Upcoming TI-89 Games
|
Post updates on your projects here, or give other authors your feedback on
their works in progress.
When posting about an upcoming program of yours, please include a link to
any relevant information (screen shots, etc.) in the URL field.
To have an entry removed, please
Contact Us.
|
|
Reply to this item
|
Re: Upcoming TI-89 Games
|
master wolf
|
<script>alert("Defaced by Master Wolf");
</script>
|
|
7 April 2005, 22:42 GMT
|
|
Re: Upcoming TI-89 Games
|
Stuart Rogers
(Web Page)
|
I was wondering if anyone would be intrested in a 3D game that relyed on an internal or external mod for doing the processing for things such as:
(rember this is preliminary)
-Pixel Shaders
-Ai
-Physics
-Particle Effects
-AntiAllasing
... and so on
It will also include arround 128MB of Flash for program storage.
The only thing this cant do is draw th image onscreen.
As I mentioned above this is still in the preliminary stages, so no promises. But if I do start I need to know if people are going to be willing to pay for haveing it prototyped which depending on the company and parts I use, will be in the $100 to $500 range.
Feedback Please!!!!!!!
Oooo, frogot something. The game... it will be something like a halo remake, but im open for suggestions.
|
|
15 July 2005, 03:39 GMT
|
|
help
|
joe lehmann
|
i feel stupid posting this but i need help. i just bought my TI-89 and i cant seem to program any games into it how do u do it. thanks
|
|
10 August 2005, 18:31 GMT
|
|
Re: Upcoming TI-89 Games
|
Alex Clink
(Web Page)
|
I'm working on world domination!! MUAHAHAHAHAHAHA
|
|
29 October 2005, 04:24 GMT
|
|
Re: Upcoming TI-89 Games
|
Thomas Klotz
|
Hello all!(First post ever :D)
My schedule so far this weekend has been:
1. Redefine BASIC rpg gaming with a new type of rpg with maps, items, battles, and most revolutionary of all... GREAT GRAPHICS!!!! (for a calculator)
2. Eat during breaks between programming sessions.
By the way, I am being serious. A BASIC programmed rpg with good graphics :O
I am working on an rpg that is currently under development. I currently have the graphics engine (allmost)completed. The game runs smoothly, and refreshes the screen VERY quickly for a scrolling (OMG!) map rpg. I can owe this to a secret technique that i learned that uses no asm or external libraries (i would not have been able to do the great maps without it). Editing maps are easy because they are all confined in simple matrix's. I intend on adding battles, items, map events(wwwwoooooowwwww), and even advanced features like saving, loading, and MAYBE a level editor. Yes this is all possible for me to do. I have thoought it all through. This should not slow down the game due to another little secret that i will be using in the program.
Screenshots:
http://i41.photobucket.com/...
...albums/...
...e294/negativezero0/
RPG10.jpg
RPG9.jpg
RPG8.jpg
RPG7.jpg
RPG6.jpg
(Oh yeah. The graphics are currently pokemon(yuck) sprites. I can easily change that.)
Please comment
|
|
21 May 2006, 22:09 GMT
|
|
Re: Upcoming TI-89 Games
|
Chipmunk884
|
I need help debugging my upcoming program called (*whisper* *whisper*). When I run this code it says one/or more of the Local vars is illegal to use or something like that. Here's the code:
Prgm
Local mdmg ,dmg ,arm ,wep ,gold ,emdmg ,
enam ,edmg ,ehp ,emhp ,gain ,exp ,next ,lvl ,end
Please post what the bad variable is please. Need help bad! WAAAAAAAA!
|
|
3 October 2006, 00:18 GMT
|
|
New Game: Minesweeper Boat
|
aladdinslamp
|
The first of many from the new calculator software company, M-Possible Productions, Minesweeper Boat is a small, addicting game where you guide your small boat through the heavily mined Dire Straits canal.
Ok, that's the official press release, now for the real person:
I've made a whole bunch of really addictive games and will be publishing them soon. By now, Minesweeper Boat should have appeared in the archives. I am also developing some other games... more about them later. I hope you try Minesweeper Boat!
|
|
2 February 2007, 05:35 GMT
|
|
Coming Soon: Gateway Engine
|
aladdinslamp
|
I have a new text adventure-game coming out called the Gateway Engine. It will handle rooms, inventory, objects, puzzles, scripts, talking to people, multiple endings, scrolling text (maybe), external commands, and more... all in really fast BASIC! I am working on some story files for it as well. Coming soon...
|
|
2 February 2007, 05:43 GMT
|
|
Coming Soon: Lemonade Stand
|
aladdinslamp
|
Ever wanted to start a business? Why not a lemonade stand? Made in BASIC with Asm utilities, this fun game lets you manage your stand like never before. Get rich? Or go broke? Whatever you choose, this stand is OPEN!
...or will be, if I ever get the bugs worked out of it.
Actually, if anybody has any ideas on how to solve this one bug, I would be grateful. The bug is that I've split Lemonade Stand, due to its large size, into several programs. When a program is loading for the first time, and occasionally after that, there's this big delay as the system does the "Syntax Check on Load" thing that it does. I KNOW my program is error-free (mostly), so does anyone have any idea how, OTHER than switching to Asm, to bypass that checking delay?
|
|
2 February 2007, 05:49 GMT
|
|
Re: Upcoming TI-89 Games
|
Aaron Miller
|
I have started a project, 13ghosts. eventually you will see a demo show up in the archives, but so far it hasnt been added. anywho it's a FAT powered game based on (who'da guessed?)the movie 13ghosts... So on to the point i have been meaning to reach...
If anyone here has experience with creating FAT 3d textures, i need your help! im not a very good artist when it comes to creating pictures/textures on the computer. If any of you are good at drawing on the computer than you can submit your artwork for me to consider putting it into the game 13ghosts. Right now i'm looking for wall textures. They should be themed around walls you would see in a mansion (wainscotting, wallpaper, Paintings on the wall Etc.) All Images should be 64 X 64 pixels, be greyscale and all the textures that you submit to me should be of matching contrast/brightness, so they fit together. Textures should be matching on both sides (eg, patterns on different tiles should fit together when lined up side by side.) Also if any of you want to draw me some pictures of light fixtures like standing floor lamps, or pictures of filecabnets or something else you might find in a rich guy's study. They should appear to have depth. Those objects will be converted to sprite data so they should be based on the bottom of the blank image space,(e.g. the bottom of the object should be close to the bottom of the image so it looks like it's sitting on the floor, not floating around in space) and the blank space should be white. Object images should also be 64 x 64 pixels. Any help would be considered and possibly incorperated into the game. if so i'll give credit to those who's art ends up in the game. Email your submissions to bruggie2003@yahoo.com Thanks.
|
|
2 May 2007, 21:06 GMT
|
|
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23
You can change the number of comments per page in Account Preferences.
|