Some of you might remember Axio Man!, a game I worked on >2 years ago before disappearing pretty much entirely. I have recently revisited it, but for fear of not completing it (again) I decided to not post about it until now. I am proud to say that it is now 100% completed.
I kept *most* of the game ideas from the previous version, but I ended up rewriting all of the code so it sucks less. I'll upload it to ticalc.org, but until then here's a download and some screenies.
Now, most people are wondering, is this 6MHz or 15MHz? The answer is both, I programmed it mainly to run smoothly on 15MHz calculators, but it will run [laggy] on 6MHz. Sorry to all you 83+ users.
So I've been starting to get into Bike Race for iPod, and I was wondering if anybody plays it. If so, it would be awesome to start some multiplayer games with omni members.
If anybody wants my code, here it is: (iirc it doesn't work between iPod <--> Android?)
Alright, I ripped off tag/portalx a lot (charector, boxes, switches), BUT, this in many other cases is quite an original game. It is 2D, non-scrolling, with pickup-able objects (boxes, guns, tramps), doors/switches, and *possibly* a level editor. I call it Axio Man! (a play off of axiom/axe) Screenshot:
Spoiler For screenshots:
Here's the stuff that is implemented/working:
-Player movement (with physics ) -Blocks of ice (careful, they are slippery!) -Spikes w/ collision detection -Pickup-able objects (Tramps, Boxes, Guns) -Doors/switches -Exit portal (in the top right corner in the screenie- it does not exit you yet)
Stuff that is going to be coded next:
-3 types of enemies (all do different stuff) -Make the gun shoot -Squashers (spikey things that come up, then go down on you (think super mario world))
...And that's all. Here's a download (includes the level from the screenie), you may want to know the controls:
2nd- Jump Alpha- Pick up/put down boxes Left/Right arrow keys- move Up (While releasing a box)- throw the box up into the air Clear- Quit
Currently it is 8000 bytes, running at 6Mhz with a pause 40, so hopefully I won't have to restrict it to 15Mhz calcs only.
Well, as many of you may know, I won an Nspire Clickpad in TI-Concours. So it looks like I will have to buy an Nspire. (great excuse to buy a calculator ) So I have a few questions:
1) What Models do the clickpad work on? 2) Which of those would you recommend/not recommend? 3) Is there anything else I should know before buying an Nspire?
Alright, I've been working on this for the past 5 (?) months, but now I've been seriously lacking in the motivation department. I figured if I posted it here I would be more inclined to finish it. It's almost done, so yeah. Tell me what you think of it so far. (I know it's not too good, but whatever) Although I think the title "Complete Basic" is taken, but I'm not sure...
I couldn't post all the text, as it would be too massive. (It exceeds the 65535 character limit ) So here's a download. Anyways, enjoy!
Ok, for about a week now, I have tried to understand what I need to do in order to code C on the PRIZM. I still don't know which files to download, and once I download them, I don't know how to set up the compiler and stuff. Also, what sort of "#include" stuff do I need to make my program work? Any explanation would give you a internet.
In the TI 83/84+, when you create a new program/appvar, there are like 7 (?) bytes of data that are extra, and I was wondering, what is stored in these bytes? (Also, if I posted this in the wrong section, could a mod please move it )
So, If I have a 176 byte tilemap in L1, (a number from 0-15) and I want to have it stored in an appvar, but in 88 bytes using the nib{ command, how would I do that? ...And then to get the information from the appvar and copy it to L1 again?