Why no script editor update lately? Because I'm also working on a new project: A Worms clone for the Nspire! The game is far from finished but the attached little tech-demo is already playable: Me and some friends successfully wasted some of the last lessons before holidays blowing each other up Because of minimalistic frame updates it runs increadibly fast and smooth even on calc! It also has a completely overdone intro animation!
But as said, this is a very early tech-demo lacking all the fancy weapons and other features like wind, custom spawn points, heal- and weapon boxes etc.; right now there are only 3 maps, a bazooka-like weapon and (sometimes wacky) character physics.
Hello! During the development of my script editor I started a new project, which turned out pretty nice: A fractal zoomer for the Nspire! I love fractals so I started reading a bit about them and finally had the urge to make a fractal renderer myself on the Nspire. I don't know if there are already fractal renderers for the Nspire, but it wouldn't bother me much because I primarily made it just for fun. Here's the result:
Features: - Rendering of the mandelbrot set and julia sets - It first renders at low resolution but the longer you wait, the higher gets the resolution ==> Very fast display - Zoom in and out by clicking with the mouse - Free adjustment of calculation depth and constants - 7 color modes
Information: - This program is optimized for the handheld; I don't recommend using it on the student software emulator because the emulator doesn't support partial frame updates so that it has to repaint every single pixel on every frame update, which is very slow! - The menu sometimes doesn't work on the emulator for some reason - I also included a feature which I haven't seen on any fractal zoomer yet: The possibility to set the values of the first segment Z0 of the sequenze of the mandelbrot set. I'm not familiar enough with fractals to say which exact mathematical meaning this has for the set, but it produces interesting "crippled" shapes (e.g. the middle-right screenshot)
Hi, I've been working on this little shadow engine for the Nspire the last 2 days: It dynamically calculates and renders the shadows of a variable number of objects, relative to the position of the light source and draws their illuminated sides. With 6 objects, it runs smoothly with 12-16 frames per second on the handheld.
Controls: - click to enable/disable mouse control - press m to change the render mode - press r to enable/disable the illuminated rims - in the upper left corner, there's a little fps counter
Note: There are some bugs, if objects are too close to each other or if the light source is too close to an object (but I didn't encounter a crash yet)
I made this engine just for fun, I don't think I'll do something with it or improve it soon; so you can do anything you want with it (but giving credit would be nice )
Hi, Inspired by "oclua" I started to make an own on-calc lua editor and finished the first version of it in summer 2013. It had many flaws and lacked some important features, so I decided to make a second, vastly improved version of it:
Features: - Fully functioning code editor on page 1.1 - Monospaced characters - Syntax highlighting (customizable) - Autocompletion menu: basic lua functions, nspire api function, global script variables, custom items - Undo/redo actions - Select code to copy, cut, paste, etc. - Find function - Save & load infinite amount of scripts with length each up to 1.7 million characters - Hotkeys for special characters - Full support for UTF8-encoded unicode characters - Import code from librarys and saved scripts - Autosave function - Customizable color-set - Customizable font
- Entirely crash protected live testing on page 1.2 - Nearly no restrictions - Full support of event handlers using "on"s metatable - Resets global environment after each build - Pause/Unpause scripts - Full module (physics & colors) support - Calls all initialization event handlers - Full support of 2DEditors
- Console - Logs "print" outputs, errors and status logs of the editor - Can be deleted, copy&pasted and resized with Nspires layout options - Commands can be entered to execute them during live-testing a script
- Shortened portable version of the Nspire api reference guide on page 2.1 - Shortened portable version of the lua reference manual & chipmunk physics api guide on page 2.2
- Compatible to: - OS 3.1 and OS>3.1 - Greyscale models - Clickpad models - Desktop - iPad
Current Version: 2.2.1 Current Size: 73KB
The attached zip file contains the editor files for OS 3.1 and OS>3.1, controls pictures of both Nspire layouts and a readme.txt
Bug reports are welcome!
Spoiler For old post:
Hi, I recently found oclua.tns and I liked the idea of an on-calc skript editor but I didn't like to write code in the "Notes" app. Therefore I started to make a fully functioning on-calc skript editor based on the idea of how oclua works. I also managed to prevent crashes of the editor because of a crash in the written code! I've been working on it several weeks now and I think it's time to show you the progress:
Main features: - fully functioning code editor - run your code without any limitations - stop it - it wont crash (except for infinite loops) - Syntax is colored - Save infinite amount of skripts - Select code to copy, cut, etc. - undo/redo actions - Import code from librarys - shortened portable version of the nspire api reference guide on page 1.2 - Most math buttons get converted to valid lua code - compatible to: - OS 3.x - Greyscale models - Clickpad models - Desktop - iPad
Planned Features: - Undo/redo actionsDone in 0.4 - Select/Mark code to copy/paste etc.Done in 0.3 - Make things safer to use, like "File"==>"New"Done in 0.2 - mark operators'n'stuff correctlyDone in 0.2 - help and instructionsDone in 0.2 - support for the clickpad layoutDone in 0.1.1 - better visuals for greyscale displaysDone in 0.1.1
Eventually future features: - shortened portable version of the nspire api reference guideDone in 0.4.2 - paint a picture, convert it and put it into your code on-calcUse nSpaint!
