This is going to be a very intense game. Who needs a xbox if they have a Ti-89 Razz
CodertheBarbarian wrote:
Wow. That looks quite nice, especially the gray scale. I can't wait to see how this turns out!


Switchblade wrote:
This is going to be a very intense game. Who needs a xbox if they have a Ti-89.


Thanks CodertheBarbarian and Switchblade!! Btw... both very cool usernames. Cool


Another level completed. This one is called Figurit and is a puzzle level with lots of disappearing pieces. Don't get trapped by an inadvertent bomb collection.

Figurit was in included in the original Jumpman; and Figurit's Revenge was included in Jumpman Jr.



3 levels remaining. Very Happy
And another level... This one is called Jump--n-Run.

No enemies on this level; just simply finish as fast as you can. Watch out for those disappearing platforms. Plan your routes accordingly. Wink



2 Levels remaining! :w00t:

Btw... for those interested in what a Jumpman level looks like in C code:


Code:

   {
      "JUMP-N-RUN",
      {
         {  1, GAME_PIECE_Jumpman,     FLAG_VA,    19, 28,  SPECIAL_ABILITY_None},
         
         { 10, GAME_PIECE_Girder_Hor,  FLAG_VA,     0,  8,  6},
         { 11, GAME_PIECE_Girder_Down, FLAG_VA,     6,  9,  4},
         { 12, GAME_PIECE_Girder_Hor,  FLAG_VA,    10, 13,  2},
         { 13, GAME_PIECE_Girder_Up,   FLAG_VA,    12, 12,  4},
         { 14, GAME_PIECE_Girder_Hor,  FLAG_VA,    16,  8,  8},
         { 15, GAME_PIECE_Girder_Down, FLAG_VA,    24,  9,  4},
         { 16, GAME_PIECE_Girder_Hor,  FLAG_VA,    28, 13,  2},
         { 17, GAME_PIECE_Girder_Up,   FLAG_VA,    30, 12,  4},
         { 18, GAME_PIECE_Girder_Hor,  FLAG_VA,    34,  8,  6},
         
         { 20, GAME_PIECE_Girder_Hor,  FLAG_VA,     0, 28,  6},
         { 21, GAME_PIECE_Girder_Down, FLAG_VA,     6, 29,  4},
         { 22, GAME_PIECE_Girder_Hor,  FLAG_VA,    10, 33,  4},
         { 23, GAME_PIECE_Girder_Hor,  FLAG_VA,    17, 36,  6},
         { 24, GAME_PIECE_Girder_Hor,  FLAG_VA,    26, 33,  4},
         { 25, GAME_PIECE_Girder_Up,   FLAG_VA,    30, 32,  4},
         { 26, GAME_PIECE_Girder_Hor,  FLAG_VA,    34, 28,  6},
         
         { 30, GAME_PIECE_Girder_Hor,  FLAG_VA,     0, 52,  8},
         { 31, GAME_PIECE_Girder_Hor,  FLAG_VA,    32, 52,  8},
         
         { 40, GAME_PIECE_Girder_Hor,  FLAG_VA,     0, 70,  5},
         { 41, GAME_PIECE_Girder_Hor,  FLAG_VA,    10, 70, 20},
         { 42, GAME_PIECE_Girder_Hor,  FLAG_VA,    35, 70,  5},
         
         { 50, GAME_PIECE_Girder_Hor,  FLAG_VA,     0, 88, 40},
         
         { 60, GAME_PIECE_Rope_Down,   FLAG_VA,    10, 28, 12},
         { 61, GAME_PIECE_Rope_Down,   FLAG_VA,    28, 28, 12},
         
         { 70, GAME_PIECE_Rope_Up,     FLAG_VA,     0, 30,  5},
         { 71, GAME_PIECE_Rope_Up,     FLAG_VA,    12, 36,  8},
         { 72, GAME_PIECE_Rope_Up,     FLAG_VA,    26, 36,  8},
         { 73, GAME_PIECE_Rope_Up,     FLAG_VA,    38, 30,  5},
         
         { 80, GAME_PIECE_Ladder,      FLAG_VA,     0,  4,  6},
         { 81, GAME_PIECE_Ladder,      FLAG_VA,    38,  4,  6},
         
         { 82, GAME_PIECE_Ladder,      FLAG_VA,     0, 68,  5},
         { 83, GAME_PIECE_Ladder,      FLAG_VA,    38, 68,  5},
         
