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Upcoming TI-86 Games

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Re: Upcoming TI-86 Games
Max K.  Account Info

Well today is Wed. the last day of school for week(THANK GOD!!!).Ive been workin on a somewhat graphical game of druggruner its call drugwarz ver1 etc etc.The graphics follow the same type of line as like in Slayer but its a drugwars game i will work on over break and post wen I get back from VT all I really need to do is finish the buy guns feature have an ending and a title screen and get chased by cops. and maybe save game feature. if you think save feture is good then plz email me at me2k@cliffhanger.com or with any other comments

till next time MAX

     21 December 2000, 01:34 GMT

Re: Upcoming TI-86 Games
Scott Millner  Account Info

I am 14 years old, im the computer wizz and programmer at school, i am currently working on a StarTrek game and so far is it going well. I have made a Submarine game too that i will post soon.

StarTrek: it will consist of you fending off against the BORG!!!oooo.... and well it will take a small and not so great story line from there. if you want to help me or have any comments email me at scottmillner@hotmail.com

     7 February 2001, 21:48 GMT

Re: Upcoming TI-86 Games
Marcus McG  Account Info

I am making a Bingo-like game in basic. It uses about 2,500 bytes and isn't too slow. By the way, to the dude who wanted a card shuffler, I made one that takes about 10-15 seconds and is very small in space (less than seven lines of code). E-mail me if you want (or still care) and see if mines faster or what. And to that other dude who was making that boxes game, I'm gunna try it and the AI shouldn't be hard at all. If you have a certain number of lines already filled on the current box, it will find an empty one. If there are no more, it will find the box with the right number of lines so it will win. Sounds easy enough but algortihms are starting through my head so maybe it will be kinda extensive. I will attempt it though. Have no fear. Goodnight and goodbye.

     20 February 2001, 07:02 GMT


Re: Re: Upcoming TI-86 Games
Marcus McG  Account Info

HEY HEY HEY! I have got the 2-player part of my version of "Boxes" completed and the way it works has been altered to make AI possible. The pxtest wasn't such a good idea, so I made a matrix represent what was seen on the screen. Also, the number of boxes is 6x10, with a total of 60 boxes possible, 136 moves total, which is enough for a calc. game if you ask me. If you didn't already know, it is in basic and right now it is less than 1500 bytes. I'm on my way to victory... yea!

     23 February 2001, 04:26 GMT

Re: Upcoming TI-86 Games
Omerome  Account Info
(Web Page)

I am currently developing my second TI86 RPG, Eternal Slash II. I need ideas for the storyline and when it is almost completed, I need someone to beta test it for me. I will give you the credit you deserve if it is helpful to me.

     21 February 2001, 18:11 GMT


Re: Re: Upcoming TI-86 Games
andy smaligo  Account Info

Just wanted to let anyone now I am making a Nibles game for the 86 in ASM. It will feature 3 speeds, 3 difficultys, and fully graphical menus and more. The only problem is I have it all done except making it erase the tail, and making it put down the apples and it is already almost 5k. If anyone could help with this I would be very grateful.

     3 March 2001, 14:53 GMT

Re: Upcoming TI-86 Games
Marcus McG  Account Info

OK, I know there are a lot of RPG's out there, but I am now making one for the 86 using screen side-scrolling and the graph screen. Cool stuff so far, and I have the battle "arena" already mostly done for a small testing phase. It has the stats with a health bar and pics will be added later. The health bar I believe is a new one, so there. When I am done, it should be pretty cool. If you have an idea but you don't feel like spending days and days making it into a cool game, e-mail me and i'll consider it, giving you due credit of course.

     8 March 2001, 05:59 GMT


Re: Re: Upcoming TI-86 Games
Marcus McG  Account Info

Well, now that I have leanred some ASM, I will never program any serious game in basic again. This game should be expected in ASM some time in the future, as I still have a lot to learn and levels to make, ect.
And hey, why does everybody want to make the gameboy version of Zelda into an ASM game? The oooooollllllddddd Nintendo version was THE COOLEST game EVER!! I spent like 8+ hours a day playing that game until I got a computer that was worth a darn and later a programmable calculator. Anyway, I might just try to make a my RPG similar to that OLDSKULE Zelda.

     31 March 2001, 21:16 GMT


Re: Re: Re: Upcoming TI-86 Games
Marcus McG  Account Info

My first game in ASM will probabl be the RPG that I am working on now. I hope to have greyscale, HUGE world map, and other cool stuff. Games of this sort are hard to make and require extensive work, so I might not be done till I get solid days and weeks to program, such as maybe this Summer. Anyway, all you Zelda lovers should like this, as I'm heavily influenced by that Masterpiece. Anyway, yeah there you go.

     2 April 2001, 03:10 GMT

Re: Upcoming TI-86 Games
Chris Goss  Account Info

Ha-ha, best game is commin out. I am making a Dragon Ball Z tournament fighting game.
You have the capability of being Vegeta, Goku, Trunks or Piccalo. Its two-player or tagteam. All the characters have different but balanced satistics. It has alot of skill because of the power-up moves such as Keo-Ken and Ultra Sayain.
Everyone has punch and kick. Goku has Kemehameha, Keo-Ken and transport. Vegeta has Final blast, Rapid fire and Big bang. Trunks has Final blast and Ultra Sayain. Piccalo has Special beam cannon and Rapid fire.
You'll be astounded when this game (with about 40 pics) comes out. The realisity is envigorating (I like using big words). I'll try to get it on the web by May 2001. I'll keep u updated!

     3 April 2001, 01:05 GMT


Re: Re: Upcoming TI-86 Games
JAiL  Account Info

Isn't 40 pics an awful lot? That would take considerable chunk of memory. Depending on how big the actual program is, the total size could be around 50k, alot for a poor little calc to handle.

     4 April 2001, 23:36 GMT

Re: Re: Re: Upcoming TI-86 Games
Chris Goss  Account Info

Well, you gotta point. But a game this good can have the drawback of using half the TI-86's memory. After all, with a comp link you can store all the games you want.

     7 April 2001, 22:00 GMT


Re: Re: Re: Re: Upcoming TI-86 Games
Marcus McG  Account Info

Hey, I got an idea, why don't you just program this game in ASM and not have to worry about size of pics, I mean gee. Plus, speed is always good when making a game. ASM is perfect for games, and Basic is poo for making fast, cool, graphical games anyway. If ya wanna make a cool game, take my advice, LEARN ASM!

     8 April 2001, 07:21 GMT


Re: Re: Re: Re: Re: Upcoming TI-86 Games
JAiL  Account Info

1)how do you do ASM in the back of math class?
2)you don't need blazingly fast games with amazing greyscale graphics to have fun. