Game Ideas
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Post your ideas for new games here, or build on ideas posted by other visitors.
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Reply to this item
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Re: Game ideas
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TI-ROCKS
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I'm only a BASIC programmer, and I've gotten pretty far into the programming language. first, can anybody generate a few picture vars for me in their spare time? Thanx. Also, any ASM programmers out there, please tell me where to download TASM for the DOS! Thanx again!
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26 December 2003, 21:59 GMT
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Re: Game ideas
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Chivo
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You just have to change some sprites in the source. To do this, open the source and find where the sprites are stored (usually just several rows of ".db %xxxxxxxx" where "x" is a 0 or 1).
In sprites, a "0" means white and a "1" means black, so just draw out a black and white sprite in your chosen image editor of the same size as the original sprite. Convert it to 1's and 0's (either manually or using a program) and put it in place of the sprites.
In Wak-a-goomba, the sprites are 16x16 pixels in size, but each half (left and right) is stored as a separate sprite. You'll have to split your image in half and convert it to two sprites.
Once you've changed the sprites, just assemble it!
Afro Dance doesn't include the source, so it's a bit trickier to change the program. You could ask the author for the source, but if that doesn't work you could use a hex editor and play around with the binary. I suggest you learn about tools like dd, hexdump, and xxd, all which are typically found in most Unix systems.
You could try to create a PBM (Portable Bitmap) or even a BMP (Windows Bitmap) file out of the binary file, simply by adding a simple header (see the man page for pbm(5)) to the beginning of it, so you can view the file in an image viewer and find the exact location of the sprites that way. You could even just edit that image (make sure the bitmap header has the correct height so the editor saves every byte from the program), save it, and remove the header (using dd).
You can also use the "convert to bitmap and edit in an image editor then convert back to a program file" technique on Wak-a-goomba, but it's not necessary because the source is available.
Sorry if you don't understand all of that.
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21 February 2004, 19:47 GMT
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2 AWESOME Game ideas
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AzulFlame
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I have a couple ideas for games (hopefully for ti-83+).
One is a racing game where you pilot a little futuristic racecraft (kind of like jetskis) on the walls of a circular tunnel with no gravity, obstacles/barriers, AI (other ships), bonuses, boosting, checkpoints, attributes (armor, speed, acceleration) and complicated courses with curves in all directions. This game is modeled after Ballistica, which I saw once in a video arcade and haven't been able to locate since. If you want to see a very basic model of the layout, go to www.2flashgames.com and play Ghost.
The other is a greyscale BattleBots with AI, competitions (single or tournaments), money, and custom bots, like the PC game. (It might be easier to do a separate program for the modifier/customizer and the actual game and linked battles would be cool too.)
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29 February 2004, 22:57 GMT
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Re: Re: DrawArc function?????????????????????
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qbman
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This is in Basic, but it is relitively fast for large cicles and does not miss connect them.
start code
radius->R
Resolution->N
Startangle->S
Endangle->E
(E-S)/N->N
For(A, S, E-N, N)
Line(Rcos(A), Rsin(A), Rcos(A+N), Rsin(A+N))
End
end code
S must be less than E, or nothing will happen
The higher resolution (N) is, the slower, but better the circles(or arcs) will be. For small circles and arcs, use a small resolution to speed up the process.
Also, note which mode you are in, if you are in Degree mode, S and E mus be in degrees (-360 to 360, generally), but if you are in radian mode, use -2*pi to 2*pi.
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4 April 2004, 18:55 GMT
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Re: Game ideas
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narval_3.14159265358979323846264zack
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first, to lock your BASIC programs... you put the file on the computer, using your link, then if you have ti-graph link, move the game to a file that you can locate using ti-graph link, and then open it. It should come up with the program's code in the box. But after that, you check a little box in the bottom of the screen that say's "protected" then put it back on your calc, then no one can screw with it...
UNFORTUNATLY...when you do that, you cant mess with it either (on your calc) but you CAN mess with it if you put it back on your computer...
hope that helped...
if you need anymore help, email me at "dizzyoyo@sbcglobal.net" or just post it again...
