ticalc.org
Basics Archives Community Services Programming
Hardware Help About Search Your Account
   Home :: Programming :: Upcoming Programs :: Upcoming TI-89 Games
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
BRuss  Account Info
(Web Page)

I'm working on learning C so I can convert a game called ThreeSpot that I made in BASIC to C. I would really like help on the making of this.
ThreeSpot is here in the archives if you would like to see it.
There are three peices, one for each player and one neutral. You move around a board that looks a lot like tic-tac-toe and try to either get points or force the other person to get points. It's a lot more fun than it sounds...

     15 January 2001, 03:39 GMT

Zelda 89: Attack of the Amoeba
Shaun  Account Info

Don't dis it right away just from the name. This is my personal Zelda game that will most likely come out at the end of the summer. It will be programmed in C and will be a sequel to Zelda: Majora's Mask. In this game you discover multiple secret exits out of Hyrule to search through previously unknown lands and dungeouns to try and stop the evil amoeba (which can transform into any shape) on the way you will help townsfolk and gather many new items. Expect a walk around demo as well as an item gathering one before the final version.
Shaun
C-YA

     24 January 2001, 17:23 GMT

Re: Upcoming TI-89 Games
Noah Mink  Account Info

Has anybody seen that new 89-BASIC prgm, WALLZ? I've actually played it, I gotta recommend it. It's as good as probably any 2-player ASM game I've seen, download it and c 4 urself. It's original, so u gotta learn it, but its not hard.

     27 January 2001, 07:10 GMT

Re: Upcoming TI-89 Games
Stephen O'Connor  Account Info
(Web Page)

Hey, I've been workin on this strategy game for bout a month, and the groundwork is lookin good. It's has 2 main modes: a management type thing with story line; and a battle mode, so the story line has depth (I know, sounds simple) The thing thats really cool is that stages can be up to 200x200 squares with a viewing window of 6x12. Also, the game can hold up to 150 total units. Both of these features dont hurt the game when put to the extreme. Also, there can be possibly up to 100 ships, so far, but i dont think il make that many sprites. If u have any comments, suggestions, or help, email me!

     19 February 2001, 06:24 GMT

TI-89 Statagy Game: War At Sea (W.A.S.)
Eric Pasch  Account Info

I am currently making one of the best strategy games for the 89. It will be Written in Basic. It is a game much like Janesİ Fleet Commandİ. It is called W.A.S. or War At Sea. You have three different types of ships, and one type of jet. Each platform has different weapons, and a limited supply. Each weapon has a certain range. That is all I can really tell you right now. It will probably take at least another month till completion. It is coming along very nicely. Let me know if you think this is a good idea. It will be done sooner if i can get more motivated. also, if you have suggestions, let me know.

     3 March 2001, 22:23 GMT

TI-89 Statagy Game: War At Sea (W.A.S.)
Eric Pasch  Account Info

P.S.

You will be fighting against the computer. There will be AI, and hopefully, different levels of it. If you think there should be link support, let me know, and I will attempt it.

     3 March 2001, 22:27 GMT


Re: TI-89 Statagy Game: War At Sea (W.A.S.)
Nosnibor  Account Info

Hey sounds like a great game! Do you have any ideas about the interface yet?

     12 March 2001, 20:25 GMT


Re: Re: TI-89 Statagy Game: War At Sea (W.A.S.)
Eric Pasch  Account Info
(Web Page)

Yeah, actually the interface is very simple. You move a box around the screen, and position it over the platform you want to use. Then you press the [clear] button. It will ask you if you want to move it, or use it to attack something. If you choose to attack, it will prompt for the weapon you want to use. Then you get another type of mouse that you use to select who you are attacking, or where you want to move your platform. You press [clear] again and you are done.

     15 March 2001, 02:42 GMT

Re: Upcoming TI-89 Games
Shaun  Account Info

I am surprised how little people use this page. I guess all calculator projects are being developed in secret underground laboratories aren't allowed to be made public huh? I was wondering if anyone was creating any new exceptional programs with Thomas's FAT Engine. An update about my game above: I am learning C as I go and I am bogged down with being Ninth grade so that is why this thing is taking so long. Lets see, if it is March now, then I will probably have some manner of demo out late-May or early-June. If anyone wants to help me then you should e-mail me. I think that that something I will need help with is beta testers (my calc is HW2), calculator GFX artists (if anyone can do this, it will be for a cinema scene situation, so I'll probably fax a picture I need on the calculator), and finally, something that will really help will be e-mails for support, it will really help motivate me knowing someone cares.

*Note: My game is ZeldaAOA.
*Note: Not to disappoint anyone but the cinema scenes are really more like slide shows :P.

Please Comment!
I want to know you're input.
P.S. This _WILL_ get done!

