This is an archived, read-only copy of the United-TI subforum , including posts and topic from May 2003 to April 2012. If you would like to discuss any of the topics in this forum, you can visit Cemetech's TI-BASIC subforum. Some of these topics may also be directly-linked to active Cemetech topics. If you are a Cemetech member with a linked United-TI account, you can link United-TI topics here with your current Cemetech topics.

This forum is locked: you cannot post, reply to, or edit topics. TI-Basic => TI-BASIC
United-TI Archives -> TI-Basic
 
    » Goto page 1, 2, 3  Next
» View previous topic :: View next topic  
Author Message
dxfan101010


Member


Joined: 31 Mar 2008
Posts: 194

Posted: 20 May 2009 08:48:24 pm    Post subject:

I want to get lunar lander on my calc does any1 have a Basic version that is not very big
Back to top
cjgone
Aw3s0m3


Active Member


Joined: 24 May 2006
Posts: 693

Posted: 20 May 2009 09:57:07 pm    Post subject:

I can't see a basic version being fast enough.
Back to top
Weregoose
Authentic INTJ


Super Elite (Last Title)


Joined: 25 Nov 2004
Posts: 3976

Posted: 20 May 2009 10:19:22 pm    Post subject:

cjgone wrote:
I can't see a basic version being fast enough.
I beg to differ. Once the level—easily drawn—does get drawn, it's only a matter of adjusting fuel and velocity, testing a pixel, and then updating a sprite. Add to that the fact that lunar lander is usually a slow game, and you've got a fun little TI-Basic project to work on.

Last edited by Guest on 20 May 2009 10:19:34 pm; edited 1 time in total
Back to top
dxfan101010


Member


Joined: 31 Mar 2008
Posts: 194

Posted: 20 May 2009 10:42:44 pm    Post subject:

I am not all that great a programmer(and i absoulty suck at art!) so where should i start with this game

Last edited by Guest on 20 May 2009 10:52:26 pm; edited 1 time in total
Back to top
Galandros


Active Member


Joined: 29 Aug 2008
Posts: 565

Posted: 21 May 2009 03:11:24 am    Post subject:

Interesting... It is a very fun and easy to add to TI-BASIC.

I will come with something. Smile
EDIT: I returned from training and made the game. It still needs a lot of adds and is running smooth without some optimizations I know are possible (<-- lazzy) and much left to add. ^^

The ship suffers constantly acceleration of gravity. I used some physics... (x=x+v+1/2a^2) Gives the effect you already know in other games...

It has a bar for the fuel left. I think is better on the top? I can put on the side you prefer.

I am thinking in making cool levels with ships with different weights, sizes, different acceleration, ship consume, etc..
Levels will be stored in lists and every element will correspond to 2 or 4 pixels? Hit detection will be pxl test of course.

Finnaly I got a cool game to make. Thanks dxfan101010 Very Happy


Last edited by Guest on 21 May 2009 07:34:14 am; edited 1 time in total
Back to top
dxfan101010


Member


Joined: 31 Mar 2008
Posts: 194

Posted: 21 May 2009 08:22:52 am    Post subject:

yup> just post it here when you are done
Back to top
Galandros


Active Member


Joined: 29 Aug 2008
Posts: 565

Posted: 21 May 2009 09:37:28 am    Post subject:

For optimization and gameplay reasons, physics are a little dumb...

Now I am stuck in the level because I need to find a picture editor. Lists are too huge...
Still need a larger and nice ship.
Some more testing and a demo.

