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Calcwars Released
Posted by Michael on 25 May 2003, 15:17 GMT

Andy Hou has released a strategy game for the 92 Plus/Voyage 200, called Calcwars. Players build units, move them, attack the opponent's units, capture buildings, etc. A future version will have a calculator AI player available.

Update: The 89 version can now be downloaded.

 


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Re: Calcwars Released
Andy Hou  Account Info

Wow! Thanks for all the positive feedback on the game. I will release a 89 version of Calcwars as soon as possible, I'm guessing it will take about a week.

     25 May 2003, 22:57 GMT

Re: Re: Calcwars Released
Steven Ford  Account Info

thats cool. thanks

     26 May 2003, 18:45 GMT


Re: Re: Calcwars Released
Steven Ford  Account Info

can you make a 83+ version?

     26 May 2003, 18:47 GMT


Re: Re: Re: Calcwars Released
no_one_2000_  Account Info
(Web Page)

You port it, then. You do know that the ASM languages are completely different?

     26 May 2003, 22:49 GMT


Re: Re: Re: Re: Calcwars Released
Steven Ford  Account Info

yes I do. But it can be reprogramed

     27 May 2003, 03:14 GMT


Re: Re: Re: Re: Re: Calcwars Released
no_one_2000_  Account Info
(Web Page)

It would take a total re-write of the code... from scratch. Nobody wants to do that... LOL ASM code can take forever to write... a very simple program can easily contain over 100 lines.

     27 May 2003, 22:23 GMT


Re: Re: Re: Re: Re: Re: Calcwars Released
cloud867  Account Info

That's why I use C, too bad it's only available on 68k calcs.

By the way, you can program in C\C++\ASM on the GameBoy Advance...

     30 May 2003, 00:06 GMT

Re: Calcwars Released
acr34  Account Info
(Web Page)

I guess I'll release my latest project, inspired by this (and no longer afraid of not including an AI;))

     25 May 2003, 23:22 GMT

Re: Re: Calcwars Released
no_one_2000_  Account Info
(Web Page)

<curious>Are you going to tell us what that project is? :)</curious>

     26 May 2003, 22:53 GMT


Re: Re: Re: Calcwars Released
acr34  Account Info
(Web Page)

See recently added files, it's called Skirmish

     27 May 2003, 04:41 GMT

Re: Re: Re: Re: Calcwars Released
newrad Account Info
(Web Page)

you need to make it so you can use the D-Pad when you play the calc, using the numbers makes my wrists hurt

     27 May 2003, 04:54 GMT


Re: Re: Re: Re: Re: Calcwars Released
acr34  Account Info
(Web Page)

What's the D-pad? And for what do you use the numbers? The numbers are only used for resolving the ambiguous cavalry move, which will like never occur anyway.

     28 May 2003, 04:11 GMT


Re: Re: Re: Re: Re: Re: Calcwars Released
W Hibdon  Account Info

D-pad = direction buttons.

-Still wishing that I could have an 92+/V200, I am W-

     28 May 2003, 22:33 GMT


Re: Re: Re: Re: Calcwars Released
no_one_2000_  Account Info
(Web Page)

Sounds interesting... are you going to provide any screenshots soon?

     27 May 2003, 22:25 GMT


Re: Re: Re: Re: Re: Calcwars Released
acr34  Account Info
(Web Page)

Sure, I got 20 mins now.

     28 May 2003, 04:12 GMT


Re: Re: Re: Re: Re: Re: Calcwars Released
acr34  Account Info
(Web Page)

On second thought no.

     28 May 2003, 22:09 GMT


Re: Re: Calcwars Released
mindstorm23 Account Info

Say, maybe I should release my Tiberian Sun Beta for the 83, too. I started it like 21 months ago and then stopped when I was 85% done. Stupid memory limitations.

     28 May 2003, 23:35 GMT

Re: Calcwars Released
chemoautotroph Account Info
(Web Page)

89 version coming soon? If he coded it right, all a port would take is to add the right precompiler directive to the main file, if he coded it right.

