80 / [Contest] My First Quantum Translocator
« on: November 26, 2011, 02:28:53 pm »
A port of the critically acclaimed Flash game.

Since JustCause handed the project over to me, I've been working on porting this for the Cemetech Contest #8. Things are going pretty well, and I've got about half of the engine done with. I'm currently working on platform collisions, and will have updates once I have them ^^


15
TI Z80 / Super Crate Box
« on: November 18, 2011, 11:45:13 pm »
Coming soon to a calculator near you.



This was more a test of feasibility than anything else; I don't know if I'll finish this or how fast it'll end up being, but nevertheless I had to give it a shot :P

It's a port of the famous game SCB, and there will be enemies and actual sprites in the future. Someday.

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