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version 2.0 release! (includes old monochrome version for non-15Mhz capable calcs)
http://www.ticalc.org/archives/files/fileinfo/448/44872.html
http://www.ticalc.org/archives/files/fileinfo/448/44872.html
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version 2.0 release! (includes old monochrome version for non-15Mhz capable calcs)
http://www.ticalc.org/archives/files/fileinfo/448/44872.html 17
TI Z80 / tanks and AI« on: July 03, 2012, 01:09:53 pm »
it's a bit late to enter the contest, but i felt like making something related to the topic anyways, and have been playing a lot of Steel Storm recently, so here's the beginnings of a tank fighting game of some sort. adding in smooth scrolling maps + bullets + collision detection will add a HUGE amount of overhead, but this is running with 11 AI's and at 6MHz, so i think it might be doable with 2-3 AI's at a time and at 15MHz, with some optimisation.
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i made a quick viewer/single byte editor for programs/appvars to help debug exporting things and thought other people might find it useful for things like debugging high score appvars or making quick modifications to things. it only edits variables in RAM, though.
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tileIt! / dev thread« on: May 23, 2012, 01:45:23 am »there are a dozen and one sprite-makers out there, but useful tools for creating tile sets and and tile maps seemed much harder to come by. for this reason, i decided to make a single tool to cover, from start to finish, the process of drawing tiles, creating tile maps, and exporting that data in a format that can be inserted directly into programs on-calc. this is also sort of for my own benefit, to try and motivate myself to work on other projects it isn't very complete thus far, but already has the basic outline of the tileset creator and exports a single tiles to Str0. it will have ten save slots for tilesets (0-9), saved to appvars that can be used in the tilemap creator, and each one can contain up to 256 tiles. if people think that isn't enough, i could add in custom naming of saved tilesets, but the other system is already mostly complete. there will also be copy/paste functions in both the editors. here is a screenie of the current gui: right now the only available drawing function is turning on and off single pixels. what other things should it do? rotation? inverting everything? shift left-right? which things are actually functional and which are just pointless glitter? 21
OmnomIRC Development / Guest« on: May 20, 2012, 01:17:05 pm »
omnom thinks that i'm a guest, hilighting me every time someone says guess or something similar, and not letting me say anything.
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Art / General purpose art thread« on: April 27, 2012, 04:24:33 am »
post here anything you feel like showing people but don't think is worth a topic of its own.
here is a thing: 23
Gaming Discussion / Botanicula« on: April 18, 2012, 09:25:25 pm »
Amanita Design's new point-and-click game, Botanicula, is set to come out tomorrow!
i'd definitely recommend this, and, if you've somehow managed to never have heard about it before, their previous game Machinarium as well. everything these guys put out, from games and movies to music and web comics, is a work of art, and Botanicula looks to be no exception. expect beautiful colours, incredibly cute characters, challenging puzzles, and plenty of jokes. =D [ Invalid YouTube link ] Spoiler For kotaku review: 24
Computer Usage and Setup Help / a new lappy« on: April 17, 2012, 09:40:14 pm »
Clue, my current computron that i got from a friend after she had used it for three years, has taken a lot of abuse and served me well over the past year and a half. however, what with the optical drive having failed (and constantly resetting itself with an annoying buzzing sound ) and the hard drive just ceasing to be detected once every few weeks or so, making me live boot to mount it again and fix errors, i think it's finally time for something new.
for Clewtew, i've been looking at getting system76's pangolin model, on a matter of principal . however, before making any rash decisions, i wanted to see if you guys had any drastically better suggestions. the most intensive stuff this will be doing is compiling code, so mega fancy graphics cards aren't a necessity. thanks =) 25
News / James Vernon releases AB4 and Invaded« on: April 08, 2012, 02:49:55 pm »
James Vernon has just released two wonderful games for the 83/4+, Invaded, a side scrolling shoot-em-up, and Alien Breed IV, the conclusion to his popular series.
Invaded features many different enemy types, bosses, fun terrain, and a few other things. The most notable feature of all, however, is a powerup called "the Orb". the Orb can be attached to one's ship on either front or back by simply running into it, and detached again with alpha. when attached, it acts as a shield against weaker bullets, while leaving it on its own causes it to fire at the same time you do. you can also pick up weapon bonuses which increase the blob's power, giving it different weapons while it is attached or the ability to fire four bullets when detached. altogether, it makes for a pretty unique experience. oh, and it includes a custom level editor as well, written for windows machines. the second of James' two games, Alien Breed IV: Final Assault, is a top down shooter. there are separate objectives for each level, but the basic premise of the game is "to blast away as many of the aliens as you can to save the Human race." it has a pretty full feature set, including clean, four-way smooth scrolling maps, interactable map elements, different weapon types, a radar, alien spawning pits, multiple enemy types, one way doors, time limits for certain areas, and more! the enemy AI is a bit basic, but with that many enemies being simulated at once i'm not going to complain. check it out! 26
Gaming Discussion / mari0« on: March 06, 2012, 08:17:56 pm »
this game is pretty fantastic. before i say anything else, here are some screenshits:
it includes a complete re-creation of the original mario levels as well as a portal map pack with some fantastic puzzles. oh, and you can make your own, too! =D the best part, though, is this: and you can even make your own hats, too, if you add them in manually (it isn't supported by default). the game is written in lua, using the LÖVE 2d game framework. http://stabyourself.net/mari0/ https://love2d.org/ oh, and if you're running on linux, getting it to work is a bit tricky. you have to add this ppa: sudo add-apt-repository ppa:bartbes/love-unstable and install the love-unstable package from here for it to run. you can use that from the command line to run it, or, if you're lazy, install the current release (.72) as well from the official love site, head to /usr/applications, and change the properties of the LÖVE desktop file so its command is love-unstable instead of just love. that way you get all the fancy MIME types, etcetera, and can just double click to run it. 27
Axe / consistant framerates?« on: January 13, 2012, 12:48:17 am »
if i were writing a processor-intensive program that had a lot of variance in framerates, how could make them stable?
interrupts would slow things down too much, wouldn't they? would measuring out the difference in number of cycles at any branch in the code and then adding in a wait for that long on the slower one work? 28
Computer Usage and Setup Help / Drive connector types?« on: January 05, 2012, 03:01:17 pm »
heys, everyone. i have a hard drive and a disc drive that i took out of a very old laptop and would like to repurpose. the problem is, though, that i'm not sure exactly what type of connectors they use. what are these? the first one is a 30 gig fujitsu hard drive, the second is an hp disc drive, and they both appear to have 1.8" connectors (i don't have a ruler handy)
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Lua / MOVED: Bloxorz« on: November 19, 2011, 02:20:09 pm »
This topic has been moved to Other Calc-Related Projects And Ideas, because it is a calc-related project.
http://ourl.ca/14098 |
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