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Messages - Builderboy
Pages: 1 ... 372 373 [374] 375
5596
« on: April 27, 2009, 07:47:54 pm »
Maybe there is a mysterious illigal character floating around somewhere "shifty eyes"
Let me try again... "Goes to check"
5597
« on: April 27, 2009, 07:45:38 pm »
Well, the point was that it is a puzzle to find out how to get past all of the enemies. You may be trying to get past an enemy without the right items to do it. Its more of a puzzle game than a battle game.
(And the maps are bigger, 16*8 instead of 12*8 )
If your stuck, I can help you move along if you want.
EDIT, i did release the xLib version, if you want to play it, it is availiable on TiBasic Developer Portal
5598
« on: April 27, 2009, 10:27:22 am »
This is looking to be a very puzzling game! Although you should put in an option for running a custom level, so people don't have to hack your program to get it to work. It wouldn't be that difficult, especially because you already have the level editor.
5599
« on: April 26, 2009, 10:54:39 pm »
So a while back I created a version of the internet flash game Trapped. It used xLib to get good graphics, but was incredibly slow, badly coded, and humongous. Recently I created a new and improved version, using pure basic. It was faster, more detailed, had larger rooms, more items, and was smaller. I recently finished it, and I am in need of some beta testers, as it is a large-ish game. It does use CelticII for saving the data to an appvar, but other than that it is in pure Basic Here is a screenshot of the game And here is the link http://tibasicdev.wikidot.com/local--files/archives:trapped-beta/TrappedBeta2.zipSend all the programs to your calculator, then run INSTALL to create your game file. You can then delete INSTALL and run TRAPPED to play Let me know what you think! (And if you find any bugs)
5600
« on: April 26, 2009, 08:41:58 pm »
Not sure, I believe the most recent. I downloaded it a couple months back
5601
« on: April 26, 2009, 08:32:47 pm »
It only works for some programs, but not all, and not Portal2. It always says that the link has timed out, whatever that means. Right now i am trying the Ti Flash Debugger coupled with CalcCapture
5602
« on: April 26, 2009, 08:30:27 pm »
Its a lot smoother on-Calc. CalcCapture has the knack of capturing a frame just at the wrong moment
5603
« on: April 26, 2009, 08:20:56 pm »
Alright, here are some screenshots. This is demonstrating the super special awesome button system This is demonstrating the time travel system. You can time travel at any point, even if you are on a button. AND if another you presses a button that puts a block ontop of you, it kills you. Thats what happens at the end.
5604
« on: April 26, 2009, 01:02:47 am »
You might as well write it in assembly if your going to go that far
5605
« on: April 25, 2009, 11:12:58 am »
Because Portal2 is not a platformer. Without the portal gun, it got considerably harder to move around, so the New portal will be top down (Which is much easier for the kind of game it will be) Anyways, I was thinking of making a new version of a platformer I tried to make a long time ago, but failed (I was very inexperienced). That wouldn't count as previously announced would it? As i never released it to the Internet, and it was never finished anyway. (I'll keep the idea secret for now )
5606
« on: April 24, 2009, 10:23:35 am »
Hmmm, it might be that I have to put Portal 2 on temporary hold so I can beat you all in this contest!
5607
« on: April 24, 2009, 10:19:27 am »
Hmmm, I didn't think so but maybe that is the case. Either way, I like TI Flash Debugger better.
5608
« on: April 23, 2009, 11:24:53 pm »
It only works for some programs, but not all, and not Portal2. It always says that the link has timed out, whatever that means. Right now i am trying the Ti Flash Debugger coupled with CalcCapture
5609
« on: April 23, 2009, 09:01:50 pm »
Alright, so I have finished the time travel engine. It uses all 6 built in lists and is expandable to accommodate an unlimited amount of time traveling (Although it will be limited in the game for difficulty reasons). I now need to work on the most difficult part, the buttons.
Buttons have the ability to change certain tiles and can be activated in several ways: 1: Only when you stand on them 2: Whenever after you stand on them 3: Change to something besides original when you get off of them
Buttons will also be able to reveal other buttons, so this will need to be taken account for. This is actually more than I originally programed in the previous versions, but I have an idea that should make it all work. I will post a screenshot as soon as I can get Flash Debugger to work.
5610
« on: April 22, 2009, 10:18:21 am »
Brilliant!
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