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TI-Nspire / nSMM - Super Mario Maker for TI-nSpire
« on: July 04, 2022, 04:08:48 pm »While my modification to Minecraft 2D is all but dead in the water, I've decided to take up my own project from scratch. Yes, I've had the terrible idea of making a platformer in Lua. Due to it running like piss due to hardware (and in my opinion deliberate) limitations, several compromises have been made:
First, the framerate is awful. I haven't measured it but it's pretty bad. In it's current state it's surprisingly very playable (could just be me used to it though) but as more features are added it will inevitably worsen. You are free to suggest and/or implement optimisations to my shoddy code if you like, it would be very much appreciated!
Secondly, TI-nSpire Lua does not support holding down buttons, except for arrow keys. This means that in order to maintain an input the button has to be repeatedly pressed. It does not have to frame perfect as I coded a timer which makes every press last longer. The arrow keys would be theoretically fine for movement as that's all that requires constant pressing, but there is a significant delay between initial press and it turning into "held button" mode that is not good enough. Both arrow keys and keypad buttons are supported and it's up to the player to decide which is less bad.
Why not code it for ndless? Because I like making my life difficult.
With my manifesto dealt with, you can download the latest version from Github (which I don't know how to use) or the Discord server I created (which I know how to use):
DISCORD
(contact me here if you want to contribute or you have a query)
GITHUB
CURRENT STATUS:
Basic level collision is finished. Enemies and death are working. Mushrooms work. There is no editor but blocks can be placed ingame (temporarily)
FUTURE:
I intent to make the original SMB on the NES playable by remaking the objects from there as a priority. There are no plans for other styles. A main menu will be made at some point along with a saved levels menu (after a significant portion of the game is done and the editor is made). A standalone application to save exported levels will be made too with the idea of housing a set of levels made by someone to be downloaded and played.
The latest version as of writing is attached but will become quickly outdated, I may periodically post newer versions.