Controls:
Spoiler For Controls:
nspire touchpad:
nspire clickpad:
Screenshots:
Spoiler For Screenshots:
API Reference Guide:
By now the file is 28KB in size and it has about 1400 lines of code (without the API Reference Guide).
Hi, I am Jens Kolbinger and I'd like to introduce Minecraft 2D for the TI-Nspire (No Ndless required!) I've been working on it for more than one year now and this is the current progress:
Main features: - Break and place Blocks - Randomly generated world, caves, ores, lakes, trees, flowers and dungeons - Day/Night cycle - Survival/Creative Mode (with flying) - Mobs: pigs, sheeps, chicken, cows, zombies, skeletons and creepers - Flowing water and lava - TNT - Fire - Bow and arrows - Fishing - Farming - Falling sand - Inventory with moveable items - Itembar with selectable item/block - Tools with all functions of the real Minecraft - Functioning furnaces, chests, doors, beds, buckets and stairs - Crafting (without crafting grid) - Functioning Saplings - Shadows and Lights (by far not as complex as the real Minecraft) - 5 savegame slots - 2 graphic modes (not that much difference) - Health and Breath - Export/Import world with the World Container! - Modsupport - Armor
Planned Features: - World size selectionDone in 0.8 - MobsDone in 0.8 - DoorsDone in 0.8 - BedsDone in 0.8 - EXPLOSIONS!!!Done in 0.9 - More item drag'n'drop functionsDone in 0.9 - Export and import saves by copying them to the clipboardDone in 0.11 - Minecraft world files to transfer savesDone in 0.11 - Better water and bucketsDone in 0.11 - DungeonsDone in 0.11 - Settings menuDone in 0.12 - Better main menuDone in 0.12 - Full compatibility to OS 3.1 (problems with the crafting menu)Done in 0.12 - Armor systemDone in 0.13 - System to manage full inventory (maybe a slot where the overdue item goes in and will be deleted after some time)Done in 0.13 - Signs - Biomes and underworld - Infinite Worlds - Spawn eggs - More
Eventually future features: - ParticlesDone in 0.9 - FireDone in 0.10 - FarmingDone in 0.10 - ArrowsDone in 0.10 - StairsDone in 0.11 - System that updates progressing stuff (like growing crops) correctly off screenDone in 0.12 - World generator seedsDone in 0.12 - Texturepacks/Mods (yes, actually possible!)Done in 0.13 - Redstone - Weather - Boats and Minecarts
Screenshots:
Spoiler For Screenshots:
Main Menu:
Randomly generated world:
Day/Night cycle, Farming, Fire, Lights&Shadows and Skeleton:
Randomly generated caves and ores:
Crafting:
Furnace:
By now the Minecraft2D file is 89KB in size and it has about 6500 lines of code
Current version: 0.13
Current preview version: v1.0 Pre 2 (might contain bugs)
Spoiler For Features:
infinite worlds: - implemented a new chunk system that generates the world procedually - chunks are generated
spawneggs: - spawn mob with [(-)] - only 1 texture is needed; the individual textures are created via image manipulation
the underworld/nether - starts at -50 blocks height under a 3 block obsidian layer => to get there you'll need a diamond pickaxe (or very much time ;P ) - generated out of netherrack, lava and fire - ghasts - fly around, follow you, shoot you with explosive fireballs - as useless as the minecraft beta nether used to be ;P
optimizations: - faster way to draw shadows on "fast" graphics (flickers on color displays for some reason)
code cleanup: - rewritten crafting implementation (easily moddable now) - rewritten block updating (easily moddable now) - every block can register own updating functions now - world updates are now temporarily written into a buffer (using a fancy, metatable-driven catcher/distributor table (not the best way to implement this buffer, but I didn't have to rewrite everything that way )) - rewritten water/lava behaviour implementation (actually kind of understandable now) - rewritten whole block/item system: - implemented Block/Item classes, which instanciate all various blocks/items and contain all properties of it - game now handles pointers to the block/item objects instead of id numbers (which isn't as memory extensive as i thought) - all block/item-related handlers (like "use", "update", etc.) are now owned by the item/block classes ==> actually extensible code!
other improvements: - graphics menu - improved sky visuals - clouds (which are somewhat 3D rendered with light shading (I spend way more time on this than I should have )) - day sky color is now a bit darker but more blue - bright stars - slightly improved inventory navigation on clickpad models - new splash texts - leaves now decay without wood nearby
fixes: - fixed all sorts of saving/loading issues that came with OS updates - fixed an issue that crashed the game when generating a random world on a calculator that were on standby for a long time