     7 March 2001, 04:48 GMT

Re: Re: Upcoming TI-89 Games
Shaun  Account Info

A correction, I won't need beta testers for a while now! :)

     7 March 2001, 16:34 GMT

Re: Re: Upcoming TI-89 Games
Shaun  Account Info

void _sigh(void)
{
int deepbreathin, deepbreathout;
int key
while (key<2)
{
deepbreathin, deepbreathout;
}
}
*sigh
I suppose no one is going to post to my comment.
Do you people want a complete zelda game for the TI89, or not?
If you don't I'll just make a Star Wars game or something...

     10 March 2001, 04:44 GMT

Re: Re: Upcoming TI-89 Games
Shaun  Account Info

Well this is an interesting development. It seems some person made a C Zelda Wannabe. Named Hero's End or something. Well I personally think :P to you! My Zelda game already has a plot and will blow yours out of the water!
IF ANYONE CARES COMMENT TO MY ABOVE TOPIC!

     12 March 2001, 04:35 GMT


Re: Re: Upcoming TI-89 Games
Nosnibor  Account Info

It sounds to me like you've got a good idea and the ambition to get it done! Personally I've never worked with raycasting engines before, but this new FAT engine sounds interesting. However, I probably won't be trying anything with it soon because I have my own project in the works (see next topic). But since I do have a good amount of C experience and am always looking to work on an exciting project, let me know if you need help with anything.

     12 March 2001, 15:57 GMT


Re: Re: Re: Upcoming TI-89 Games
Shaun  Account Info

Thanks Man! You have no idea how much that meant for me! As for helping I am sure you could! I could probably help you too! Lets see, what would I need help with? Um, uh, do you have a HW1 TI89? I think that I could really enjoy the help of a good GFX artist. I am a master of the plot too! Hey if you scratch my back, I'll scratch yours! I think however that I could use some help evaluating parts of codes though. Like for instance, lets say that I came up with this loop for moving a Link figure around the screen. Lets say it uses OSdequeue and kbdqueue, but it doesn't work perfectly, I would then e-mail it to someone with more exp. and see what they think. Interested? Did I say that I am really good with plots?

     12 March 2001, 19:05 GMT

Re: Upcoming TI-89 Games
Nosnibor  Account Info

I am currently working on a rogue-like adventure game for the TI-89. So far I don't have much done, I've just about got the dungeon generation algorithm complete (for those of you who don't know, rogue-like games feature randomly generated dungeons for a unique game play experience each time). I hope to have a 'walk-around' demo up within a couple weeks.

The main reason I wanted to post this was to see if there is much interest in this type of game. If you've never heard of Rogue, Moria, or Angband, do a net search (I highly reccommend a page called Thangorodrim) (and I apologize for not having any URL's for you!). Though these games don't feature high-end graphics or anything terribly advanced, they are fun, large, challenging, addictive RPG's with high replay value. Please let me know if any of you are interested.

     10 March 2001, 17:50 GMT

Re: Re: Upcoming TI-89 Games
Shaun  Account Info

Hah!
Well I am interested.
But I seriously doubt if over three other people will care. I think dungeoun, RPG, and text games are on a downhill slide. If you don't have some new gimmick, or if you are not chewing the FAT. Then you will end up with noone caring. I really like games with high replay values. (Like Zelda Majora's Mask.) So do us all a favor and make it. And do me a favor and reply to my topic right above yours. PLEASE!!
Or else I'll think noone cares. :(

     12 March 2001, 04:32 GMT


Re: Re: Re: Upcoming TI-89 Games
Nosnibor  Account Info

Well I'm glad somebody's interested! To be honest, I was planning on making the game anyway even if a hundred people replied saying no way... :)

I have to agree though, and it's a shame, that the games most people are interested in anymore are the ones with awesome graphics and features... don't get me wrong, I like 'em just as much as the next guy, but those of us who remember the 'golden age' of gaming know that it takes more than graphics and gimmicks to make a good game!

     12 March 2001, 15:52 GMT


Re: Re: Re: Re: Upcoming TI-89 Games
Jester323  Account Info

well said. I completely agree. replayability over graphics. (of course, if a game has good replay value and graphics, it's all the better.) I would definetally like to try both of your games.

     13 March 2001, 03:50 GMT


Re: Re: Re: Re: Re: Upcoming TI-89 Games
BRuss  Account Info
(Web Page)

Me too. I agree. I'd like to help with what I can with either of your games. I'm working on my own though right now, called Deap Sea Spear Fishing (name might change)
I know programming, but am new to C and don't know ASM. I can do graphics, I haven't had practice with anything fancy, but i've done simple ones. I did the ones in the Pokemon game for the 89(those were my first and are only B & W)
Oh, and I have a HW1 calc.

     15 March 2001, 19:54 GMT

Re: Re: Upcoming TI-89 Games
MasterVegand  Account Info
(Web Page)

sounds a lot like diablo! pretty cool...and to the other guy on Zelda, it's cool that u sound like ur determined to finish the game, we need more people like that! like me, i gave up on ASM programming after a bit, i was too bored with it...

