Author Topic: Star Trek 2 player v0.1 alpha  (Read 24781 times)

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Offline ACagliano

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Star Trek 2 player v0.1 alpha
« on: March 15, 2010, 08:54:49 pm »
I am working on a Star Trek game for the TI-calculator, in which each player gets control of a ship and fights to destroy the other, via the link cable. I will be using the vComm file suggested, at least at present. I will do the linking last, so there is time for suggestions and other ideas in that arena. If anyone has any suggestions for anything I should incorporate, please let me know. Here's what I plan on including already:

1. Shield Collapsing warning flashes when shields get low.
2. Depending on the area of the ship hit, different systems get damaged.
3. Locking onto enemy for photon torpedo fire only. Phasers only fire either forward or back.
4. Emergency evasive key (moves ship x spaces quickly to avoid a phaser or locked torpedo).
5. Warping away from fight (if enough power to launch warp drive). Enemy can follow by locking onto your coordinates and warping to you.

Offline DJ Omnimaga

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Re: Star Trek 2 player v0.1 alpha
« Reply #1 on: March 15, 2010, 09:00:14 pm »
Omg hax?

Mhmm, normally members are not even supposed to be able to post anything in this section, even less as topic. I guess there's a security hole in the Major Community Projects subforum x.x. I'll move this to other projects/ideas, since we only add certain projects there (and those that has been progressing for quite a while with screenshots and demos and stuff). Moving topic now.


Other than that, seems pretty nice. Will this use the home screen for graphics or some ASM lib like xLIB?

Offline trevmeister66

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Re: Star Trek 2 player v0.1 alpha
« Reply #2 on: March 15, 2010, 09:04:40 pm »
Omg hax?

Mhmm, normally members are not even supposed to be able to post anything in this section, even less as topic. I guess there's a security hole in the Major Community Projects subforum x.x. I'll move this to other projects/ideas, since we only add certain projects there (and those that has been progressing for quite a while with screenshots and demos and stuff). Moving topic now.


Other than that, seems pretty nice. Will this use the home screen for graphics or some ASM lib like xLIB?
lol that's funny.

Good idea so far. Can't wait to see it progress some more
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Offline ACagliano

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Re: Star Trek 2 player v0.1 alpha
« Reply #3 on: March 15, 2010, 09:09:27 pm »
This seemed the place to put it. Oh well. It will use the graph screen. I think. And, I probably will use xLIb, though someone needs to explain that Sprite function to me and its arguments, cuz i'm lost.

Offline ACagliano

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Re: Star Trek 2 player v0.1 alpha
« Reply #4 on: March 15, 2010, 09:11:21 pm »
Where exactly is this thread now, so I can find it next time?
« Last Edit: March 15, 2010, 09:11:50 pm by ACagliano »

Offline DJ Omnimaga

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Re: Star Trek 2 player v0.1 alpha
« Reply #5 on: March 15, 2010, 09:14:34 pm »
Omnimaga: The Coders Of Tomorrow > Forum > Calculator Community Showcase > Calculator-Related Projects And Ideas

Actually, the Our Projects, Major Community Projects and Featured RPG Projects subforums were not intended to have new topics being posted in them, except in the sub-forums located inside. However, it seems a forum misconfiguration allowed your topic in. We fixed it now. We didn't notice until today because you are the first person to post a topic there

Actually all projects members who want to post on their own calc projects are posted in Calculator-Related Projects and Ideas.

Offline Builderboy

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Re: Star Trek 2 player v0.1 alpha
« Reply #6 on: March 15, 2010, 10:08:06 pm »
Yep, but if they become major projects they can get moved :)

Sounds great!  I know there is a lack of good multiplayer games in the archives, and half of them don't work :/ Good luck! :)

Offline DJ Omnimaga

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Re: Star Trek 2 player v0.1 alpha
« Reply #7 on: March 15, 2010, 10:10:17 pm »
Of course. Since it is really high end projects that goes there (like Axe parser for example and stuff everyone thought that was impossible on calc) it can be very hard for anyone's projects to land there, though. However, we never know, this game, or maybe one of his future game, might eventually manage to do it. Even if it doesn't, though, it doesn't mean the game is bad. ;)

Offline ACagliano

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Re: Star Trek 2 player v0.1 alpha
« Reply #8 on: March 16, 2010, 11:59:14 am »
Ok two things. I have the splash screen done. First it displays the game's name and draws the starship Enterprise on the screen. Then, the Enterprise fires off some phasers; the phasers throw the credits onto the screen. Then, three phasers from offscreen hit the Enterprise, and it blows up, before displaying "Press any key" to start the game.
Two Questions:

1. For the explosion, I currently am using:

 For(Z,1,15,3
 Circle(ship x, ship y, Z, {i})    
 End

*ship x and ship y are actually a set number for the ship's center. I just don't remember what they are.

