Show Posts

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.


Messages - kalan_vod

Pages: 1 ... 186 187 [188] 189 190 ... 194
2806
Other Calc-Related Projects and Ideas / Blue World Quest
« on: January 20, 2006, 11:11:00 am »
At least I do! So has there been any changes yet?

2807
Other Calc-Related Projects and Ideas / Tanzen Sie Tanzrevolution
« on: January 20, 2006, 05:44:00 am »
Update [01/20/06]:
I am going to finish this within the next 2-3 months!

Things added since last update:
-Changed the scoreing system.
-Made a scoreing table.
-Added which letter grade you recieve.
-Made it easier to detect which key is pressed.

Things to be added:
-More songs.
-Scrollable song lists.
-Pauses for ingame play.
-Air time (ddr fans will know what I am talking about).

This supports users createing their own levels. Other info about this game can be found at http://www.kalan.us/currentprojects.htm, http://joepnet.com/hosted/maxcoderz/phpBB2/viewtopic.php?p=37041#37041, http://www.revsoft.org/phpBB2/viewtopic.php?p=3653#3653.

2808
TI Z80 / Res
« on: January 20, 2006, 05:24:00 am »
Update [01/20/06]:
This is still under development, for those who care.

Things added since last update:
-In game menu for exits and save/load.
-Made the game menus a little more graphical.
-Added one new level .

Things to be added:
-More rooms/puzzles.
-Add more to the story line.
-Work on the read me.

This had become more of a project than I have started to make it. It will no longer be a quick little game I make, but one of my largest projects yet. Also I made a collage of the levels, but you can't see them :Pblah.gif (it would give away a few secrets!). More info can be found at http://www.kalan.us/currentprojects.htm.

2809
Other Calc-Related Projects and Ideas / Chips: kalan_vods' Challenge
« on: January 20, 2006, 05:09:00 am »
Update [01/20/06]:
Thanks for showing intrest in this project, you know who you are.

Things added since last update:
-Just a few optimizations of code here and there.

Things to be added:
-A lot more levels.
-Ports of the orignal levels.
-Maybe some AI here and there.
-Make the levels in chapters, where 1-25 are in level set 1 and 26-50 are in two etc.

I hope to have at least the first 25 levels ported with the first release.

Here is a old screeny:

http://imageshack.us

And here are some links to info of the game in the past: http://joepnet.com/hosted/maxcoderz/phpBB2/viewtopic.php?p=37030#37030, http://www.revsoft.org/phpBB2/viewtopic.php?t=128&postdays=0&postorder=asc&start=0, http://www.unitedti.org/index.php?showtopic=3849&pid=67396&st=0entry67396. Check out my http://www.kalan.us/currentprojects.htm for more project updates.

2810
TI-BASIC / [TI-BASIC] Calculator Programming
« on: January 19, 2006, 04:57:00 pm »
QuoteBegin-dragon__lance+19 January 2006, 21:14-->
QUOTE (dragon__lance @ 19 January 2006, 21:14)
wat u can do is create a textdecoder like mine or spellshapers. in the string, when u want to go to the next line, just have a token like "-" represent it. and yeah, i think grayscale text is impracticle with BASIC, just too much work ;)wink.gif

 Shame! Don't declare the possible impossible! I think a routine could be added in xlib though which reads a string and does the placing on some pics which you would have recall.

2811
TI Z80 / FFR3 pic
« on: January 19, 2006, 04:54:00 pm »
QuoteBegin-xlibman+19 January 2006, 21:51-->
QUOTE (xlibman @ 19 January 2006, 21:51)
chronometer  

 got a link to this program>

2812
TI Z80 / Battlestar Galactica
« on: January 19, 2006, 04:53:00 pm »
I thought it was with ai already? Not on the map, but in the fighting mode thingy ;D.

2813
@dragon_lance: Well I could have gone more, but I think it's more of a learning experiance to do it yourself (not you but g28401). And Thanks! ;)wink.gif

@g28401: There are several ways you could reduce the number of programs which you have. Also user input is rather easier using the getkey function where they could press 1/2 instead of doing 1 and then enter. Well making that way would increase program size by a lot. Unless you would like to have a sub routine to call each time you request user input.

2814
I just went through and made a few optimizations that saved 169 bytes. So one thing you may want to do like kevin said, pick one way of getting user input.
http://webzoom.freewebs.com/kalans/music/dragoo.8xg

2815
Pokémon Purple / npc and signs
« on: January 19, 2006, 08:04:00 am »
looks pretty good, I made mine a while back (last year in high school).

2816
TI Z80 / Metroid BASIC 83+ (for lack of a better name)
« on: January 19, 2006, 08:03:00 am »
QuoteBegin-xlibman+19 January 2006, 8:21-->
QUOTE (xlibman @ 19 January 2006, 8:21)
updating the LCD everytime cause games to run slower actually  

 In res I use the tilemap once every level and it just updates, I can't see how it would make my game slow :Dbiggrin.gif.

2817
TI Z80 / Metroid BASIC 83+ (for lack of a better name)
« on: January 18, 2006, 11:05:00 am »
Is it .601b? If so I tested the update lcd screen deal and it seems if you don't do "don't update lcd" option then you will not need the extra argument (you just need it if you wish not to update the lcd). I have asked tr1p. about  this and he said something about how I shouldn't depend on not useing the extra argument as it may not always work (something like that...go ask him :Dbiggrin.gif).

2818
TI Z80 / Metroid BASIC 83+ (for lack of a better name)
« on: January 18, 2006, 09:34:00 am »
QuoteBegin-dysfunction+18 January 2006, 12:46-->
QUOTE (dysfunction @ 18 January 2006, 12:46)
QuoteBegin-kalan_vod+17 January 2006, 19:54-->
QUOTE (kalan_vod @ 17 January 2006, 19:54)
QuoteBegin-dysfunction+17 January 2006, 15:02-->
QUOTE (dysfunction @ 17 January 2006, 15:02)
Yeah it needs the extra argument even if you don't use the 16x16 tilemapper.

Well with the current beta .601b I don't have that argument.

Actually that's right, nvm. When I first tried the version with the 16x16 tilemapper, it didn't work right, and I thought that was because I didn't include the extra argument, but even when i did it still didn't work right. Turned out I forgot about pic0 now being 10, but after remedying that I kept thinking the tilemap routine needed the extra argument.  

 So it doesn't need the extra argument for the current version. I don't use the don't update lcd option for tile mapping, but with sprites I do and I don't add the extra arugment there.

2819
TI 68K / Star Blaster
« on: January 18, 2006, 05:08:00 am »
QuoteBegin-xlibman+18 January 2006, 9:31-->
QUOTE (xlibman @ 18 January 2006, 9:31)
cool, now if only I didnt quitted calc programming and had a 68k handy :Dbiggrin.gif

 You don't have to program in order to play a game! (though it may be usefull to have a 68k for playing the game  :dang:banghead.gif .

2820
I will relook the code, but you have many subprograms and a few things could be done differentlly.

Pages: 1 ... 186 187 [188] 189 190 ... 194