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 - tifreak

Pages: 1 ... 5 6 [7] 8 9 ... 183
91
TI Z80 / Re: Calcopoly!
« on: March 06, 2014, 08:04:14 am »
Thanks! Though with the apparent interest levels going currently, there may only be a Cemetech edition. Hopefully more people will see this and offer up suggestions, as I'd love to include other authors and projects in this.

92
TI Z80 / Re: Calcopoly!
« on: March 05, 2014, 06:42:39 pm »
Hays was a 'group' that stole code, wrote horrible code, and was just all around jerks about things. And no, don't want to taint Calcopoly with their name. :p

93
TI Z80 / Re: Calcopoly!
« on: March 05, 2014, 02:26:20 pm »
Yeah, see, that wouldn't work very well, since the whole idea of this is to showcase projects and such in a way people will see them and be curious about them to investigate. IF he doesn't have any, then I can't put him on the board :<

Hopefully others will be curious enough to check in on here and offer some suggestions.

94
TI Z80 / Re: Calcopoly!
« on: March 05, 2014, 01:04:05 pm »
I could definitely drop DJ there on Blue, no sweat. Does Netham have 3 calc related projects to use as the properties?

95
TI Z80 / Calcopoly!
« on: March 05, 2014, 08:31:41 am »
For those that might frequent Cemetech, you might have already seen this topic there.


For those that don't know or haven't guessed, this is my take on a Monopoly like game for the graphing calculators. I've redone things so they are more calculator related than what would normally be found in a game of Monopoly. Things like the following:


:: Money is counted in bytes
:: Colors belong to authors, individual properties are projects
:: When you own all the projects of an author, then you can put up 4 beta releases, then the final release (houses and hotel, respectively) for each project
:: Utilities are designated via USB symbol and battery symbol, for connectivity and for power
:: You don't go to jail, your project crashes, if you have a 'get out of jail free' card, this is actually a 'fresh backup of your project' card.


I started this out on Cemetech, and used the members there as a start for this game. For the authors and projects, I've chosen:



Colors (Cemetech edition):

Dark Blue - Iambian: Cadan, E: Sor

Light blue - elfprince: FrogRPG, BattleField 83+, and Croquet

Pink/Purple - merthsoft: TokenIDE, Snake, Block Dude

Orange - benryves: Brass, Fire Track 2, BBC BASIC

Red - KermMartian: DoorsCS, Tetric, Invalid Tangram

Yellow - calc84maniac: Steins;gate, TI-Boy, Chip's Challenge

Green - tifreak8x: Age of Darkness, BTetris, TIFC

Blue -  Patrick Davidson: Pheonix, CMonster

Now, I'm going to go ahead and put this up on here, so maybe some decisions can be made on who gets what colors for the board, and what projects should be featured in this game. So, here's the list again:



Colors (Omnimaga edition) :

Dark Blue - 

Light blue - 

Pink/Purple - 

Orange - 

Red - 

Yellow -

Green -

Blue -  DJ_Omnimaga: Illusait, Ruben Quest

What I'd like from you all is who should go where? What projects shall we post up?  I'd also like to add all fresh names to the board, beyond what I myself am keeping in green. I figured there should be enough of a programmer base here that we should be able to fill the slots up without needing to duplicate others from the other edition. :)


Now, here are some screens of what we have going on:


83+ edition:


CSE edition:


(Please note, the board itself was drawn by myself, the logo was set up by KermM, and Weregoose polished it off. Weregoose also gave other options for the center, found here: http://www.cemetech.net/forum/viewtopic.php?t=9996 )

For the 83+, it's not going to be as graphical as the CSE edition, so no spots will show up where the player is and such, because of size constraints of the screen. The picture of it is as far as I've gotten with the game so far for that model.


The CSE version is 'playable' to the point that you can choose how many players you have, can choose your colors, and you can see who goes first by roll of the dice. :) I'll be starting in on the movement of the player for the blocks sometime this weekend, hopefully.


So, thoughts? Opinions? Names/projects? :D

96
WabbitStudio Software Suite / Re: CSE support for Wabbitemu ?
« on: February 27, 2014, 05:39:37 pm »
Decided to give it a try, see how my projects worked on it, seems that either the screen is tiny or huge for all calc models (windows 8) and for the CSE, it doesn't seem to like .8ci files, tells me there isn't enough memory. Not sure if I've missed this being posted, apologies if it already has been.

97
TI Z80 / Re: Steins;Gate 8-Bit (TI-84+CSE)
« on: November 04, 2013, 11:07:08 am »
Fantastic bit of work! Hope to see more soon :)

98
TI Z80 / Re: TI-84+ CSE: BTetris
« on: October 31, 2013, 06:09:22 pm »

99
TI Z80 / Re: TI-84+ CSE: BTetris
« on: October 31, 2013, 08:22:34 am »
Sorunome: Yeah, screenshot program is a bit sluggish for color calcs, was designed to deal with the black and white. It's on Kerm's to fix list.

Eiyeron: I've never used stat plots before, so I'd have to learn how to use them in this context and rebuild the game around that. I'm not sure it's really worth the effort, as the game is pretty fast as it is, and it was an experiment that I'm deeming fairly successful. :)

Edit:



Back ported to the 83+/84+ :) What do you think?

And this is what it looks like on the normal 83:



Kerm took the core of BTetris and turned it into a hybrid game:



I'll be packaging the 83 and 83+ versions up and submitting them shortly.

100
TI Z80 / Re: TI-84+ CSE: BTetris
« on: October 31, 2013, 04:08:37 am »
Thanks! It was the only sane way I could come up with to make them fall down. :) Sticking strictly with BASIC, that is.

101
TI Z80 / Re: TI-84+ CSE: BTetris
« on: October 30, 2013, 09:39:00 pm »

102
TI Z80 / Re: TI-84+ CSE: BTetris
« on: October 19, 2013, 11:52:19 am »
lol Thanks Sorunome. :)

103
TI Z80 / Re: TI-84+ CSE: BTetris
« on: October 18, 2013, 07:39:08 am »
lol I guess if you have vision problems, it could pose an issue. This was more to try to make it in the first place, since I've never done it before! :)

On a side note:



I got line dropping fully working now. I know after it drops it looks like the pink is gone, but it was there. jstified just has issues with color screenshots :<

You can check out the program here: http://tifreakware.net/tifreak8x/btetris/BTETRIS.8xp

I still need to add scoring and do some revamping of the pieces moving, but otherwise, this is pretty close to the final version.

2nd/Alpha flips, left/right moves pieces, Enter pauses, MODE quits.

104
TI Z80 / Re: TI-84+ CSE: BTetris
« on: September 19, 2013, 12:04:39 pm »
I will have to see if it handles that or not, Sorunome. Sounds like something I might have to add into the rotation detection code. Though, the pieces themselves all start in the top left block of the sprite, but I don't think I've taken into account the possibility of rotating a piece into another piece. Something else to look into :)

105
TI Z80 / Re: TI-84+ CSE: BTetris
« on: September 19, 2013, 09:05:40 am »
I haven't looked into the asm bit, honestly not even sure where to get it.

As to using the Line(s, I'd have to modify how the pieces are stored, which is currently a list in a format of {how far right, how far down, how far right, how far down, how far right, how far down, how far right, how far down} which is in values of 0,3,6,9, since Pt-On( with option 1 is 3x3 pixels.

Pages: 1 ... 5 6 [7] 8 9 ... 183