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Game Ideas
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Post your ideas for new games here, or build on ideas posted by other visitors.
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Re: Game ideas
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TI-ROCKS
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I'm only a BASIC programmer, and I've gotten pretty far into the programming language. first, can anybody generate a few picture vars for me in their spare time? Thanx. Also, any ASM programmers out there, please tell me where to download TASM for the DOS! Thanx again!
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26 December 2003, 21:59 GMT
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Re: Game ideas
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Chivo
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You just have to change some sprites in the source. To do this, open the source and find where the sprites are stored (usually just several rows of ".db %xxxxxxxx" where "x" is a 0 or 1).
In sprites, a "0" means white and a "1" means black, so just draw out a black and white sprite in your chosen image editor of the same size as the original sprite. Convert it to 1's and 0's (either manually or using a program) and put it in place of the sprites.
In Wak-a-goomba, the sprites are 16x16 pixels in size, but each half (left and right) is stored as a separate sprite. You'll have to split your image in half and convert it to two sprites.
Once you've changed the sprites, just assemble it!
Afro Dance doesn't include the source, so it's a bit trickier to change the program. You could ask the author for the source, but if that doesn't work you could use a hex editor and play around with the binary. I suggest you learn about tools like dd, hexdump, and xxd, all which are typically found in most Unix systems.
You could try to create a PBM (Portable Bitmap) or even a BMP (Windows Bitmap) file out of the binary file, simply by adding a simple header (see the man page for pbm(5)) to the beginning of it, so you can view the file in an image viewer and find the exact location of the sprites that way. You could even just edit that image (make sure the bitmap header has the correct height so the editor saves every byte from the program), save it, and remove the header (using dd).
You can also use the "convert to bitmap and edit in an image editor then convert back to a program file" technique on Wak-a-goomba, but it's not necessary because the source is available.
Sorry if you don't understand all of that.
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21 February 2004, 19:47 GMT
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2 AWESOME Game ideas
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AzulFlame
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I have a couple ideas for games (hopefully for ti-83+).
One is a racing game where you pilot a little futuristic racecraft (kind of like jetskis) on the walls of a circular tunnel with no gravity, obstacles/barriers, AI (other ships), bonuses, boosting, checkpoints, attributes (armor, speed, acceleration) and complicated courses with curves in all directions. This game is modeled after Ballistica, which I saw once in a video arcade and haven't been able to locate since. If you want to see a very basic model of the layout, go to www.2flashgames.com and play Ghost.
The other is a greyscale BattleBots with AI, competitions (single or tournaments), money, and custom bots, like the PC game. (It might be easier to do a separate program for the modifier/customizer and the actual game and linked battles would be cool too.)
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29 February 2004, 22:57 GMT
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Re: Re: DrawArc function?????????????????????
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qbman
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This is in Basic, but it is relitively fast for large cicles and does not miss connect them.
start code
radius->R
Resolution->N
Startangle->S
Endangle->E
(E-S)/N->N
For(A, S, E-N, N)
Line(Rcos(A), Rsin(A), Rcos(A+N), Rsin(A+N))
End
end code
S must be less than E, or nothing will happen
The higher resolution (N) is, the slower, but better the circles(or arcs) will be. For small circles and arcs, use a small resolution to speed up the process.
Also, note which mode you are in, if you are in Degree mode, S and E mus be in degrees (-360 to 360, generally), but if you are in radian mode, use -2*pi to 2*pi.
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4 April 2004, 18:55 GMT
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