         { 84, GAME_PIECE_Ladder,      FLAG_VA,    19,  6,  4},
         { 85, GAME_PIECE_Ladder,      FLAG_VA,    19, 22,  1},
         { 86, GAME_PIECE_Ladder,      FLAG_VA,    19, 26,  1},
         { 87, GAME_PIECE_Ladder,      FLAG_VA,    19, 30,  5},
         { 88, GAME_PIECE_Ladder,      FLAG_VA,    19, 50,  2},
         { 89, GAME_PIECE_Ladder,      FLAG_VA,    19, 58,  3},
         
         { 90, GAME_PIECE_Ladder,      FLAG_VA,    16, 68,  5},         
         { 91, GAME_PIECE_Ladder,      FLAG_VA,    22, 68,  5},
         
         {100, GAME_PIECE_Bomb,        FLAG_VAS,   10,  9,120}, // execute script 120
         {101, GAME_PIECE_Bomb,        FLAG_VAS,   28,  9,121}, // execute script 121
         
         {102, GAME_PIECE_Bomb,        FLAG_VA,     3, 24,  0}, //
         {103, GAME_PIECE_Bomb,        FLAG_VAS,   10, 20,122}, // execute script 122
         {104, GAME_PIECE_Bomb,        FLAG_VAS,   28, 20,123}, // execute script 123
         {105, GAME_PIECE_Bomb,        FLAG_VA,    35, 24,  0}, //
         
         {106, GAME_PIECE_Bomb,        FLAG_VAS,    2, 42,124}, // execute script 124
         {107, GAME_PIECE_Bomb,        FLAG_VAS,   36, 42,125}, // execute script 125
         
         {108, GAME_PIECE_Bomb,        FLAG_VA,     3, 74,  0}, //
         {109, GAME_PIECE_Bomb,        FLAG_VAS,   10, 84,126}, // execute script 126
         {110, GAME_PIECE_Bomb,        FLAG_VAS,   19, 84,127}, // execute script 127
         {111, GAME_PIECE_Bomb,        FLAG_VAS,   28, 84,128}, // execute script 128
         {112, GAME_PIECE_Bomb,        FLAG_VA,    35, 74,  0}, //

         {120, GAME_PIECE_Script, FLAG_NONE, FLAG_NONE,  13,  0}, // make object 13 invisible
         {121, GAME_PIECE_Script, FLAG_NONE, FLAG_NONE,  15,  0}, // make object 15 invisible
         {122, GAME_PIECE_Script, FLAG_NONE, FLAG_NONE,  85,  0}, // make object 85 invisible
         {123, GAME_PIECE_Script, FLAG_NONE, FLAG_NONE,  86,  0}, // make object 86 invisible
         {124, GAME_PIECE_Script, FLAG_NONE, FLAG_NONE,  21,  0}, // make object 21 invisible
         {125, GAME_PIECE_Script, FLAG_NONE, FLAG_NONE,  25,  0}, // make object 25 invisible
         {126, GAME_PIECE_Script, FLAG_NONE, FLAG_NONE,  90,  0}, // make object 90 invisible
         {127, GAME_PIECE_Script, FLAG_NONE, FLAG_NONE,  88,  0}, // make object 88 invisible
         {128, GAME_PIECE_Script, FLAG_NONE, FLAG_NONE,  91,  0}, // make object 91 invisible

         {140, GAME_PIECE_Bullet, FLAG_VA, 0, 0, BULLET_ACTION_HorzAndVert},
         {141, GAME_PIECE_Bullet, FLAG_VA, 0, 0, BULLET_ACTION_HorzAndVert},
         {142, GAME_PIECE_Bullet, FLAG_VA, 0, 0, BULLET_ACTION_HorzAndVert},
         {143, GAME_PIECE_Bullet, FLAG_VA, 0, 0, BULLET_ACTION_HorzAndVert},
         
         { 0, 0, 0, 0, 0, 0}, // end of level marker
      },
      1500,13,0, // bonus start value = 1500, bombs required = 13
      0,0,0,0,
      false,
      false,
   },
The Roost...



1 level remaining. Cool
Are you thinking of making some kind of level editor (perhaps one for mac <3)? Looking at the code, it seems to me that all it would require is some kind of one-screen grid where you could place tiles, which the program then turns each tile into code, independently, and then lets the user compile it? Or perhaps (fancy) use some code to even (gasp) EXPORT AND COMPILE IT?!

