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Messages - Dudeman313

Pages: 1 [2] 3 4 ... 8
16
Introduce Yourself! / Re: Hello, nabako here
« on: March 09, 2016, 08:05:36 pm »
Hi! Welcome to Omnimaga!
Also: More peanuts!

17
You mean, like TI-Planet's featured program list, but for news? That would be cool. It would look good on a lighter coloured theme...

18
TI Z80 / Re: Spaze Invaders v1.0.1 (TI-84+CSE & CE)
« on: March 09, 2016, 12:26:48 am »
Thank you!
I got to the end, but I plan on trying to beat that. :blah:

19
TI Z80 / Mr. Bob's Bad Day (Out?) A Text RPG [CE/CSE] [TI-BASIC]
« on: March 08, 2016, 09:47:18 am »
So, I've started another project with my overnight self-taught knowledge of TI-BASIC. This time, I've started my first game, inspired by Jeremy Burke's Mr. Bill's Bad Day Out. This story is about his equally unlucky brother, Bob, but with some differences. There will be at least 2 clear ways to win, not just one way to not die, and this is also made "Adventur style."

Screenshots from TI Connect CE:



So far, I've done little, but here's a small demo! I'm sure it's bug free, apart from the missing Lbl instructions, and could use optimization.
It is my second from-scratch TI-BASIC program ever, after all.
Here it is!

20
TI Z80 / GraphSet CE [CE/CSE] [TI-BASIC]
« on: March 08, 2016, 09:44:15 am »
I taught myself some TI-BASIC programming concepts overnight, and programmed this:



What do you think? I could probably use some optimizations, so I'm posting it here.
It currently carries out the same functions as Nitro_Hawk's Graph Fix program, toggles Plots(on/off), toggles Diagnostics, and "Enters Workmode."

Work mode is just my custom preferred graph settings. I left this unlocked so users can customize their own WorkMode, but I don't know how
to comment in TI-BASIC, if it's possible. I also named the program GraphSet CE just in case I decide to make a monochrome version, because my program
uses functions (like GridLine) that monochromes lack.

Maybe someone could also test it on the CSE? I don't know if the CSE can have a Line grid.
EDIT
The current program is attached. When it's been evaluated and considered complete, I'll upload it elsewhere.

21
TI Z80 / Re: Spaze Invaders v1.0.1 (TI-84+CSE & CE)
« on: March 08, 2016, 06:56:25 am »
I got a 1459, on medium, just now.
Yes, I think a video would be nice.  :thumbsup:

22
TI Z80 / Re: Spaze Invaders v1.0.1 (TI-84+CSE & CE)
« on: March 04, 2016, 08:39:58 pm »
Really well done James!
Easy mode seems more difficult then I'd think an easy more would be though >.>
I thought so too! It all depends on your strategy, I guess. :P I used to move between bunkers, shooting only then, but I got hit a lot, so I looked at @JamesV 's screenshots and saw that I could've stayed behind a bunker and shoot thru it at the invaders  x.x. This makes the chance of losing lower and is the reason why I can now tolerate Medium!  :blah:

23
I was the one who ported Robot Wars over to the 83+, i've been meaning to optimize it further/possibly just convert it over to an app. If i can get some time this weekend i'll look into it. I may have even started the app port, the code's still sitting on my computer.
Maybe if you find time(and have the skills :P), you could port Robot Wars to the CE? :3

24
TI 68K / Re: 2048 Clone, Ti 89, C
« on: March 03, 2016, 06:56:02 am »
Looks nice! And question:
Because this is written in C, could it be recompiled for the CE, or would it need to be modified to do so?
It would still require some modification to port the the CE, but is entirely doable. If this were written in 68k assembly, then it wouldn't be feasible to port.
So, would the modifications be screen-size related, or just including some files (ti84pce.inc, etc.)?

25
TI Z80 / Re: Alien Breed 5 Episode III: Impact
« on: March 03, 2016, 06:51:25 am »
Adding an HUD will fill out the rest of the space nicely. Are the artifacts on screen emulator/screenshot glitches?
He does plan on adding a HUD, like the original. I also think he said somewhere that the artifacts are not in the program, but are screenshot glitches. Then again, I'm not exactly sure. :/
Correct, I'll be adding some HUD elements at the top and bottom, and the artifacts are just GIF glitches. I guess I could post this test program here if anyone wanted to download it just to see how it looks on their calculator? :)
I thought you'd never ask! YES! :w00t:

26
TI Z80 / Re: Alien Breed 5 Episode III: Impact
« on: March 02, 2016, 02:44:37 pm »
Adding an HUD will fill out the rest of the space nicely. Are the artifacts on screen emulator/screenshot glitches?
He does plan on adding a HUD, like the original. I also think he said somewhere that the artifacts are not in the program, but are screenshot glitches. Then again, I'm not exactly sure. :-\

27
TI 68K / Re: 2048 Clone, Ti 89, C
« on: March 02, 2016, 02:41:26 pm »
Looks nice! And question:
Because this is written in C, could it be recompiled for the CE, or would it need to be modified to do so?

28
TI Z80 / Re: Alien Breed 5 Episode III: Impact
« on: February 28, 2016, 07:58:01 pm »
Is porting that RPG on your CE dev list?

29
TI Z80 / Re: Ultima Memoria, or "The Existential Terror"
« on: February 19, 2016, 04:35:49 pm »
Whoa! So amazing! O.O
*reaches for vibro sword*
And also, DDD. :P

Will there be a CE port, unlike with E:ToR? I'm guessing this won't be ported to the CE, and might be released for the CSE.
I don't know if it's possible to remake this in C or eZ80 or such. I know that for E:ToR, it will require about 90% of the game code to be rewritten for a CE version, making it quite unlikely. But maybe since this is just starting, it could be done simultaneously like JamesV is doing with AB5?

30
Oh.  ._.
I was kinda hoping for such an awesome game to be the first non-basic full RPG for the CE.

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