:)
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21 March 2005, 22:31 GMT
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Re: ZZT for the TI83+
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narval_3.14159265358979323846264zack
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sure, i'll help too, im not an exceptionally good programmer, but me and my friend with calcs, can do like anything, so give me the backround of how to play, i dont know wat ZZT is. But i'll gladly help, just tell me when and i'll do it...also, if we are going to form a group, how about we start a "yahoo" group or something?
-Narv
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21 March 2005, 22:37 GMT
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Re: Re: Re: Game ideas
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xxx xxx
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I have an idea,u said that they should make a game like gta or halo, i think that takes too much saveing place,so i need help, can u create me a game for
Ti 83 Plus Silver Version ? I should be like Snake or something, or Ping Pong u know, with the ball, the Line and the much stones, u have to shoot them with the ball and u have to touch the ball with the line too shoot the ball.. that would be funny , please, can u create me a this game ?? send me an email if u can : iqa-d2@gmx.at !!!!!THANK YOU A LOT !!!!!
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7 December 2004, 16:26 GMT
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Re: Re: Re: Re: Re: Re: Re: Re: Re: Game ideas
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scothonix
(Web Page)
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Hey, These are the problems I ran into, and that is why I asked, because he said that he did figure out how to block it in BASIC... I find it interesting that you asked me if i was trying to make a virus, because I really was trying to make the opposite. I was attempting to make a custom security program, very unique. It is all in BASIC because I am too used to C++ and Java and everything else to be able live with the idea of having to use a limited number of variables, and hiving to 'push' and 'pop' them so they don't get deleted. Anyway, the prog draws a large "TI-84 PLUS" (because that's the type of calc I have) and has my name and phone number underneath it. Then it waits untill a key is pressed, and if it matches the key I specified to be the first in my password it goes on to the next key, etc. If the key does not match the specified key, it executes a Asm prog a friend of mine made for me that simply turns the calc off. Then when they turn that calc back on, the prog starts all over again because I have the "startup" app set to run that prog. I figure that (if it ever got stolen) eventually the theif would get fed up with it just turning off, and return it. This however, will not stop anyone with enough knowledge of the calcs to know to try breaking out of the prog with the ON key. Anyhow, that's enough rambling from me for now...
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4 November 2006, 00:37 GMT
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Re: Re: Re: Re: Re: Re: Re: Re: Re: Game ideas
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NathanTheCoolest
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actually, for the 89's, the ON key GetKey # is 267, but it will still break the program. trust me. i've been working on a similar program, but all attempts have failed because of that damn ON button.
Calclock is a good one, because it's a bit harder to break, but still is not foolproof.
i suggest writing the ON button disable thing in ASM or C, and then use MakeExec, or CreatASM to convert it into an Exec code, THEN incorperate that into your code.
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26 July 2007, 17:54 GMT
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Re: Re: Game ideas
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NinjaSE
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I’ve been trying to understand the programming of the TI-83+ and make a game on it, (the PRGM button) but I need help! I’m trying to make something like phoenix or space invaders, and I make the ship move using L1 & L2 for the X & Y coordinates of the ship’s points on a scale of Xmin/max= -47, 47 and the Ymin/max= -31, 31. Each nme ship has 13 points, and their coordinates are stored in 2 lists, LMXNME and LMYNME, in 13-pt chunks & organized so that the ship with the highest Y-values is the 1st chunk, and the last chunk is the one with the lowest Y-values. They are plotted on plot 3 as a scatter plot. At the start of my game program, i define both plot1 & plot3, their lists, and points X & Y. I use the following for the lasers. L1/2(11) are the coordinates for the tip of the ship, V is the origin of the laser, and L is Y to keep the rest of the programming straight.
prgmFIRE
:L1(11)->Y
:L2(11)->X
:(X+4)->V
:Y->L
:For(D,V,49,1)
:Pt-On(D,L)
:(D-2)->S
:Pt-Off(S,L)
:End
:
I can't make it move/shoot at the same time, or while the laser is still on the screen. I know how to make the nme ships move/shoot, but it would create the same problem. I also want to create a save-game system, different weapons, and upgrades, but have little to no idea how to do so. Any ideas? And can someone explan the following things to me? BASIC, "sprites", ASM programming, MirageOS, ION, and what the "?" on the calculator is for. SOMEBODY PLEASE HELP ME!!!
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4 February 2008, 23:08 GMT
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