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bananaman
Indestructible


Calc Guru


Joined: 12 Sep 2005
Posts: 1124

Posted: 23 Sep 2005 08:15:00 pm    Post subject:

Right now the author is currently working on ice climber and is taking a break on this. He plans to get back to it though.
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axcho


Active Member


Joined: 09 Nov 2004
Posts: 555

Posted: 17 Nov 2005 08:54:05 pm    Post subject:

I found an interesting paper about WarioWare, called What WarioWare can teach us about Game Design. Read it if you want a theoretical background for the game.

Okay, I have two microgame ideas for the calculator theme. One can be "Cancel!"

Code:
RESET MEMORY
1:No
2:Reset
Resetting ALL
will delete all
data, programs &
Apps from RAM &
Archive.
Where the cursor moves back and forth automatically and you have to press enter when "No" is selected.

For the calculator set you could make the fuse be represented as the run indicator shrinking. Though that might be hard to see.

Another microgame could be "Delete!" where it shows the memory management screen and you have to select the program "NUMBAR" or "FORMULA" or something and press delete without deleting good programs like MARIO or SPRITELB. And I wouldn't recommend using the actual programs in memory for generating the list. Just have a set number of programs and names that you use, so people don't have to delete other programs just to make it easier.


Last edited by Guest on 19 Nov 2005 04:22:12 pm; edited 1 time in total
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threefingeredguy


Advanced Member


Joined: 01 Sep 2005
Posts: 479

Posted: 28 Nov 2005 12:11:29 pm    Post subject:

WACKY FUN RANDOM NUMBAR GENERATOR!

um, not spam. :biggrin:
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CDI


Advanced Member


Joined: 05 Nov 2005
Posts: 267

Posted: 29 Nov 2005 07:31:09 pm    Post subject:

if you need ideas ask me, I made an incomplete WW styled game (about 2-3 seconds per game, 2-3 seconds between games...) that has about 50 games
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elfprince13
Retired


Super Elite (Last Title)


Joined: 11 Apr 2005
Posts: 3500

Posted: 27 Apr 2006 06:55:28 pm    Post subject:

how's this coming? does anyone know?

I was looking forward to it, he was making progress....than it dropped of the face of the planet. Sad
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programmer_to_be
Jesus is my Lord and Saviour.


Elite


Joined: 07 Feb 2006
Posts: 755

Posted: 28 Apr 2006 07:57:46 pm    Post subject:

Aww man! Sad No one has been working on this. Darn, I was waiting to get this. I read all the posts and it sounds so awesome. Oh well.
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 22 May 2006 08:17:09 pm    Post subject:

That's it! I've had way too much free time this month and I can't pass up the chance to work on such a weird and off-the wall project. I'll put some routines together and see if I can finish WarioWare in a timely manner. If it looks like I can finish it before the summer, I'll take on the project. No promises though.

Last edited by Guest on 22 May 2006 08:24:10 pm; edited 1 time in total
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elfprince13
Retired


Super Elite (Last Title)


Joined: 11 Apr 2005
Posts: 3500

Posted: 22 May 2006 08:26:51 pm    Post subject:

awesome.

did jvdthwip ever drelease any source for this?


Last edited by Guest on 22 May 2006 08:27:22 pm; edited 1 time in total
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 22 May 2006 08:40:41 pm    Post subject:

Nah, all I heard was he was having some troubles with the halt command. Mostly, I'll need help with graphics and microgame ideas. Also, I've never played WarioWare, so I might need someone to walk me though it to stay true to the format.

In general I was thinking of a TI game theme. Using graphics from past games.
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elfprince13
Retired


Super Elite (Last Title)


Joined: 11 Apr 2005
Posts: 3500

Posted: 22 May 2006 08:41:32 pm    Post subject:

there are some screenshots in this topic iirc, so graphics wont be too hard.


[edit]
also, there was a list of minigames.


Last edited by Guest on 22 May 2006 08:42:05 pm; edited 1 time in total
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 22 May 2006 08:43:15 pm    Post subject:

Yeah, jvd provided a titlescreen and a segway screen, four minigame concepts and the bomb timer. All the essentials basically.
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bananaman
Indestructible


Calc Guru


Joined: 12 Sep 2005
Posts: 1124

Posted: 22 May 2006 08:46:34 pm    Post subject:

Cool, I thought this project was a goner and it looked good too. I hope you find time to carry it through to the finish.

Game ideas:

Tug
A tug of war. rope on screen with one character on either end. Basically a button masher to allow you to tug the rope.
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 22 May 2006 09:01:59 pm    Post subject:

Alright, this is a start. I'll download what we already have an get an estimate of how many microgames images a calc can store. For reasons to remain private, I picked up a few resources to code for 83+, so the timetable really depends on how similar things are to 82.

Last edited by Guest on 22 May 2006 09:02:31 pm; edited 1 time in total
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programmer_to_be
Jesus is my Lord and Saviour.


Elite


Joined: 07 Feb 2006
Posts: 755

Posted: 23 May 2006 07:56:45 am    Post subject:

Alright. I can't wait to play this game!
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 23 May 2006 03:56:23 pm    Post subject:

Well, I officially made my first 83+ prog this morning with the help of Asm In 28 days. I forgot to take the Wario graphics home last night, but if Apack lives up to its history, those images should get very good compression.

What I had in mind for the game was a system of external micro games. Since the variables search is already supported in NoStub (I think), it makes sence to do what external levels did for Sam Heald's Mario.


Last edited by Guest on 23 May 2006 03:56:59 pm; edited 1 time in total
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elfprince13
Retired


Super Elite (Last Title)


Joined: 11 Apr 2005
Posts: 3500

Posted: 23 May 2006 03:58:05 pm    Post subject:

thats an awesome idea.

of course, programming a minigame would be a lot harder than making a level for Mario.
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kalan_vod


Advanced Member


Joined: 04 Sep 2005
Posts: 446

Posted: 23 May 2006 04:15:15 pm    Post subject:

DigiTan wrote:
Well, I officially made my first 83+ prog this morning with the help of Asm In 28 days.  I forgot to take the Wario graphics home last night, but if Apack lives up to its history, those images should get very good compression.

What I had in mind for the game was a system of external micro games.  Since the variables search is already supported in NoStub (I think), it makes sence to do what external levels did for Sam Heald's Mario.
[post="80240"]<{POST_SNAPBACK}>[/post]

Would RLE be better?
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 23 May 2006 04:20:56 pm    Post subject:

It varies from pic to pic, but I've been getting higher compression with Apack. Supposedly, it spots patterns in addition to doing an RLE. And at 250 bytes, it's a pretty good bargain.

The main program might contain commonly used routines most minigames will find useful. Things like screen scrolling, sprite display. I could also look into compressed code, but I haven't really had much luck with that.
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bananaman
Indestructible


Calc Guru


Joined: 12 Sep 2005
Posts: 1124

Posted: 23 May 2006 06:53:48 pm    Post subject:

Crunchy code can be compressed. I'm not sure if that will help in this case, but I think games can be reduced to almost half their size.
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Liazon
title goes here


Bandwidth Hog


Joined: 01 Nov 2005
Posts: 2007

Posted: 23 May 2006 07:12:39 pm    Post subject:

But aren't Crunchy Compressed programs only playable in Crunchy?
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