Any ideas for a better explosion graphic?

2. How do you make animated screenshots of a program, and how do you upload them to here?

Offline Hot_Dog

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Re: Star Trek 2 player v0.1 alpha
« Reply #9 on: March 16, 2010, 01:15:57 pm »
You are speaking to the #3 (if not greater) trekkie fan on this site.  I am SO eager to see this game and play it

Offline DJ Omnimaga

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Re: Star Trek 2 player v0.1 alpha
« Reply #10 on: March 16, 2010, 01:56:29 pm »
I like the title screen idea, nice to see some intros before or after title appears sometimes :)

Also, I kinda like Star Trek too, altough not as much as some people like Hot Dog and Tifreak8x. Basically I liked to watch some of the movies as kid (my favourites being IV: The Voyage Home), but then they started airing them at like 12 AM, back when I had to go to bed at 9 PM :/ I also don't watch TV anymore so I don't follow the TV serie.

And I see you are using that nice fast circle thing. I wish I discovered this trick before 2006. Back then, everyone just used ASM libs to use Fast Circles, then the trick was discovered. Can be handy sometimes.

I can't think of an explosion idea at the moment, besides something like For(A,0,20:Circle(0,0,A,{i:End, assuming you have your window settings as this
Xmin 0
Christmas 94
Ymin 0
Ymax 62

Or some people just use lines to draw them, as squares, but to me, it doesn,t look too great, because explosions as squares...

As for animated screenshots, you have to use the emulator Wabbitemu animated screenshots features. Wabbitemu can be found either at our downloads section (latest stable build) or at http://group.revsoft.org/wabbitemu2.exe (not guaranteed to be stable, if it was updated after we add a copy on Omni). Just make sure to set framerate at 9 fps in options so your screenshot won't take too much space.

To upload, when you reply to a topic, click reply instead of using the Quick Reply box, or simply click Preview. This will bring another reply page, where you will see an "Additional Options" link below the text area. Click it and it will open more options, including an upload form, where 10 files can be uploaded per post, for a total of 16 MB (altough each files cannot exceed 8). Do not click anywhere while uploading and do not use your internet connection for other stuff, or any software taking a lot of computer ressources, while uploading. The uploader is very sensitive, so it could fail. If you have no success with it even after trying again, use Photobucket, Mediafire or Imageshack to host the image.

Offline ACagliano

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Re: Star Trek 2 player v0.1 alpha
« Reply #11 on: March 16, 2010, 02:22:50 pm »
Is there a working ROM dumping program for Mac OS X anywhere. Because the ones I find are either for windows or don't work or both.

Offline DJ Omnimaga

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Re: Star Trek 2 player v0.1 alpha
« Reply #12 on: March 16, 2010, 02:28:04 pm »
Oh you got mac? That can be a major issue x.x

The best way is to find a Windows computer somewhere and use it for calc dev, or Linux. I wonder if there is a Mac version of TiLP because if I recall correctly, the Windows and Linux versions got a ROM Dumper. However, if you are lucky and search hard enough, maybe you will manage to find ROM images somewhere, even if they are not legal. However, as clue, I think one of the english TI programming team even has a zip folder, hidden somewhere, in their projects folder.

Offline Silver Shadow

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Re: Star Trek 2 player v0.1 alpha
« Reply #13 on: March 16, 2010, 03:21:09 pm »
"Xmin 0
Christmas 94
Ymin 0
Ymax 62"
lol
Is the forum configured to replace Xmax by Christmas?
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Offline DJ Omnimaga

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Re: Star Trek 2 player v0.1 alpha
« Reply #14 on: March 16, 2010, 03:31:51 pm »
Nah lol, it's cuz in almost the entire time I've been posting on calc forums, I always typed Xmas instead of Xmax (lol, I almost did again right here... x.x), so now I decided to type christmas on purpose :P