Author Topic: [lua] Lime Rick  (Read 17827 times)

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Offline LDStudios

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[lua] Lime Rick
« on: November 08, 2014, 06:57:22 pm »
Lately I've been working on another project in lua for nspire,
"Lime Rick" (based off of the puzzle flash game by KissMaj7)
The game includes 24 levels, a level editor, highscores, low scores and more!
Also, game is 3.1 compatible!

Screenshots:







Download: http://www.cemetech.net/programs/index.php?mode=file&id=1191#sax

Enjoy!
« Last Edit: November 08, 2014, 07:07:40 pm by LDStudios »



Offline aeTIos

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Re: [lua] Lime Rick
« Reply #1 on: November 08, 2014, 07:00:36 pm »
You know what they say... no pix, no clix ;)
Just kidding, but a few pictures would be nice. Maybe hotlink the images you uploaded to the Cemetech archives? (Also, upload this to Ticalc.org. You'll get a bigger audience!)
The Game looks nice, trying right now.
I'm not a nerd but I pretend:

Offline LDStudios

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Re: [lua] Lime Rick
« Reply #2 on: November 08, 2014, 07:01:41 pm »
You know what they say... no pix, no clix ;)
Just kidding, but a few pictures would be nice. Maybe hotlink the images you uploaded to the Cemetech archives? (Also, upload this to Ticalc.org. You'll get a bigger audience!)
The Game looks nice, trying right now.

Yes, I'll add pictures now, and it's currently in queue on ticalc.org



Offline DJ Omnimaga

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Re: [lua] Lime Rick
« Reply #3 on: November 08, 2014, 07:09:14 pm »
Looks very nice! I like how it came out so far. I'll definitively give this new version a try since mine is pretty old lol.

Offline Adriweb

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Re: [lua] Lime Rick
« Reply #4 on: November 08, 2014, 07:10:14 pm »
... and on TI-Planet so that you got it covered on all the major sites :P

Anyway, looks nice, even though I don't know the original game
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Offline jamesguessis

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Re: [lua] Lime Rick
« Reply #5 on: November 08, 2014, 07:11:18 pm »
this looks fun, can't wait to try it
This isn't omnimaga related but boy do I love osu!

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Re: [lua] Lime Rick
« Reply #6 on: November 08, 2014, 07:13:16 pm »
... and on TI-Planet so that you got it covered on all the major sites :P

Anyway, looks nice, even though I don't know the original game
I rarely put anything on tiplanet because I'm afraid of my french skills :P
If you'll write a description for me, I'll put it there too.



Offline Adriweb

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Re: [lua] Lime Rick
« Reply #7 on: November 08, 2014, 07:16:14 pm »
As said multiple times, posting in English on TI-Planet is absolutely no problem :)
But in this case, I was talking about submitting your archive (here), not necessarily writing a topic (which you can do too if you want, though, of course !)
And for the archive description, french, english or both are perfectly accepted too.

But I can do/help with the translation if needed, sure :P (which you can of course use on the other websites if you want, though it'll be less useful).


Edit : awww no computer/ipad support, you used absolute coordinates :(
« Last Edit: November 08, 2014, 07:23:27 pm by Adriweb »
My calculator programs
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TI-Nspire Lua programming : Tutorials  |  API Documentation

Offline LDStudios

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Re: [lua] Lime Rick
« Reply #8 on: November 08, 2014, 07:27:56 pm »
As said multiple times, posting in English on TI-Planet is absolutely no problem :)
But in this case, I was talking about submitting your archive (here), not necessarily writing a topic (which you can do too if you want, though, of course !)
And for the archive description, french, english or both are perfectly accepted too.

But I can do/help with the translation if needed, sure :P (which you can of course use on the other websites if you want, though it'll be less useful).


Edit : awww no computer/ipad support, you used absolute coordinates :(

I'll fix that at some point, I'm also going to support larger levels and other game mechanics that are in the original.



Offline Adriweb

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Re: [lua] Lime Rick
« Reply #9 on: November 08, 2014, 07:34:31 pm »
Oh nice :)

I have to admit that for a game, since it's mostly going to be played on the actual calculator device, relative/scaling coordinates are less important than on utilities and educational stuff, though (which teachers could use, and they tend to do it on the computer software)
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Re: [lua] Lime Rick
« Reply #10 on: November 08, 2014, 07:35:53 pm »
256x256 levels would be nice :trollface:


Seriously, though, I wonder if the game would slow down massively if a level was twice larger?

Offline aeTIos

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Re: [lua] Lime Rick
« Reply #11 on: November 08, 2014, 07:36:45 pm »
I said I'd be reporting back. Here I go. I really like the game, seems like a fun game to quickly pull out while you're bored. The gameplay is minimalistic but nice, and the graphics look quite good. Only one thing that bugs me: In the level selection menu, the cursor is really laggy. I wonder if there's anything you could do to fix that?
I'm not a nerd but I pretend:

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Re: [lua] Lime Rick
« Reply #12 on: November 08, 2014, 07:40:10 pm »
I don't think he can due to how Lua works. IIRC he needs to redraw the entire screen content every frame or something like that. The only way to fix this would be to get rid of level icons and use squares and numbers like in Gravity Guy and Bobby Carrot. It is most likely faster in OS 3.6, though.

Offline LDStudios

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Re: [lua] Lime Rick
« Reply #13 on: November 08, 2014, 07:41:02 pm »
I said I'd be reporting back. Here I go. I really like the game, seems like a fun game to quickly pull out while you're bored. The gameplay is minimalistic but nice, and the graphics look quite good. Only one thing that bugs me: In the level selection menu, the cursor is really laggy. I wonder if there's anything you could do to fix that?
This is because it is drawing 2905 squares at once :P (because of level previews)
The only way to fix this is to press tab, which will turn on minimalistic graphics
After selecting a level, you can press tab again to see the sprites.

256x256 levels would be nice :trollface:

Seriously, though, I wonder if the game would slow down massively if a level was twice larger?
I doubt it. It would only have to draw 242 squares, and the level selection menu draws almost 3,000. So it should be like 15 times faster than the level selection menu which isn't that slow.

I don't think he can due to how Lua works. IIRC he needs to redraw the entire screen content every frame or something like that. The only way to fix this would be to get rid of level icons and use squares and numbers like in Gravity Guy and Bobby Carrot. It is most likely faster in OS 3.6, though.
See my reply to aeTIos



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Re: [lua] Lime Rick
« Reply #14 on: November 08, 2014, 11:00:52 pm »
Ah ok. Wow, I didn't realize that the menu had that many.


Also sorry but everytime I see Lime Rick I think of Lime RickRoll. :P