     13 March 2001, 04:14 GMT

Rogue-like update
Nosnibor  Account Info

Just a little update... progress is coming slower than I expected thanks to schoolwork and the like. I do have about half the code written for dungeon generation, so if I'd get a couple hours to sit down at it I could probably get that walk-around demo done. Unfortunately I have quite a few projects in the works, and next week is spring break so my fiancee and I are gonna go on vacation. Hate to be such a downer, but I thought I'd say something so y'all didn't think I just abandoned my project! :) It's still in the works, it's just that the works are tied up at the moment...

     20 March 2001, 16:06 GMT

Another Rogue developer?
Nosnibor  Account Info

Hey everyone, Shaun informed me about Christopher Waudby's recent upload called tirogue, an early version of a Rogue-like game. I downloaded it and tried it out, and for an early release it wasn't too bad. Hey it's more than I've got right now! :) So, if any of y'all want to get an idea of the type of gameplay to expect in my game, I suggest you download Chris's game and try it.

I have tossed around the idea of joining Chris and maybe making this Rogue-like project a joint effort, but as my schedule is so full right now I haven't really had time to think too much about it. Chris, if you read this page, why not let me know what you think?

BTW, as of now, my project is 'on hold' until I get caught up on my coursework. Finals are the first week of May, so at the latest I'll pick up coding after that. Of course I'll keep you guys updated! :)

     9 April 2001, 15:57 GMT

Sparse matrix code wanted!
Nosnibor  Account Info

I was talking with a colleague of mine a couple days ago about the inefficiencies in my dungeon map storage. We came to the conclusion that a sparse matrix might be the way to go. Now as you all know I've been busy (writing papers about proper software engineering techniques and other boring stuff like that), so...

If anyone out there has some sparse matrix code you'd like to share, please let me know! :) I actually have some C++ source but it's a little primitive...

For those of you who don't know, a sparse matrix is a dynamic data structure that can be used to store matrices (or arrays) with many many indicies but very few "non-null" values. For example, you might have a 100x100 matrix (10,000 locations) but only 4000 of them are being used (the rest are 0 or something). The way it works is that you have a linked list for the rows, including only rows with non-null values. Each node on the row linked list serves as the head for a column linked list which again contains only non-null values. Using this technique you would have at most 4100 nodes (4000 actual values plus the nodes in the row list, if there's a node in every row that's 100) instead of 10,000.

Ok, that's my $0.02 for today. :)

     11 April 2001, 20:04 GMT


Re: Sparse matrix code wanted!
Shaun  Account Info

that seems like a waste to me. USE POINTERS!
pointers rule. I can use 10 to do like everything with variable manipulation.

     13 April 2001, 02:18 GMT


Re: Re: Sparse matrix code wanted!
Nosnibor  Account Info

Well... dynamic data structures do use pointers of course. If you have a better idea please share, I'm not sure how I could use just a few pointers to store so much information.

     14 April 2001, 01:57 GMT


Re: Re: Re: Sparse matrix code wanted!
Shaun  Account Info

Ok, I would usually make an array of pointers. (AACCCKKK!!) Void pointers, (Double AAACCCKKK!!!) you can assign the pointers different things using an easy while loop.

x = 0;
while (x<10)
{
(char *)pointer_array[x] = /*char*/ variable_array[y];
y++;
x++;
}
This may seem pointless. But you can manipulate the pointers very easily. Also, since they are pointers you could use the following after the declaring loop:

pointer_array[3]++;

This would cause the pointer to automatically point to the next variable in the array that the pointer was pointing to. This is pretty nutty though huh?
Imagine this:
**pointer = &anotherpointer;
AAAAAAAAAAAAAAAA!!!!!
However, when you are a pointer fanatic like me all these things come together to do the stuff you are talking about. An array of pointers, plus sneaky pointer tactics, will get a map displayed in no time. E-mail me if you want more pointer manipulation.

     14 April 2001, 03:45 GMT


Re: Re: Re: Re: Sparse matrix code wanted!
Nosnibor  Account Info

Pointers are fun, aren't they? I agree that you can do a lot with them and they are really useful, but I'm not sure that your technique would really work well with what I'm trying to do... Of course, I need to take a good look at just how much memory I'm going to need and try to calculate some kind of efficiency measurement so I can compare methods. I probably will get around to doing that later this week. It's looking promising that I may be getting some time to finally get some serious work done here soon! :)

     16 April 2001, 15:22 GMT


89 basic game
ziek_dog Account Info

Yes, I would be so excited if you made a rogue like game, in fact I have made a basic one for the 89 Dungeons.89p. It should be in the Archives soon.It has randomly generated levels, so far, they are just one room but more coming soon. It has weapons, armor, and potions.No scrolls :( YET! there are so far about 20 creatures.Try it out.

PS: Don't download the one with description="so far in first version"Download one after that cause there is major glitch in first one :)

     5 November 2002, 01:47 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.

  Copyright © 1996-2012, the ticalc.org project. All rights reserved. | Contact Us | Disclaimer