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kalan_vod


Advanced Member


Joined: 04 Sep 2005
Posts: 446

Posted: 08 Nov 2005 11:59:15 pm    Post subject:


I haven't seen anything about jeds in some time so I thought I just try at it.
This was a attempt at it and is on hold atm for no reason. It shows how you have the arrows move you around and that the maps can be as big as the memory on your calc will allow Very Happy, also thats water in there Sad, looks pretty weak, no enimes are planed atm for this as I may not work with this for a little while. I cloned the first two levels from chips challenge, but without ai.
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axcho


Active Member


Joined: 09 Nov 2004
Posts: 555

Posted: 09 Nov 2005 12:58:59 am    Post subject:

Wow, I like the graphics you did! Is it in basic or assembly?
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kalan_vod


Advanced Member


Joined: 04 Sep 2005
Posts: 446

Posted: 09 Nov 2005 01:09:31 am    Post subject:

Its in basic with the aid of xLib.
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AlienCC
Creative Receptacle!


Know-It-All


Joined: 24 May 2003
Posts: 1927

Posted: 09 Nov 2005 01:20:00 am    Post subject:

This is coming along very nicely, and I'm looking forward to a release, chips challenge was numbered among my favorite games.

--AlienCC
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kalan_vod


Advanced Member


Joined: 04 Sep 2005
Posts: 446

Posted: 09 Nov 2005 01:29:32 am    Post subject:

Well it means alot hearing all the positive feed back, but I am not too sure about making ai with the game, the spiders, maybee i can get an experts help....
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alexrudd
pm me if you read this


Bandwidth Hog


Joined: 06 Oct 2004
Posts: 2335

Posted: 09 Nov 2005 05:45:04 pm    Post subject:

I still love Chip's Challenge, it's one of the few things microsoft did right. It would be great to have a calculator version, in basic or assembly. As long as one gets released, I don't care what language it's in.

What was your solution to the problem of distinguishing different keys?
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sgm


Calc Guru


Joined: 04 Sep 2003
Posts: 1265

Posted: 09 Nov 2005 07:35:10 pm    Post subject:

Technically, Microsoft only ported the game to Windows.
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axcho


Active Member


Joined: 09 Nov 2004
Posts: 555

Posted: 09 Nov 2005 08:25:27 pm    Post subject:

Quote:
What was your solution to the problem of distinguishing different keys?
It looks like the keys face different directions, and locked doors have a picture of the matching key.

Quote:
Well it means alot hearing all the positive feed back, but I am not too sure about making ai with the game, the spiders, maybee i can get an experts help....
I don't know if I'm an expert, but I would be willing to help. What do the spiders do that requires AI?
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 09 Nov 2005 08:34:23 pm    Post subject:

Was there a bazooka in Chip Challange? The kids at school always said there was, but I think they're full of it.
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kalan_vod


Advanced Member


Joined: 04 Sep 2005
Posts: 446

Posted: 09 Nov 2005 10:51:05 pm    Post subject:

The keys are like axcho said, I detect which tile they are and then I add one to the set of keys list. A bazooka....idk maybee later in the game? As I can make it have one if disired.

Last edited by Guest on 09 Nov 2005 10:51:28 pm; edited 1 time in total
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kalan_vod


Advanced Member


Joined: 04 Sep 2005
Posts: 446

Posted: 20 Jan 2006 11:30:03 am    Post subject:

Update [01/20/06]:
Thanks for showing intrest in this project, you know who you are.

Things added since last update:
-Just a few optimizations of code here and there.

Things to be added:
-A lot more levels.
-Ports of the orignal levels.
-Maybe some AI here and there.
-Make the levels in chapters, where 1-25 are in level set 1 and 26-50 are in two etc.

I hope to have at least the first 25 levels ported with the first release. Check out my site for more project updates.


Last edited by Guest on 20 Jan 2006 11:40:46 am; edited 1 time in total
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CDI


Advanced Member


Joined: 05 Nov 2005
Posts: 267

Posted: 20 Jan 2006 01:05:41 pm    Post subject:

DigiTan wrote:
Was there a bazooka in Chip Challange?  The kids at school always said there was, but I think they're full of it.
[post="61113"]<{POST_SNAPBACK}>[/post]


Nope, there isn't... and if you want the BETTER VERSION than the windows one get the original one for the Lynx (soooo much fun)
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kalan_vod


Advanced Member


Joined: 04 Sep 2005
Posts: 446

Posted: 20 Jan 2006 05:36:44 pm    Post subject:

CDI wrote:
DigiTan wrote:
Was there a bazooka in Chip Challange?  The kids at school always said there was, but I think they're full of it.  [post="61113"]<{POST_SNAPBACK}>[/post]


Nope, there isn't... and if you want the BETTER VERSION than the windows one get the original one for the Lynx (soooo much fun) [post="67404"]<{POST_SNAPBACK}>[/post]

Thanks CDI for not adding to the topic :biggrin: , but I could add it though I don't see it being helpful.


