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211926


Newbie


Joined: 13 Oct 2009
Posts: 1

Posted: 13 Oct 2009 05:46:16 pm    Post subject:

that is amazing could you post how you made it
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ztrumpet


Active Member


Joined: 06 May 2009
Posts: 555

Posted: 13 Oct 2009 06:47:39 pm    Post subject:

Welcome to United Ti!

Ok, here goes:
One night I was thinking about games I could make instead of falling asleap. I remembered a computer game I had seen long ago. I decided it was a worthwile game to make, but with numerous changes.
That night I thought about how it would work, and what I wanted. Then next morning I started on code.
I made the menu systems first, and learned a lot from them. I also made the demo shown here in the first week or so.
I kinda lost intrest after making the demo, but in about a month I started this topic and posted the demo.
This drove me to recode everything I already had made, with help from my previous code.
Soon after I had everything working except the level editor. I worked really hard on the level editor, and it took me about a month and many, many hours. It eventually worked, with some really hard code.
Last was making the levels not shown in the demo, with the level editor. That took about a month.
Then I released it here, but I still need to write a read-me.

If you (or anyone) want to print/use the code, go ahead. The code for the playing of custom levels (#2 from the main menu) was taken from Darkerline's Donut Quest (My favorite Ti Basic game Smile ) so if you want to use that code ask him.

Above all, have fun!


Last edited by Guest on 13 Oct 2009 06:48:17 pm; edited 1 time in total
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tr1p1ea


Elite


Joined: 03 Aug 2003
Posts: 870

Posted: 13 Oct 2009 07:51:37 pm    Post subject:

Fantastic job ztrumpet, im glad you aquired the inspiration/motivation to finish this game! Smile.
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ztrumpet


Active Member


Joined: 06 May 2009
Posts: 555

Posted: 25 Oct 2009 04:29:17 pm    Post subject:

Thanks tr1p1ea. :)

====
BUMP!

I finished the Read Me!
This means it is now finished! YAY!
[attachment=2879:Drifter_Video.gif]
Enjoy the Read Me!
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GloryMXE7
Puzzleman 3000


Active Member


Joined: 02 Nov 2008
Posts: 604

Posted: 25 Oct 2009 10:05:18 pm    Post subject:

cool ill download it to my comp now but with out a link cable that's as far is ill get, dang.
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ztrumpet


Active Member


Joined: 06 May 2009
Posts: 555

Posted: 19 Nov 2009 11:56:52 am    Post subject:

*Bump*
This is most likely the last time I bump this. Sad

Drifter's my first (and only) game on TiCalc!
http://www.ticalc.org/archives/files/fileinfo/423/42374.html
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Bhaliar


Member


Joined: 16 Nov 2009
Posts: 221

Posted: 20 Nov 2009 12:03:20 am    Post subject:

I'm not trying to steal your idea. I like it but don't have enough rom for it, and can't download it. You said it was all in basic, well I am just wondering how you got the character to stop on the right wall?
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GloryMXE7
Puzzleman 3000


Active Member


Joined: 02 Nov 2008
Posts: 604

Posted: 20 Nov 2009 03:37:42 pm    Post subject:

Pxl-Test(
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Builderboy2005


Advanced Newbie


Joined: 19 Apr 2009
Posts: 51

Posted: 20 Nov 2009 04:53:01 pm    Post subject:

GloryMXE7 wrote:
Pxl-Test(


What an informative and thoroughly helpful post. That seems to have cleared everything up.

On a related note, the way you can use pxlTest is to have it test for on pixels in the direction you are traveling, if you set up your walls correctly, and you test for the right pixel, you can tell when you are about to hit a wall, and then alter the velocity as you need. Pixeltest is usefull because of how fast it is compared to all the other ways for checking for collision, and can speed up your game/program quite a bit.
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ztrumpet


Active Member


Joined: 06 May 2009
Posts: 555

Posted: 20 Nov 2009 08:41:47 pm    Post subject:

Bhaliar wrote:
I'm not trying to steal your idea. I like it but don't have enough rom for it, and can't download it. You said it was all in basic, well I am just wondering how you got the character to stop on the right wall?

3 step system for adding rom:
1: Decide you want Drifter
2: Have a Mem Clear
3: Place Drifter on Calc
Smile <jk>

I use matrices for collision detection in Drifter. PxlTest would have probably been better though...
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Bhaliar


Member


Joined: 16 Nov 2009
Posts: 221

Posted: 22 Nov 2009 08:13:21 pm    Post subject:

Haha. And could you use a list for the pixel test?
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ztrumpet


Active Member


Joined: 06 May 2009
Posts: 555

Posted: 22 Nov 2009 08:17:35 pm    Post subject:

No, we are refering to the pxlTest command. http://tibasicdev.wikidot.com/pxl-test
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Bhaliar


Member


Joined: 16 Nov 2009
Posts: 221

Posted: 22 Nov 2009 08:34:14 pm    Post subject:

I know what pixel test is. I was just wondering if you could have the coordinates its supposed to pixel test in a single list.

Actually, I just thunk. XD.

Could you have the pixel test activate when your player is moving in a direction, like if your player was coordinate X Y, and its going right, have it check X, Y+1?


Last edited by Guest on 22 Nov 2009 08:35:48 pm; edited 1 time in total
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Bhaliar


Member


Joined: 16 Nov 2009
Posts: 221

Posted: 22 Nov 2009 08:38:10 pm    Post subject:

Builderboy2005 wrote:
GloryMXE7 wrote:
Pxl-Test(


What an informative and thoroughly helpful post. That seems to have cleared everything up.

On a related note, the way you can use pxlTest is to have it test for on pixels in the direction you are traveling, if you set up your walls correctly, and you test for the right pixel, you can tell when you are about to hit a wall, and then alter the velocity as you need. Pixeltest is usefull because of how fast it is compared to all the other ways for checking for collision, and can speed up your game/program quite a bit.


Thanks. I didn't see your post at first, but that really clears it up. XD
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Bhaliar


Member


Joined: 16 Nov 2009
Posts: 221

Posted: 27 Nov 2009 05:48:42 pm    Post subject:

I actually made my own version. It uses a getkey loop for movement and tests pixel in the direction your moving. I have 2 levels done, and am making a third.
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ztrumpet


Active Member


Joined: 06 May 2009
Posts: 555

Posted: 27 Nov 2009 06:35:02 pm    Post subject:

Nice. The harder part would be making all the different pieces work. However, the hardest part was the level editor.
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Bhaliar


Member


Joined: 16 Nov 2009
Posts: 221

Posted: 02 Dec 2009 03:04:44 pm    Post subject:

Yeah I know the level editor problem. I have one which can turn on and off, but it might be confusing. I wanna make one where you have a line, and you can turn it and place it. I dunno.
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