Then add support for multiple maps together.
Items to collect, I can see if they stick well into the game.
This is going to be stand alone BASIC, no libs... :]
Back to top
Eeems


Advanced Member


Joined: 25 Jan 2009
Posts: 277

Posted: 21 May 2009 02:37:57 pm    Post subject:

hasn't somebody already made lunar lander?
Back to top
dxfan101010


Member


Joined: 31 Mar 2008
Posts: 194

Posted: 21 May 2009 05:24:37 pm    Post subject:

On ticalc.org theres 1 in asm but my calcs link port is broken. and all of the basic ones arnt very good
Back to top
Eeems


Advanced Member


Joined: 25 Jan 2009
Posts: 277

Posted: 21 May 2009 05:33:41 pm    Post subject:

ah ok
Back to top
dxfan101010


Member


Joined: 31 Mar 2008
Posts: 194

Posted: 21 May 2009 08:12:12 pm    Post subject:

YUP. but Galandros' sounds like it will be pretty cool
Back to top
dxfan101010


Member


Joined: 31 Mar 2008
Posts: 194

Posted: 21 May 2009 11:11:34 pm    Post subject:

wenzi110 wrote:
<snip>


Ummmm????????????????????????? wth.


Last edited by Guest on 22 May 2009 12:19:28 am; edited 1 time in total
Back to top
Weregoose
Authentic INTJ


Super Elite (Last Title)


Joined: 25 Nov 2004
Posts: 3976

Posted: 22 May 2009 12:24:03 am    Post subject:

I deleted the spambot's post and revoked his posting privileges. Please use the button at the left next time to leave as little an aftermath as possible.

Last edited by Guest on 22 May 2009 12:27:30 am; edited 1 time in total
Back to top
Galandros


Active Member


Joined: 29 Aug 2008
Posts: 565

Posted: 22 May 2009 03:01:14 am    Post subject:

Sweet Demo!

For now you can't touch the borders of the screen. The landing pad is obvious... (the small hill)
You have to land slowly. Or crash! The fuel indicator is the line on the bottom. Don't worry too much because you have plenty for this mission.
The ship is not changed. It will be bigger... (somewhat, depends on speed of plot)

Just download the files. Send to calc and run LUNLAND.
EDIT: it preserves window settings. It is a good habbit.
I used Tilp (it is crashing more than usual...) if you have any problems I can use TI-Connect from other computer.
If someone likes to make maps, tell me. :biggrin:

You can try to edit LLLVL0. It contains level variables.
I will document here:
M=mass
W=game use (based on mass and is the difficulty to move the ship) (formula needs revision)
C= fuel
F= game use (copy of fuel used for the fuel bar)
G=gravity (it is small because the calculator screen has few resolution)
A=acceleration caused by gravity
U and V are Vx and Vy in the beginning (velocity)
(X,Y) are starting position
(H,L) to (D,E) are landing coordinates
Note: bottow left of the screen is (0,0). Also note because is BASIC some pixels are not used :(

EDIT: ups dxfan101010 you don't have link...
Here it goes:

Code:
:StoreGDB 0
:AxesOff
:ZStandard
:84→Xmin
:52→Ymin
:ZInteger
:prgmLLLVL0
:
:Line(0,0,94,0
:Repeat Ans
:Line(94C/F,0,94,0,0
:Line(X-2,Y,X+2,Y
:Line(X-2,Y-1,X+2,Y-1
:getKey→K
:If K=34 or 1≥abs(K-25
:Then
:C-10→C
:K-K(C<1→K
:End
:V-A+Wsum(DeltaListK={34,25→V
:U+.5Wsum(DeltaListK={24,26→U
:Line(X-2,Y,X+2,Y,0
:Line(X-2,Y-1,X+2,Y-1,0
:X+U→X
:Y+V→Y
:If X+2>94 or X-2<0 or Y-2<0 or Y>62
:Then
:1
:Else
:int(X→Z
:int(Y→θ
:pxl-Test(64-θ,Z) or pxl-Test(64-θ,Z) or pxl-Test(64-θ,Z) or pxl-Test(64-θ,Z
:If H<X and L>Y and D>X and E<Y and Ans and 2>abs(V
:Then
:2
:End
:End
:End
:If Ans=1
:Then
:Text(‾1,1,1,"CRASH
:Else
:Text(‾1,1,1,"SUCCESS
:End
:rand(20
:RecallGDB 0
:DelVar GDB0
:Output(1,1,"


Code:
:ClrDraw
:RecallPic 0
:100→M
:M/100→W
:1000→C
:Ans→F
:.5→G
:.5G→A
:0→U:0→V
:10→X
:62→Y
:63→H
:22→L
:81→D
:14→E


And possibly it has optimizations to do.

About the picture put this instead of :RecallPic 0:
For(X,0,10
Horizontal X
End
Line(56,11,91,11
Line(58,12,90,12
Line(60,13,84,13
Line(61,14,83,14
Line(62,15,82,15


Last edited by Guest on 22 May 2009 11:36:12 am; edited 1 time in total
Back to top
dxfan101010


Member


Joined: 31 Mar 2008
Posts: 194

Posted: 22 May 2009 08:20:08 am    Post subject:

Sorry about the spambot i use the report next time!!
i am putting it in to my calc right now: looks awsome plays pretty well but i agree the ship needs work and maby a little more gravity


Last edited by Guest on 22 May 2009 09:05:27 am; edited 1 time in total
Back to top
Galandros


Active Member


Joined: 29 Aug 2008
Posts: 565

Posted: 22 May 2009 11:29:45 am    Post subject:

dxfan101010 wrote:
Sorry about the spambot i use the report next time!!
i am putting it in to my calc right now: looks awsome plays pretty well but i agree the ship needs work and maby a little more gravity

Or a little more mass to be harder to move... It is question of playing a bit with variables. But because I don't do a difficult map and changed the ship, testing that is not worth...

It will be easy to add the other features. It is just a question of using my time on it.

dxfan it will be hard to send all the levels without linking... Even if I get a smart program to transform pictures into list with data of lines (vertical or horizontal) but the list will be somewhat large.


Last edited by Guest on 22 May 2009 11:30:24 am; edited 1 time in total
Back to top
dxfan101010


Member


Joined: 31 Mar 2008
Posts: 194

Posted: 22 May 2009 01:09:29 pm    Post subject:

Thats ok i dont need a lot of levels just a few is all the game relly needs
Back to top
Galandros


Active Member


Joined: 29 Aug 2008
Posts: 565

Posted: 23 May 2009 03:40:28 am    Post subject:

I changed the ship... It looks good now. After I show the ship if someone gets a better sprite would be good.

Optimized some things and added correct pixel test around the ship. I reduced flicker as much as possible (right before and after updating coordinates, the ship is erased and draw, respectively)
a pixelTest that throws domain error (and doesn't like fractions) Sad I fixed but doesn't let me do the program flow as I wanted. I will just have to repeat some code or look better to what I can do (doubt about this)... And sometimes ship crashes at 1 pixel of borders or walls (actually 0,5 pixels but because it is rounded, maybe subtract 0,1 could solve...)

The next step is maps changing. I got it thought.
I will put a score system based on fuel and tries left.
What you think about tries? The classic 3 is enough... I will add a hard mode with only the actual ship.
Possible items if it goes good are: fuel, 1 more try, points and a random nasty item (exchange keys, change gravity or mass temporarily) Maybe this items are pushing too much the speed...

Anyone has some wishes to add?
Back to top
ztrumpet


Active Member


Joined: 06 May 2009
Posts: 555

Posted: 23 May 2009 09:54:09 pm    Post subject:

On the pxltests you could use int( instead of round(.
Back to top
dxfan101010


Member


Joined: 31 Mar 2008
Posts: 194

Posted: 23 May 2009 10:03:40 pm    Post subject:

You could make The ship turn invisible? how are you going to pick up items? Will it be an extra key or just running over it. When do you plan on showing the ship?

Last edited by Guest on 23 May 2009 10:09:23 pm; edited 1 time in total
Back to top
Display posts from previous:   
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
    » Goto page 1, 2, 3  Next
» View previous topic :: View next topic  
Page 1 of 3 » All times are UTC - 5 Hours

 

Advertisement