Last edited by Guest on 20 Jan 2006 05:40:06 pm; edited 1 time in total
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CDI


Advanced Member


Joined: 05 Nov 2005
Posts: 267

Posted: 20 Jan 2006 05:49:05 pm    Post subject:

your blocks need packing... in the original one when you dropped a block in water it turned to dirt, wich you then walked on to make it a tile
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kalan_vod


Advanced Member


Joined: 04 Sep 2005
Posts: 446

Posted: 20 Jan 2006 07:32:26 pm    Post subject:

Well that is simply added, but I really didn't think it was needed!! Evil or Very Mad
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kalan_vod


Advanced Member


Joined: 04 Sep 2005
Posts: 446

Posted: 26 Jan 2006 03:13:31 am    Post subject:

Update [01/26/06]:
Since I have finished my secret project as of Sunday, I have been programming this game and as well a few other secret projects Razz.

Things added since last update:
-Lots of optimizations, around 450b saved.
-Went from 9 programs to 7 programs (I will have them down to at least 5 before release, it's just easier to add subprograms right now instead of merging them.
-Completed the level editor and plan on releasing it to the public only with the release of the first version (sorry for those who want to make levels for the game, but I will not let people do some until I have at least 25 levels ported).
-Corrected the moving on the ice bug.
-Increased the engines speed by changing it up a little.
-Only one level was added since last update, due to having some other obligations.

Things to be added:
-Work on the readme.
-A lot more levels.
-Ports of the original levels.
-Maybe some AI here and there.
-Make the levels in chapters, where 1-25 are in level set 1 and 26-50 are in two etc.
-More functions will have to be added, such as when you walk onto a button that will move stuff out of your way (tanks).
-One more function needs to be added where you move a block and it has fire underneath it, which I have the plans for.
-Fix the code for moving blocks where you can't merge blocks together.

Soon I will have a list of levels which have been ported from the original. One thing I would like to point out is that I have made changes to some or the ported levels. The reasons behind this is so I can save more space, ie I had a level where you used 4 8x12 maps linked and only 3 of the maps were used. Check out my site for more project updates.
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kalan_vod


Advanced Member


Joined: 04 Sep 2005
Posts: 446

Posted: 30 Jan 2006 11:56:00 am    Post subject:

For those who care...

Update [01/30/06]:
Not too big of an update, yet it is.

Things added since last update:
-A few optimizations, around 350b saved.
-Just 4 levels were added, which came ported from the original.
-A routine where you have blocks which look the same, but when you walk into it they will either turn solid or empty.
-A routine where you have a circle, that when you step onto it turns into a solid block that will not let you pass through (when you walk onto it they turn into a solid block and you have the option of moving back or keep going as you are still on top of the spot the block occupies).
-Add a HUD then figured it was too slow, so I got rid of it. But yet again I thought a HUD would become useful so I added a HUD which was faster and more information can be found in it (the 1st one only showed the chips left and the level you were on and it only showed if you had 9 chips, but if you had 10 or more it just showed a + and the same for levels). Now with the new HUD you get the level you are on (will show up to 2 digit numbers 1-99) and chips being the same way. And not to mention how it show which keys you have Razz).
-Ok I added a new function that allows you to see the tiles next to you (up to two tiles). What I mean is that if you can't see what's in the next screen you press second and then the arrows in the direction you would like to see (kind of like in block dude). After I added that I had a bug where you could get an out of bounds error by going too far, but now I fixed it!
-I added where you would just press +/- to change levels at will, but thought/was told it would become to easy that way. So I added a menu which lets you set the HUD on/off, continue playing, quit, and now enter a code to a level which is higher than the one your on (you are on level 1 and want to be on level 12 so you type "12" and then it prompts for a pass which will be a 2 digit code (for now it is, but I plan on making it more advanced) and then it take you to the level you entered, if the code was correct! And if you wish to go back to a level which is < the level you are on it will just let you).


Things to be added:
-Work on the readme.
-A lot more levels.
-Ports of the original levels.
-Maybe some AI here and there.
-Make the levels in chapters, where 1-25 are in level set 1 and 26-50 are in two etc.
-More functions will have to be added, such as when you walk onto a button that will move stuff out of your way (tanks).
-Fix the code for moving blocks where you can't merge blocks together.

I have a dilemma where it is becoming incredibly slow (the game), because I have just a few subprograms packed into on. So I think I am going to have more subprograms (split the ones into there separate ones). Check out my site for more project updates. I might have a ss of this later this week.
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