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Topics - Phero

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TI Z80 / Grav-smash [Completed]
« on: March 19, 2013, 01:52:39 pm »
Took a couple of free hours over the past few days to put together a simple little space game. I always wanted to make a space game. Basically, the closer an object is to you, the more gravitational pull you can exert on it to draw it in. When you smash guys, you get points and it refills the timer based upon the object's thrust (i.e., difficulty of pulling them in).

It's nearly done, I just need to add a screen that displays the score after each play (when the timer on the left runs out) as well as create an appvar setup to keep a running high score.

If I want to get extra wacky, I might fiddle around with a multiplier system, although I honestly don't know how much that would contribute to the game other than to make it "feel" flashier.

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Introduce Yourself! / Mandatory Introduction
« on: March 19, 2012, 12:53:33 pm »
Just popping in to formally introduce myself. I'm this guy: http://www.ticalc.org/about/staff/ryanb.html

I'm working on this roguelike: http://ourl.ca/15574

I like graphing calculators.

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TI Z80 / Chambers [Completed]
« on: March 19, 2012, 12:11:04 pm »
So, my favorite genre is roguelikes. For years, I've been pretty disdainful of the lack of this type of game on the 83/84+ series. Finally, I decided to just make my own.

I'm about 60% done with it. I coded the engine over about 2 days, and now I'm just doing a ton of stats tweaking and adding monsters, items, etc.



I'm keeping the storyline under wraps for now, but the basic premise is that you can only go forward.

Some quick notes:
I'm doing the project with Axe.
I'm using Crabcake.
I used a slightly modded version of Builderboy's flame routine for the holybomb animation.
I've already changed how some of the items work since this screenshot. I have one more item that I currently intend to implement, with maybe others if they improve the gameplay without breaking the game. Getting the stats just right for a difficult but still beatable roguelike is incredibly tedious.
My main overhaul that I need to do is start adding a ton of text for events and (maybe) some special events, rooms, etc. too. Those are a big maybe at this point.
Yes, the walls are supposed to get weirder as you get deeper into the game.

I am in deep need of help for character design. If anyone wants to volunteer (for credit when the game is released, of course) to design a big bunch of 6x7 px sprites for monsters, that would be wonderful.

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