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CoBB


Active Member


Joined: 30 Jun 2003
Posts: 720

Posted: 14 Nov 2004 03:56:16 am    Post subject:

It's very original. I looked at the moving screenies of Blinded by the Dark and thought, what the heck, why not add a flame effect to the menu. So it happened, about 20 bytes of additional code... Originally the highscore screen was also in flames, but the scores were hardly legible, so I dropped it.

As for a tables folder, I won't ask them. We don't even know if there is going to be any demand for such a thing. I'm sure they will act if many people start contributing tables, but at this point it wouldn't make much sense.
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jvdthwip


Advanced Newbie


Joined: 21 Jun 2004
Posts: 93

Posted: 14 Nov 2004 08:40:26 pm    Post subject:

Quote:
A beautiful RTFM question

Sorry, when I selected "Export", and I saw "save" in the corner and the default selected file type was "xagt", My inner idiot took over and told me that the "export" option didn't make the file, but instead re-saved it (which I have no idea why I would think such a thing)... Just thought I should ask to make sure...
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 14 Nov 2004 10:17:58 pm    Post subject:

Well, I've got to hand it to you. This was the most impressive game I've seen in a very long time! In fact, I was so impressed, I spent the past two nights typing a 500-word review for ticalc. Hopefully, you'll get that tables folder because I really think this game can hit it big. Cool
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CoBB


Active Member


Joined: 30 Jun 2003
Posts: 720

Posted: 15 Nov 2004 01:14:11 am    Post subject:

DigiTan wrote:
I spent the past two nights typing a 500-word review for ticalc.

Wow, I wonder if it fits within the 'reasonable length' limit. Very Happy
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 15 Nov 2004 03:49:17 pm    Post subject:

Hopefully not. It's really not as long as it sounds; just a little over 1 page in MS Word if you include the spaces. Plus it's basically split into graphics, gameplay, controls, replay, and a quick summary at the end. Personally, I think it's a crime that this game "only" has a rating of 8.8 so far--it should be strong 9 or 10 now that the update is out.
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alexrudd
pm me if you read this


Bandwidth Hog


Joined: 06 Oct 2004
Posts: 2335

Posted: 15 Nov 2004 07:11:51 pm    Post subject:

DigiTan wrote:
Personally, I think it's a crime that this game "only" has a rating of 8.8 so far--it should be strong 9 or 10 now that the update is out.

I assume you gave it a 10?

How many total votes are there? If there are few enough, just telling the people in this forum could "tweak" that a bit....... next time I go to TICALC, I'll give it a 10. See if that helps.
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Madskillz


Active Member


Joined: 02 Jan 2004
Posts: 608

Posted: 15 Nov 2004 10:12:40 pm    Post subject:

yes...give it the rating it deserves. Don't just give it a 10 to help the file's rating unless that is the way you feel about the file. Of course his game deserves a strong 9, even a 10 in my opinion. Very Happy

Last edited by Guest on 15 Nov 2004 10:13:51 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: 18 Nov 2004 06:10:48 pm    Post subject:

Hmmm... Those ticalc guys didn't display my (or any other) review yet and it's been four days already. Did they throw it out? Sad Mad
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CoBB


Active Member


Joined: 30 Jun 2003
Posts: 720

Posted: 22 Nov 2004 01:47:52 am    Post subject:

I just stumbled upon this gem while browsing the past. Look at the thread, not the article. :)

http://www.ticalc.org/archives/news/articl.../91883.html?p=2
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 22 Nov 2004 03:20:17 pm    Post subject:

Heh heh. I guess that must be where it all began. I remember when that 68k version came out and I thought: "Too bad there's not a Z80 edition. It probably wouldn't be fast enough." Razz

Well, it looks like my ticalc review is going nowhere fast, so I might as well post it here. First of all, let me say that I wanted to put "10"s in all-around, but I felt I had to toss in some 9's just so it would get taken seriously. Here's an earlier draft...

Me @ ticalc wrote:
GRAPHICS 10/10

From the time you see the flaming text effects on the main screen; you know you're in for a real treat.  The in-game graphics run at lightning speed--but rarely too quickly for a well-powered calc's LCD to keep up.  Even the lowly TI-82 looks like a supercomputer once the graphics start rolling.  The scrolling was smooth and uniform, and its speed rivals that of CrASHware's rightfully-famous render_map suite.  One thing that stuck out was Patai's creative ball-following technique, which helps you keep from getting badly disoriented.

