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Upcoming TI-89 Games

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SeaBreeze --- Corinth Isle
Joseph Eichinger  Account Info

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

     31 January 2002, 18:08 GMT

Re: SeaBreeze --- Corinth Isle
Joseph Eichinger  Account Info
(Web Page)

We set up a wbsite for it. Click the link above.

     11 February 2002, 22:38 GMT


Re: SeaBreeze --- Corinth Isle
Joseph Eichinger  Account Info
(Web Page)

We now have 1 new person, and i totaly redid the website, it now has a counter, message board, and geustbook. Come and check it out!

     14 February 2002, 15:42 GMT

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

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.

     19 February 2002, 04:28 GMT


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

TI basic is very difficult to get anything resembling speed out of. Good luck in your efforts, you're going to need it. Your game concept goes a little beyond what TI basic is ready to handle. TIGCC programming is easier to do, anyway, because IT'S ACTUALLY A REAL PROGRAMMING LANGUAGE, and TI basic isn't, really.
I was in the darkness of TI basic programming for a couple years before i discovered TIGCC, and since it's saved my life.

     20 February 2002, 04:07 GMT


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

I can see what you mean. I know some C++ and am planning on learning more. The problem is time. As a high school student the best time that I have to program is during Calculus or Chemistry class. It is difficult to conceal a laptop in one of those classes.

Anyway, how difficult is TIGCC to learn after using C++?

     20 February 2002, 20:48 GMT


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

I too am a high school student and spent lots of time in class programming. I learned what little C++ my high school computer science teacher was ready to teach everyone about a year before i started w/ TIGCC. It's really easy to get into if you have any knowledge of C++. Almost everything is done the same, except you never have to worry about 'cin' and 'cout' stuff. Using graphics with TIGCC takes some time getting used to, but after you get used to it it's just fun and not hard.

     22 February 2002, 01:41 GMT


Re: Re: Re: Re: Re: Upcoming TI-89 Games
sean taylor  Account Info

I am a rather advanced C++ programmer...about to recieve my degree in it as a matter of fact...anyways...I am interested in this tigcc...i have never used it before but would be interested in working with a couple of people to write a game that will reign with the legends...anyone interested....dtaylor@unm.edu
Sean

     23 February 2002, 09:30 GMT

battle eng.
rogan  Account Info

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)
--------------
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

     26 February 2002, 00:37 GMT

Re: battle eng.
rogan  Account Info

i uploaded what i have so far about a week ago
its name is Cloudy day battle engine

     8 March 2002, 15:07 GMT

Re: battle eng.
rogan hanson  Account Info

iv updated it a bit and will upload it soon
im now working on the mag/tech(what ever) menu interface

     15 May 2002, 20:52 GMT

Re: battle eng.
rogan hanson  Account Info

the update i have upload recintly also includes a early ver. of a tile map editer

     24 May 2002, 16:23 GMT


Re: battle eng.
rogan hanson  Account Info

not many updates in a wile because iv been working on my 83+silver

     8 August 2002, 03:13 GMT

Re: Upcoming TI-89 Games
Marco Yep  Account Info

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?

     3 March 2002, 04:09 GMT

Re: Upcoming TI-89 Games
Marco Yep  Account Info

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?

     3 March 2002, 04:10 GMT


Re: Re: Upcoming TI-89 Games
//Accident

you cant change bitmaps into image files as far as I know... If you want to display bitmaps from windows you can do it easily in c. Goto the tict website and read there tutorials and it should teach you.

     9 March 2002, 04:16 GMT

I Need some help to make a Grand theft auto like game
//Accident

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

     9 March 2002, 04:23 GMT

Re: I Need some help to make a Grand theft auto like game
Kyle Reiser  Account Info
(Web Page)

Ive had the same problem, er, with sprite rotation that is. If your sprite rotation function is slow..which it may be, one thing you could to is preload the sprites. Take a sprite to be rotated, then rotate it all the angles you want it and save each rotation as a seperate sprite, then you could display them with the normal rutines or with extgraph. But, depending on how many sprites you got it may take a lot of memory to hold all the rotations.

     9 June 2002, 04:30 GMT


Re: I Need some help to make a Grand theft auto like game
Kyle Reiser  Account Info
(Web Page)

As for the algorythm, a good place to look is here:

(click on the webpage link under my name)

     9 June 2002, 04:33 GMT


Re: Re: I Need some help to make a Grand theft auto like game
//Accident

I just wanted to let anyone who saw my original post know that car jack will most likely be done in time for next school year. PS: I have decided against a rotational algorithm (way too slow). Insted I am going to draw each sprite by hand (this may limit the number of cars I am going to create).

     12 June 2002, 15:57 GMT

HELP W/ Raycasting Engine!!!!
sefsefsefsef  Account Info

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!

     31 March 2002, 18:40 GMT

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