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TI Z80 / Re: Factory
« on: February 02, 2010, 01:21:20 am »
ALrighty then, i have version 1.0 uploaded. Try it out and tell me if you find any problems with it or if you have any suggestions!
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 4861
TI Z80 / Re: Factory« on: February 02, 2010, 01:21:20 am »
ALrighty then, i have version 1.0 uploaded. Try it out and tell me if you find any problems with it or if you have any suggestions!
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TI Z80 / Re: Factory« on: February 01, 2010, 11:01:45 pm »
Haha, thanks guys And it was more, I made the engine in Stats, finished the UI in English. Unfortunately i need to add about 500 bytes in order to recall all the subs into one program. I'm not going to use any tricky sub methods because the memory gain isn't significant, and i'm trying to drag as much speed out of this as possible As it is I don't think it would be very fun on an 83. I had to put 2 getKey movements in the main loop to keep the control smooth.
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Well i made this game in Stats today, I was inspired, what can i say Well it was a very interesting game to code, took a lot of time to figure out how to make it all work and still conserve speed. The basic premise of the game is this: You work a claw in a factory, boxes are brought in from the left and into storage compartments on the right. Boxes of different types are represented by different number. Three boxes of the same type become packages and are taken out of the storage compartments. You can use your claw to move the boxes so that they make packages with others. You get paid $5 for every box you handle and $100 for every successfull package. If you jam the machine by overflowing any of the storage containers you are fired and lose the game.
The boxes were hard to code because there can be 2 on the screen at any given time, and in no particular order because you can hold onto a box for as long as you want They are coded in as hardcoded objects, as in the engine would NOT be expandable. The game has mutliple speeds, and multiple difficulty modes. The different difficulties change how many different types of boxes you are sorting Easy-3 and Expert-6. You have separate highscores for each difficulty modes, but are free to chose any speed for each difficulty mode. I have not released the program yet, because as of now it is cluttered, in 6 subprograms, and horribly unoptomised, but I should have it out by the end of the night, or later if i'm slow EDIT: Released version 1! Should be free of bugs hopefully! EDIT2: Released version 2! Now has survival mode and multiple bug fixes 4864
TI Z80 / Re: Plot Drop« on: February 01, 2010, 09:59:16 pm »
This reminds me of some of the old games i made back a while ago, they were never this fast though, they just used pxlOns
Very fun and entertaining game! Simple controls, simple concept, yet addicting gameplay The best combination! 4865
News / Re: Omnimaga hits 2500 posts in a month for the first time since 2006« on: February 01, 2010, 09:57:27 pm »
Woot! Everybody give
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The Axe Parser Project / Re: Axe Parser« on: February 01, 2010, 09:56:02 pm »
Wow, this is great! I have seen/heard things where people have tried stuff like this before, but as calc84 said, none of them ever got past planning stages. Just the fact that you have gotten this far is amazing. Writing an asm compiler in asm ^^. Well i for one can't wait to try this out, although i will have to back up my calc first just to be safe
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TI Z80 / Re: Screenshots« on: February 01, 2010, 09:53:13 pm »
Wow that looks awesome! Especialy for a Basic/xLib game The movmenet is very cool
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TI Z80 / Re: Progress« on: February 01, 2010, 09:52:11 pm »
This looks good! Can't wait to see some more progress
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TI Z80 / Re: ASM Dev set« on: February 01, 2010, 01:01:37 am »
Very very easy to compile, much nicer than tasm and command prompt
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TI Z80 / Re: ASM Dev set« on: January 31, 2010, 11:38:26 pm »
Oooooh i get it now. Here i was typing in the file name
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TI Z80 / Re: ASM Dev set« on: January 31, 2010, 07:37:07 pm »
Hmmm, i keep getting "Couldn't open input file". Am i missing some things or just doing it wrong?
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Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth« on: January 31, 2010, 12:29:26 pm »
Yeah, your best bet on the 83 is to just stay as far away as you can from zero Things like ans tend to make your memory fluctuate quite a bit
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Pokémon Purple / Re: [PP] Progress '10« on: January 31, 2010, 12:28:10 pm »
The worst type of bug is one that happens once and then never again, and no matter what you do, you can't replicate it, but you havent changed anything so you know the bug is still there
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TI-BASIC / Re: Can I throw my calculator at a wall yet?« on: January 30, 2010, 10:46:54 pm »
Oooooh i see. The part where he said one wall had me confused for a bit. Is this right?
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TI-BASIC / Re: Can I throw my calculator at a wall yet?« on: January 30, 2010, 10:20:36 pm »
Ok then I'm not sure what you want raycasting for? Could you elaborate a bit?
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