GAMEPLAY 9/10

You really start to get a feel for how well-tuned the physics engine is from the moment the ball leaves the slingshot.  A quick peek at Patai Gergely's physics source reveals that real-world collision math is at work here.  The collision detection is spectacular—with nary a false bounce to be seen.  The gravity system is just as impressive; the ball can dart like a bullet and then crawl at a snail's pace all in the same match.  I can honestly say that the physics here is better than some modern PC versions I've played. 

CONTROLS 10/10

The key arrangement did catch me off guard, and I accidentally forfeited two of my first games in the process (my fault for jumping into things without reading).  But once you get past this, the layout makes more sense.  The keys are very responsive, and you can toggle both flippers independently, just like the real thing.  One notable feature was the *tilt* key, which nudges the ball in case it “stalls” on a flat surface.  The pause and exit keys were also very well-placed.

REPLAY 9/10

Interactive objects like drop targets, gates, and other cool gismos kept the tables fresh and dynamic.  For example, the SPEED map is filled with bonus items like spike strips, checkered flags, and spare tires (and even a traffic ticket) that will affect your score and open hidden gateways.  Difficulty varies from map to map: with “Speed” appearing to be one of the easier ones and “Cave” being much tougher.  Saved tables will retain your highest score for later viewing.  This gives you ample opportunity to import custom maps and challenge the old records later.  The only thing that might possibly limit replay value was the missing "initials" features and difficulty option that you might expect in most arcades.

OVERALL 10/10

There are a lot of things I could not cover here, like the editor, but I can only summarize here.  Despite the minor "double-table" bug that appeared on my CrASH version, this game met all of my expectations.  It wasn’t just good.  It was REVOLUTIONARY.  In my opinion, giving this program anything besides the top rating just wouldn’t be justifiable.  So I gave Acelgoyobis a 10 out of 10.
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ducttape_87


Member


Joined: 01 Jul 2003
Posts: 141

Posted: 22 Nov 2004 07:18:59 pm    Post subject:

I have to say, this is one of those rare games that makes me wonder "how the hell is this possible on a CALCULATOR?!?!?" Awesome job. A real gem. I'm sure my friends will love it.
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CoBB


Active Member


Joined: 30 Jun 2003
Posts: 720

Posted: 23 Nov 2004 01:24:09 am    Post subject:

DigiTan wrote:
Heh heh.  I guess that must be where it all began.  I remember when that 68k version came out and I thought: "Too bad there's not a Z80 edition.  It probably wouldn't be fast enough." Razz

Well, almost. When Jude's pinball came out, the base physics engine was already working (just some days old). Unfortunately the Maxcoderz boards have been wiped twice since then, so I can't show the original post.
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shadowing
Powered by 64


Calc Guru


Joined: 06 Jan 2004
Posts: 1002

Posted: 23 Nov 2004 02:35:03 am    Post subject:

How sad.. Still its pretty cool that this one is fast enough. You did a really good job. Seriously... REALLY GOOD.

Well...if I am correct, i am guessing you used an external level supporter thing for the tables. Am i correct?
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CoBB


Active Member


Joined: 30 Jun 2003
Posts: 720

Posted: 23 Nov 2004 04:35:40 am    Post subject:

What do you mean by 'external level supporter thing'?
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shadowing
Powered by 64


Calc Guru


Joined: 06 Jan 2004
Posts: 1002

Posted: 23 Nov 2004 10:26:11 am    Post subject:

I meant how the external tables are supported. Is there a separate part that loads it, or is it completely built-in?
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CoBB


Active Member


Joined: 30 Jun 2003
Posts: 720

Posted: 23 Nov 2004 11:06:29 am    Post subject:

You're confusing me now. The program is obviously a single file, so I can't imagine how it could be not built-in. If you are asking whether I used someone else's code, then the answer is no (not counting ionfastcopy, but that would be pointless to rewrite).
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 23 Nov 2004 03:06:46 pm    Post subject:

Say, CoBB. Does your username have anything to do with Ricky Cobb from the old ti-programmers site? Or was it a coincidence?
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CoBB


Active Member


Joined: 30 Jun 2003
Posts: 720

Posted: 23 Nov 2004 04:21:33 pm    Post subject:

It's a coincidence, if you can call it that, since I never use CoBB with lowercase b's. I've been going by this nick for about a decade now.
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 29 Nov 2004 01:18:40 am    Post subject:

The reviews are out now! 'Looks like Acelgoyobis is getting some really good feedback. And it's ranked #5 out of 280 in the ION directory now--up there with Mario and Phoenix III!
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CoBB


Active Member


Joined: 30 Jun 2003
Posts: 720

Posted: 30 Nov 2004 01:36:38 am    Post subject:

You're more enthusiastuc about it than me. Smile By the way, it's in the top 25 rated as of today.
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