Through weeks of coding, testing, and debugging, anticipation has been building for a new frontier in the world of TI-84+ TI-BASIC games... but it's out now!

This Halloween, sit down and enjoy WALLHOPR. The objective is simple: BOUNCE your way to freedom, but don't take too long; each level has an EXACT number of bounces to complete!
Use the arrow keys and enter to progress through the game, but don't blame me when you break your calculator in a fit of level-17-induced rage. Position the ball, press enter, take aim, and BOUNCE!
With 18 levels, you'll be scratching your head trying to plan your ball's path for a while. This game boasts a state-of-the-art level decoding system to save time and space, all for your own enjoyment, of course.
A tamper-proof save file system is another characteristic of WALLHOPR. Try as you might, you cannot and WILL NOT cheat. The game will know, and you will be punished...

So DOWNLOAD this game and PLAY it! You absolutely, positively shall not regret.





http://ceme.tech/DL2757
Um, are you sure the file has went into the archives yet?

Looks great!
It'll win a POTM definitely if it weren't for the minecraft clone.

Game idea nice, might be a bit hard for new players.
Thumbs up on this one!
It's waiting to be approved. I figured I'd post the link now so I don't have to go back and edit it later.
This is a puzzle game where the player positions a ball and chooses one of four directions to send it. The ball will then move deterministically until it encounters a wall where it may reflect its velocity perfectly. Each puzzle also contains 1 invisible wall or exit which is the last wall the ball must touch. With these controls and mechanics the player must reflect the ball a specific number of times before the ball touches the invisible goal wall. If the ball touches the exit prematurely or exceeds the allotted reflections, it is reset to a random position where the player can control it again and retry the puzzle. Corners reflect at a cost of 2. Some puzzles confine ball motion to a rectangular area within the whole puzzle which reduces the complexity of brute forcing the puzzle. From the game I mainly learned how to bounce a ball into an exit and work backwards, slowly adding reflections until I had an exact amount. Some of the 3 star difficulty puzzles have multiple approaches so occasionally I had to discard my work and approach the exit in a different way.


I beat every level. This game is a lot of fun for about 30 minutes to complete and unlock all 18 puzzles. After that, the player can retry any of the 18 puzzles. No bugs were encountered during gameplay. I am unsure who exactly is receiving credits, I just see a first and last name: maybe an email address or link to this website should be added. Additionally it was irritating to wait for some puzzles to fail to complete because they contain a high number of reflections and there is no way to cancel an attempt.
How did you get the game before it has been approved? :O
I sent him a download link privately. The rest of you have to wait Wink
This looks like a good gameplay mechanic that could be challenging too. I especially like the little arrow for selecting the direction, that is a nice touch.
Very nice, does it run that fast on real hardware?
Of course it does. I test all my games on a real TI-84+. But it's a school calculator, so don't tell anyone...
Are you gonna share the source? the collision seems useful

[bold] Edit [/bold] didnt realize it was a basic game, very impressive speed , good work
There's a download link at the bottom of the post: http://ceme.tech/DL2757
Here's the ball physics code, for anyone interested:

Code:

0->E
Repeat E or H<0
   Pt-Off(X,Z,2)
   X+V->X
   Z+W->Z
   Pt-On(X,Ans,2)
   X=3 or X=91 or Ans=9 or Ans=51->E
   pxl-Test(62-Z,X+V)->R
   pxl-Test(62-Z-W,X)->T
   pxl-Test(62-Z-W,X+V)((R+Ans)=0)->C
   If R or Ans
      ~V->V
   If T or C
      ~W->W
   H-R-T-C->H
   Text(~1,2,82,max(0,Ans)," ")
End
Don't have easy access to my 84+ anymore (Little brothers are using it for high school), so I tried it out on my 84+ CE. The game responds to CEPORT CE surprisingly well... well, except for the collisions since they seem to be pixel based instead of point based, making only level 1 seemingly playable, with level 2 and later bugging out... Doesn't seem like it would be too hard to get working properly on CE with a bit of time in CEmu, any plans for a CSE/CE port?
No, I don't have any plans for a CSE/CE port. All of my games are and will be for the TI-83/84+ only.
  
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