     26 May 2003, 02:12 GMT

~
angelboy Account Info

But the screen is a lot smaller.

     26 May 2003, 02:30 GMT


Re: Re: Calcwars Released
W Hibdon  Account Info

I would not use "coded it right". The correct way to code it would be calc specific. Though a crertain way of coding it would allow it to be complied for the 89.

-E-

     26 May 2003, 02:39 GMT


Re: Re: Re: Calcwars Released
no_one_2000_  Account Info
(Web Page)

-E-? OMG...

You're right... the difference would be how many "blocks" of land would fit on the screen... yeah, it would actually be kind of hard. If I were to make a game that ran on both the TI-89 and 92+, I'd make the game for the TI-89's screen, and for the 92+ version, I'd just have a border around the bottom and right sides. Think that's a good idea?

     26 May 2003, 22:56 GMT

Re: Re: Re: Re: Calcwars Released
BlackThunder  Account Info
(Web Page)

No.
If you put a border around the bottom and right sides, It doesn't look good.
You should put it in the center, and have the border around all four sides, and maybe put game stats on the border in a larger font.

And in this game, I think you/him/they/the programmer should just make the "blocks" of land smaller.

     26 May 2003, 23:29 GMT


Re: Re: Re: Re: Re: Calcwars Released
no_one_2000_  Account Info
(Web Page)

That looks nicer, but it's sort of hard to do. That means every graphic-related command would have to be shifted... but if you made them as seperate files, it wouldn't be all that bad, I guess.

     27 May 2003, 22:27 GMT

Re: Re: Re: Re: Calcwars Released
newrad Account Info
(Web Page)

you could add extra stats and options that show up on the 92+s to fill up the space

     27 May 2003, 00:04 GMT


Re: Re: Re: Re: Re: Calcwars Released
no_one_2000_  Account Info
(Web Page)

That wouldn't be fair for the TI-89 people ;-)

     27 May 2003, 22:27 GMT


Re: Re: Re: Re: Re: Re: Calcwars Released
newrad Account Info
(Web Page)

then you could just make it so the 89 people have to access a menu to get those things instead of them being on screen

     27 May 2003, 22:45 GMT


Re: Re: Re: Re: Re: Re: Re: Calcwars Released
BlackThunder  Account Info
(Web Page)

Or just have stats in a larger font, like on BomberMaze68K or Platinum Edition (Of Phoenix).

     8 June 2003, 01:17 GMT


Re: Re: Re: Re: Calcwars Released
chemoautotroph Account Info
(Web Page)

TIGCC supports things that would make multi-calc support very easy with no code conversion, when drawing the blocks of land, you could to something like:

for (r=0; r=LCD_HIEGHT/blocksize; r++)
for (c=0; c=LCD_WIDTH/blocksize; c++)
{
//now draw the blocks
}

Of course this is just an example, but it shows that no program has to be one-platform specific, in the real world, coding like that is not looked upon favorly. If a big company like Microsoft made Internet Explorer without doing things to make second (and third, and fourth... etc) versions easy to create with completely different people working on the project, they'ld be in more trouble than they are now.

Doing things like that is what seperates computer scientists from the people who hack (the code hacking, not "cracking") in their basement by themselves.

     28 May 2003, 13:55 GMT


Re: Re: Re: Re: Re: Calcwars Released
no_one_2000_  Account Info
(Web Page)

Yeah... but I still think that it's easier to make seperate files... it might save a little space :)

     28 May 2003, 21:51 GMT


Re: Re: Re: Re: Re: Re: Calcwars Released
Michael O'Brien  Account Info
(Web Page)

It'll save space but be less convinent. You can have separate functions for the different screen sizes or use a form of calculator detection as he suggested. Personally it is easier to make one cross compatible file.

     28 May 2003, 22:08 GMT


Re: Re: Re: Re: Re: Re: Re: Calcwars Released
cloud867  Account Info

On calculators, memory usage is important, since it's limited, on other platforms (such as PC, consoles, GB's) it's not a problem, cause you have plenty of memory, so you concentrate on the other details...

     30 May 2003, 00:11 GMT

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