Upcoming TI-89 Games
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SeaBreeze --- Corinth Isle
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Joseph Eichinger
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Me and a friend are working on an RPG for the 89/92+. It is called "Corinth Isle". I already have the title screen, and we plan to use the "Xeonitech" RPG engine for the beginning stages of our RPG. We want to have a built in engine eventually though. Our problem right now is lack of experience. Neither of us knows C, but we are learning as we go. If anyone could help us, please do! We need at least 2 more people to help with graphics/coding. If you are interested, e-mail us at joe@calc.org, or bryantfriend@yahoo.com.
Thanks in advance to any replies!
>>Joseph Eichinger
calc.org staff
joe@calc.org
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31 January 2002, 18:08 GMT
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Re: Upcoming TI-89 Games
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Stephen Sanders
(Web Page)
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I am working on a TI-89 BASIC game that combines shooting with puzzle solving. It will be a Bond-esque spy game requiring quick reflexes and quick wits. Character interaction will be included. This is my first TI game. I will post screen shots and a demo level in the next few months.
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19 February 2002, 04:28 GMT
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battle eng.
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rogan
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I'm making a battle engine right now and well i need help with a story line for it.
I'm making it as open as i can so that when it is done it can be used for other games but..
i need help with vars mostly how to do damage and stuff like that. i was using (ATTACKERS LEVEL * ATTACKERS ATTACK)-(DEFENDERS LEVEL * DEFENDERS DEFENSE) then now im to just direct damage(attack - defense)
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and pics... you know small pics because 1/3 scrn is the menu bar(chr. stats) the rest is the 4 enemy pics and 2 of your chr. pics
and pics for mag. attacks
stat effects like poison-slow-haste-sleep-regain
(im modeling it off ff3(6) and other rpg)
but i allso have enemys that level up with you
but dont over power you like ff8
you can attack and defend right now
the one enemy i have(slime) can attack you cast slow on you and haste on him self
no errors thus far (other than reading the wrong list vars)
but i have hi hopes for it
i will post all that i can of it within the next 2 weeks
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26 February 2002, 00:37 GMT
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Re: Upcoming TI-89 Games
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Marco Yep
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I'm currenty working on a little program and got stuck when i tryed to get Window Bitmap files into TI-89 image files (*.i89) Can anybody tell me how I can do this?
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3 March 2002, 04:09 GMT
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Re: Upcoming TI-89 Games
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Marco Yep
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I'm currenty working on a little program and got stuck when I tryed to get Windows Bitmap files into TI-89 image files (*.i89) Can anybody tell me how I can do this?
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3 March 2002, 04:10 GMT
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I Need some help to make a Grand theft auto like game
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//Accident
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I plan to make a game called Car Jack 89. It will play similar to grand theft auto but will revolve around a central theme. MONEY. You owe a bookie a large sum of cash and you have to pay installments at a certain time. I already have plans to make a static map entity engine as well as a dynamic one (for cars people ect.) THERE IS A PROBLEM THOUGH. I am having difficulty creating a rotational sprite algorithm. The algorith needs to conform to my sprite routines and be fast as h3ll. If your interested in playing an integral part in this groundbreaking game e-mail me. ridesaburton@hotmail.com
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9 March 2002, 04:23 GMT
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HELP W/ Raycasting Engine!!!!
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sefsefsefsef
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I've been working on my own raycasting engine forever now, and I've run into a a couple problems. I started it out not doing mathematically correct raycasting and got ok results, but when i tried to implement textures into this mode i got really bad results.
BTW, i'm hoping that anyone planning to respond to this has some knowledge of raycasting and is familiar with the algorithm in the tict tutorial. I am sure that I'm setting up all the variables right, as in before you start going through and checking map squares, right at the beginning of the function. Ok, here's what I have that is giving me trouble.
while(TRUE)
{
if(field[verty>>8][vertx>>8]!=0)
{
if(cosff(theta)!=0)
verthitdist=abs((abs(camx- vertx)<<8)/cosff(theta));
else
verthitdist=abs(camx-vertx);
break;
}
else
{
vertx+=vertxstep;
verty+=vertystep;
}
}
Ok, that's the part that goes through and checks the individual squares of the map to see if any aren't zero. sinff and cosff are my own functions that i made which gives values of sin(theta)*256 and cos(theta)*256, respectively. I really do think this should work and I can't figure it out. But instead of working it says that every distance ends up being zero, which is clearly not true. Someone please help!
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31 March 2002, 18:40 GMT
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