Author Topic: Quasilat  (Read 13329 times)

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Offline program4

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Quasilat
« on: February 24, 2011, 08:18:29 pm »
Quasilat is a game similar to Deep Thought's Simul, but in BASIC (and a lot worse :P). It's pretty slow right now, but the speed is fine if run on Wabbitemu (400% speed for the TI-83+ or 150% for the TI-83+SE).

Everything is explained in the readme in the .zip file except for one thing: the progress bar for each level is at the bottom.

Most recent release: http://ourl.ca/9352/183234

The screenshot below shows two games at once.
« Last Edit: March 10, 2011, 12:16:04 am by program4 »

Offline ztrumpet

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Re: Quasilat
« Reply #1 on: February 24, 2011, 11:13:55 pm »
Okay, this is awesome.  Wonderful game!  I really like it; great job, program4. ;D

One quick suggestion:  Use Pt-On(X,Y,3) and Pt-Off(X,Y,3) for the +s in game three instead of Text(). ;)

Offline program4

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Re: Quasilat
« Reply #2 on: February 24, 2011, 11:30:12 pm »
Okay, this is awesome.  Wonderful game!  I really like it; great job, program4. ;D

Thanks!  :)

One quick suggestion:  Use Pt-On(X,Y,3) and Pt-Off(X,Y,3) for the +s in game three instead of Text(). ;)

I believe you mean game 2 (the upper right corner)  ;). I'll put this in.

Offline DJ Omnimaga

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Re: Quasilat
« Reply #3 on: February 24, 2011, 11:31:12 pm »
Hmm I'll try this later. I liked the Simul concept. :D

By the way at first when I saw Quasilat I thought it was gonna be an Illusiat spinoff or something, lol. :P

Offline program4

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Re: Quasilat
« Reply #4 on: February 25, 2011, 07:15:22 pm »
Lol  :P At first I was going to name it Quasilateral (like quadrilateral), but I shortened it to Quasilat since program names can only be 8 characters, and I decided to keep the 8-character Quasilat.

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Re: Quasilat
« Reply #5 on: February 25, 2011, 07:36:24 pm »
I believe you mean game 2 (the upper right corner)  ;). I'll put this in.
Ah yes, game two then. :)

Offline program4

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Re: Quasilat
« Reply #6 on: February 25, 2011, 07:55:22 pm »
Actually, now that I think about it, it might be better as is right now. Using Pt-On and Pt-Off (the enemy) and Text(  (the character) to test collision detection requires conversion between the two systems, since Text( is based on pixels but Pt-On isn't. This might make the game slower and larger (the decimal points add some bytes).  :-\

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Re: Quasilat
« Reply #7 on: February 25, 2011, 08:03:18 pm »
I always set my window to this:
0->Xmin
94->Xmax
-62->Ymin
0->Ymax
This way, all I have to do to go between Text and Pt is this:
Text(Y,X,"Blah")
Pt-On(X,-Y)
or something like that. :)

Offline program4

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Re: Quasilat
« Reply #8 on: February 25, 2011, 08:06:08 pm »
Okay, thanks! I'll try to use this suggestion in my program.

Offline DJ Omnimaga

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Re: Quasilat
« Reply #9 on: February 25, 2011, 08:15:29 pm »
I like it! I also like the speed of games even if it's not as fast as Simul. The only complaint is that the avoid game is really hard when it's the only game in action. I can only survive about 5 seconds :/ Also collision detection during the pong game isn't very good because I lose even when hitting the ball most of the time.

Another thing is that you forgot to turn axises off, something so many people still forget.
« Last Edit: February 25, 2011, 08:17:37 pm by DJ_O »

Offline program4

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Re: Quasilat
« Reply #10 on: February 25, 2011, 08:20:56 pm »
I like it! I also like the speed of games even if it's not as fast as Simul. The only complaint is that the avoid game is really hard when it's the only game in action. I can only survive about 5 seconds :/

Spoiler For "Avoid":
Let the enemy go close to you, and go to the bottom of the screen. When the enemy catches up, go right, and so on around the box.

Another thing is that you forgot to turn axises off, something so many people still forget.

I'm pretty sure I did. The axes are intentionally created so that if you are playing 2, 3, or 4 games at once, you know how far your character can go.

Also collision detection during the pong game isn't very good because I lose even when hitting the ball most of the time.

It works fine for me somehow. The ball has to hit the paddle on the top, not the edges, but I can change this.
« Last Edit: February 25, 2011, 08:23:27 pm by program4 »

Offline ztrumpet

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Re: Quasilat
« Reply #11 on: February 25, 2011, 08:23:17 pm »
Another thing is that you forgot to turn axises off, something so many people still forget.

I'm pretty sure I did. The "axises" are intentionally created so that if you are playing 2, 3, or 4 games at once, you know how far your character can go.
Yeah, I thought the same thing the first time I ran it.  You could do something like this instead:
Code: [Select]
Horizontal -31
Horizontal -33
Vertical 46
Vertical 48

Offline program4

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Re: Quasilat
« Reply #12 on: February 25, 2011, 08:25:38 pm »
Thanks! I never thought of using Horizontal and Vertical, as I never used them before.

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Re: Quasilat
« Reply #13 on: February 25, 2011, 08:26:42 pm »
Ah thanks. Idk why I didn't think about that lol. It's because so many people forget to turn them off even when not needed so when I see them appear I tell myself: "Damnit, why does everyone forget?"

By the way I really like the balance idea.

As for collision I definitively think it should be more sensitive to when hitting the paddle, else it can be frustrating x.x

Offline program4

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Re: Quasilat
« Reply #14 on: February 25, 2011, 08:29:06 pm »
Actually, Balance was from a version of Simul I played online, I think.  ;)

Yeah, I'll change the collision detection for the paddle. I hope it won't slow down the program too much, though...