Looks amazing, BTW
_iPhoenix_ wrote:
Are you thinking of making some kind of level editor (perhaps one for mac <3)? Looking at the code, it seems to me that all it would require is some kind of one-screen grid where you could place tiles, which the program then turns each tile into code, independently, and then lets the user compile it? Or perhaps (fancy) use some code to even (gasp) EXPORT AND COMPILE IT?!

Looks amazing, BTW


I have have been thinking about making a level editor. I have been running each one of your ideas through my head... they would all work.

Great ideas btw!! Cool
Thanks Cool

Also, what does this code mean at the end. I presume it is some kind of marker?


Code:
      0,0,0,0,
      false,
      false,
_iPhoenix_ wrote:
Thanks Cool

Also, what does this code mean at the end. I presume it is some kind of marker?


Code:
      0,0,0,0,
      false,
      false,



Code:

#define OBJECTS_PER_LEVEL_MAX 165

typedef struct
{
   char name[24]; // name of the level including the NULL
   OBJECT_Type object_list[OBJECTS_PER_LEVEL_MAX];
   int2 bonus_points;   // starting bonus points
   int1 collectable_required;  // collectables required to complete the level
   int1 wind_speed;   // speed of wind if applicable
   int1 toggle_bits;   // used for toggling platform visibilty
   int1 res1;   // reserved for future use
   int1 res2;   // reserved for future use
   int1 res3;   // reserved for future use
   bool wrap_mode;   // wrap around mode in x direction for certain levels
   bool final_level;  // final level marker
} LEVEL_Type;


sizeof(LEVEL_Type) = 1024 bytes.


edit: so the answer to your question is:

0,0,0,0, = no toggle bits, 3 reserve fields are always 0
false, false, = wrap mode off, not final level
The final level called Grand Puzzle III is complete.

Sorry... no screenies of this one. Wink
Ranman wrote:
The final level called Grand Puzzle III is complete.

Sorry... no screenies of this one. Wink


YAY YOU DID IT! Very Happy Congratulations!!!
But why is there no screenie? Shock
Battlesquid wrote:
Ranman wrote:
The final level called Grand Puzzle III is complete.

Sorry... no screenies of this one. Wink


YAY YOU DID IT! Very Happy Congratulations!!!
But why is there no screenie? Shock


Because it's the final level, dummy. Rolling Eyes He'd be spoiling it if he posted it.
Jumpman 89 v1.00 has been uploaded to Ticalc.org and Cemetech.
Great work, Ranman! I always love seeing Commodore/Amiga-era games cloned on TI calculators. I bet you'll be happy to have this completed Smile

I'll have to dig out my TI-89 for some Jumpman fun!
JamesV wrote:
Great work, Ranman! I always love seeing Commodore/Amiga-era games cloned on TI calculators. I bet you'll be happy to have this completed Smile

I'll have to dig out my TI-89 for some Jumpman fun!


Thanks so much JamesV. I can say the same to you... well done sir! Smile

------------------------------------------------------

Today I uploaded Jumpman 89 v1.01 to Ticalc and Cemetech. It contains a lot of optimizations suggested by Lionel Debroux and some minor corrections to the game engine.

Jumpman 89 v1.01
- added optimizations suggested by Lionel Debroux (thank you Lionel)
- corrected version string (V1.00 was released with the version string set to v0.95)
- corrected enemy collision detection (v1.00 was released with enemy collision detection unintentionally disabled)
- increased accuracy of bullet and collectable collision detection

I also uploaded the Jumpman Jr level pack that consists of 12 new levels.
Modify message
Today I uploaded Jumpman 92+ v1.02 to Ticalc.

Jumpman 92+ v1.02
- added support for TI-92+ and the V200 calculators


Also of note... I also uploaded Ultima V: Warriors of Destiny for the Ti-92+ and V200.
  
Register to Join the Conversation
Have your own thoughts to add to this or any other topic? Want to ask a question, offer a suggestion, share your own programs and projects, upload a file to the file archives, get help with calculator and computer programming, or simply chat with like-minded coders and tech and calculator enthusiasts via the site-wide AJAX SAX widget? Registration for a free Cemetech account only takes a minute.

» Go to Registration page
Page 6 of 6
» All times are UTC - 5 Hours
 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

 

Advertisement