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Gaming Discussion / Re: 3DS Friend Codes
« on: June 03, 2014, 10:56:03 pm »
I just picked up a 3DS a couple of days ago. LTTP, yes, but here's my friend code: 1779-1731-8150
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Gaming Discussion / Re: 3DS Friend Codes« on: June 03, 2014, 10:56:03 pm »
I just picked up a 3DS a couple of days ago. LTTP, yes, but here's my friend code: 1779-1731-8150
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Reuben Quest / Re: [Beta] Reuben Quest Axe Remake« on: April 27, 2014, 12:05:11 pm »Also, an issue I noticed when walking around is that it's incredibly hard to get inside narrow areas. Reuben has to be perfectly aligned into it in order to get through. The Verdante Forest had this problem too. Do you think you could make the game detect those areas and have Reuben moves towards it when trying to go through? I feel like when I do this, I get more random encounters. Like, perhaps it's treating the fact that I'm pressing two keys as taking two turns, making it more common? I don't know, could just be a misperception, but I would swear that this is the case. 3
Reuben Quest / Re: [Beta] Reuben Quest Axe Remake« on: April 25, 2014, 11:52:51 am »This game worked great fot me, apart from one bug: Sometimes when you walk past the border on the screen (to get to an other area), then immediately walk over the edge again, then you sometimes get teleported to a random location. This already happened twice to me in an hour or so of playing, but in both cases, when I tried to trigger that glitch again, it worked fine, so I haven't been able to replicate the glitch. Similar issue. Got the shovel, left that cavern, then exiting to the left from outside of the cavern transported me into a wall somewhere on the screen that would have been to the *right* of where I was rather than the screen to the left. Stuck in wall, kept walking into the wall, got in a random battle. When I came out of the battle, I was in some area that I hadn't been before. Also, when it's says "found" the shovel, the word "found" is missing a letter. Game looks great thus far. The main recommendation is a different background for battles when in different areas, if possible. Was a bit odd to see trees while fighting the boss that pops up in the lava area. 4
News / Re: TI-73 overhead overstock at the Stokes Publishing Company« on: January 05, 2014, 10:33:02 am »
Just got mine in the mail a couple of days ago:
http://blog.ryanb.cc/post/72100891988/it-almost-feels-like-a-secret-weapon-sadly-it Thanks again for sharing! It only cost $35 total ($10 of that was shipping), so it was quite a bargain. 5
TI Z80 / Re: Candy Wars« on: December 06, 2013, 12:12:46 am »Drug Wars was a great classic And how. It was the first calc game that I played once I got my own calc, and I still play it from time to time. It still has a home as my dual-screen wallpaper (see spoiler). Spoiler For Spoiler: 6
News / Re: Contest 2013 Calculator Gaming Roots - Public Vote« on: December 02, 2013, 11:30:07 am »
A lot of really great entries. Difficult decision, if I do say so myself.
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News / Re: Last days to take part in the TiCalc.org POTY« on: November 29, 2013, 12:41:36 pm »
To clear up any confusion, this year there will be the following categories (unless programs from other categories get featured prior to the deadline):
Requirements are that the file exist in the ticalc.org archives and that it be featured prior to December 1st. There has been a massive influx of programs this past week, many of which deserve features. I'm going to be working as hard as I can to make sure that everything that should be eligible for POTY 2013 will get featured within the next couple of days so that it makes the cutoff. I'm swamped with work from every direction imaginable, but this is rather important to me, so I'm going to give it as much time and consideration as I can reasonably afford until voting opens on December 1st. And, with that, I've got some featuring to do! 8
TI Z80 / Re: Steins;Gate 8-Bit (TI-84+CSE)« on: November 05, 2013, 07:11:08 pm »Yet this only gets 6 downloads on ticalc.org because it's not called Mario... Great art is seldom appreciated by the masses 9
TI Z80 / Re: [AXE] Bullet Hell« on: March 25, 2013, 07:19:34 pm »TI connect can be picky. Make sure your batteries are good. It does this sometimes if they are low, even if they have a charge. Absolute truth. I've had a few panic attacks where I irrationally thought that my port was dying or that I had borked something up playing with ASM code. Every single time, it turns out to be low batteries. 10
Miscellaneous / Re: Is this true about America?« on: March 24, 2013, 03:47:28 pm »Maybe it's that the relationship between students and teachers in the US is a lot more casual than in most other places in the world (or so I've heard, mostly from exchange students). Don't really know though. This is very true. At the beginning of college courses, we have to let students know that they should not hesitate to come speak with us in private if they feel that there is a problem. While this is geared towards all students, it is largely to set cultural expectations for exchange students (especially from Eastern countries), where it is considered powerfully rude to do so. That being said, in business settings, there is a fine line that must be walked. Being too forward is viewed as being overly confrontational, aggressive, or dominating in a group setting, while saying nothing or discussing problems with friends is seen as weak, rude, or conspiratorial. My best advice is to let students know that typical American discourse encourages that everyone is able to openly state their concerns in a calm, composed, and formal fashion at least once. 11
TI Z80 / Re: Rockfall: DT's other game for TI-Concours 2013« on: March 24, 2013, 01:35:35 pm »
Looks like a lot of fun
I think that you could scale it anywhere from the arcade-style game that it is now up to something pretty full-featured and crazy, depending on what your ultimate goal for the game would be. Whatever you end up releasing as a finished version, however, I'm sure is going to be very good! 13
TI Z80 / Re: Grav-smash [Completed]« on: March 20, 2013, 10:33:32 am »That looks sweet, Phero. Give it a whirl, it's pretty intuitive once you get your hands on it Looks like fun. Kimd of like river raid where you have to collect fuel to keep flying. It'd be nice to have one type of enemies that hurt you. Bombs or something like, that. That shouldn't be too difficult to implement, right? Probably well within reason. I like the idea of bombs that decrement your timer. Hmmm..... You can't approve your own files as ticalc staff? I suppose that I could, but I leave that up to the pros (Travis and Nikki). 14
TI Z80 / Re: Grav-smash« on: March 19, 2013, 11:47:07 pm »
Uploaded to ticalc.org, source included. Soon...
There was a bug that was causing some objects to randomly explode off-screen, which I tracked down and fixed, and now the high-score system is fully in place. Hopefully, it's a fun little arcadey romp! Attached is a screenie of the completed project. EDIT: By the way, 880 is my current high score... but I've only played it through to the score screen about 5 times, so I'm sure that it's easily surpassed EDIT 2: Apparently, it went up already -- http://www.ticalc.org/archives/files/fileinfo/452/45266.html 15
TI Z80 / Re: Grav-smash« on: March 19, 2013, 04:46:12 pm »This seems quite fun . I wonder if you can lose if enemies shoot you by the way? That might be in Grav-smash 2.0 DX Collector's Edition with Director Commentary and behind-the-scenes featurettes I basically have 12 objects, the main character (made of 5 8x8 sprites), and 25 background "stars" being drawn at each refresh, regardless of whether they are on-screen or not (for the sake of a constant play speed). I didn't try anything with bullets mostly because I'm not confident that I am skilled enough to pull that off and have the speed be anything I'd be happy with unless I put the calc in "Full" mode. Even then, I'd likely fail miserably at it |
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