Upcoming TI-89 Games
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Duke Nukem 89
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Malcolm Smith
(Web Page)
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I am working on Duke Nukem 89, with the much appreciated help of Jon Eriksson (we formed a team). Progress on the game is a little slow, because I only started learning C two weeks ago :-)
If anyone would like to aid us in making this game, I'd really appreciate it. I'm basing it as much on Duke Nukem II as I can. If you have C programming experience and want to help, email me. Click the "Web Site" link for screenshots of this game. It's not *even* nearing beta stage yet, but it looks promising.
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30 June 2001, 05:07 GMT
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RPG games?
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Legionair
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I am making an RPG game for the TI 89 calculator (its in basic), and I was wondering why not very many people download RPG's from this site? Are they not good? If they are not, then what is wrong with them?
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19 July 2001, 19:43 GMT
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Help Wanted:
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Chris Monosmith
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Hey!! Here's a chance for all you Basic (TI-89) programers to help with something really important. There have been a few maze programs, as you know, with matrices stored as levels and stuff, but not any thing you could really use. I am currently working on a type of Basic language, raycasting type engine (with no pics, but instead, it uses real functions to display walls at angles of 90 and 45 degrees), that will not be as slow as many other programs, and can be used for Basic RPG type games without needing to know ASM. I am asking for anyone willing to (while I work on the other parts of the progam) write up a program that would recall a kind of sprite (like a cube with a circle representing the "front side" of him) at different "depths" (sizes) in the level, facing differint directions, without using pics. E-mail me for more detail on what kind of program I am looking for. I look forward to working with you!! Thank you!
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20 July 2001, 19:07 GMT
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Re: Upcoming TI-89 Games
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Dave Havok
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Given the veritable flood of Zelda games in production, I thought it might be refreshing to at least some of you to know that, besides my Final Fantasy I clone, I also happen to be working on an FF VI (III US) style game. It features graphics and names from FF VI, though the story is entirely different. Someone suggested that I at least give the characters (Edgar, Locke, Terra and Sabin) different names, but I figured that people would recognize them anyway, so they might as well keep their original names. Like Zenith Saga (no, I didn't get the idea from it, I actually planned on doing this quite a while before ZS was released), I plan to release the game in chapters, although I'd like to keep it all in one program, if possible.
As far as progress goes...
The menu system is nearly complete, though I'd still like to have a better item system. Right now all it does is list all the possible items, and tells you how many you have, which I think is kind of dumb. So I'll still be working on it so it only displays the items you have at least 1 of, and so you can sort them to your liking. I've been working on the battle system for a few days, and it almost looks like it does something. ;) Actually, my latest work involving the battle system has just been extracting all the sprites needed. It's incredibly hard to screenshot at the right time to get certain attack poses, as you might imagine. I'm having some trouble with the tilemap scrolling engine right now, but it's nothing that shouldn't be too hard to solve. Since the scrolling engine for FFI will be the same as the one for (oops, I haven't said the name of my other project yet) Bound, I'm focusing my attention to that on FFI, since it's a bit further along than Bound.
I think that's about all that can be said about it right now. If you're interested in helping, e-mail me at tpowers@rocketmail.com. Experience in C is preferable, but not entirely necessary. Suggestions and ideas are always welcome.
One last thing... In my opinion, I think that if RPGs are to be be produced in any truly effective means, teams of everyone that's interested and can help with programming RPGs should be formed. There could be three divisions: Basic, C, and ASM, for whichever language someone is most comfortable programming in. Mine, of course, is C (I did more in 2 weeks with C than I did in 8 months with ASM), and I'd personally be more than happy to work with such a team. I suppose conflicting interests would be a problem, since most people already have their own projects to work on, myself included. But I think, overall, it would be a great way for those included in such teams to benefit in their respective programming language of choice, and go on with projects of their own. Thus said, feel free to tell me what you think of that idea.
Well, I've already said more than I planned to, so, without further ado, adieu.
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22 July 2001, 03:43 GMT
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Virtuty's Quest BETA DEMO ALMOST READY FOR RELEASE
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Robert Gladson
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My first working, story line included demo will be released in about 2 weeks. The Developeres version is set on a standby while I add new features to the game, such as potions, a belt to hold them, fall holes, a shop that works, fairies that interact, Humans that interact, and GET THIS.... MULTIPLAYER. :) Gotta love that. I am currently working on the how to edit my game helper file for the developers. I want my engine to be used for other games. :)
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30 July 2001, 04:02 GMT
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JesJump (89/92+)
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Malcolm Smith
(Web Page)
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The JEsystems team is releasing JesJump for the 89 and 92+ soon! This is a puzzle-type game written fully in nostub C, and features grayscale, enemies with AI, physics, sound, and an external map editor!
For more info, visit the JEsystems home page by clicking my URL link.
Malcolm Smith
JEsystems Co-Owner
http://jesystems.cjb.net
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1 August 2001, 15:15 GMT
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