To be honest, I don't know. Probably just add some images (eye candy), etc...
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linkjt9 wrote:
I have a question, what should I put on a GitHub repo so people know about the game?
Source code?
The purpose of a GitHub repository is ideally to host source files and make contributing to projects easier (along with version control), not just general cloud storage. Though there really aren't any rules so I guess do what you want

Program source and a README so people know how to use your program (maybe a screenshot or two in that) is a good structure. Your current repository looks fine, though fleshing out the README with more information on using the program could be a good thing to do.
Ok, thanks, I’ll do the suggested changes kinda soon, as an update, the Lodibg screen is more optimized, and there is a very long intro cutscene. In the works right now is a hanger and achievements, along with making the repo more detailed and bug fixing. Edit: the pause screen is so much faster now, thank you StephenM
Ok, everything is almost ready for v1.1, protons work, they are two shot, the hanger is almost ready, everything looking good, Problems as of now:
Adding in the sprites for the next couple levels
Adding in functionality for the hanger
Adding in the sprites for the next couple levels
Adding in functionality for the hanger
In terms of sprites, I have created a tool to help with that if you want: https://github.com/StephenMortada/Plot-Sprite-Editor
I created the sprite already, the only problem is I am to lazy to copy and paste the sprite I made into the code.
Hi, just thought I would share some of the game images because I haven't actually shown any of what the game looks like.




I am rather curious as to how you draw fully filled shapes, since I have needed them on a few occasions.
On the drawing of shapes: for the entirety of the cockpit and background, it’s just the saved image, for the enemy starfighters I use point on with -10,10 x and -10,10 y dimensions
On the FPS: I use the recall pic function, so it’s a bit flickery, but it does run quite fast I’d have to actually calculate the FPS though.
On the FPS: I use the recall pic function, so it’s a bit flickery, but it does run quite fast I’d have to actually calculate the FPS though.
Ok, update on building the game, most things are being optimized and bug tested, and the game itself is almost done. I might have to add a bit extra to the story before realsing it, but besides that, the game is fully functioning. The source code is up on git hub now, most things are in the game, and the FPS is pretty stacked as well. The actual release of the game should come in about a week, so keep your eyes peeled. Might add some quality of life changes like changing the colors just to make it more playable but other than that, it is in this final form.

Ok, the game is ready in version, so check out the new release in the projects tab, it adds all of the promised updates and also makes it have a quicker run time. The update is officially out.
Yea, I actually came up with the version names based on the names of some jazz songs, Eye in the Sky by Allan parsons Project, and Sky High by Masaki Matsubara.
After having played my game a bunch, I realized it's missing something, side quests and skins, thus I am in the devlopment on a new version of TI-Wars including both. On top of that, A more complete tutorial and a more refurbished ending to the orgional campain. But the biggest development I've made so far, is cut down on the use of the Recall Pic Function and getting rid of one stored picture entirely, which boosts the speed of the program SOOO much, and also cuts down on the RAM usage.
Hey, here are some new and improved photos for the game of both the tutorial and the intro:
What's in the works next is the quest menu, which allows you to switch the campaign. Doing this will effectively make starting a new game, NOT a saved game, have the attributes of that campaign. Each Campagin will effectively act as a mini challenge, and while I plan to have some work based on the curret framework of TI-WARS (like you have less health or certain modifications/restrictions), I'm hoping to add some more games/missions. Some ideas include a matinece area or droid repair but Im thinking too far ahead. Anyway, Enjoy the rest of your day.




What's in the works next is the quest menu, which allows you to switch the campaign. Doing this will effectively make starting a new game, NOT a saved game, have the attributes of that campaign. Each Campagin will effectively act as a mini challenge, and while I plan to have some work based on the curret framework of TI-WARS (like you have less health or certain modifications/restrictions), I'm hoping to add some more games/missions. Some ideas include a matinece area or droid repair but Im thinking too far ahead. Anyway, Enjoy the rest of your day.

After some deep thought I’m planning to stop working on this project and am going to try to learn ice, I’ll update it to its final version, and I’ll fix it if there are any bugs, but the more time o spend on it, the more redundant it gets. Thus I think I’m going to try to learn ice to code a game like that or c, whatever is the better stepping stone
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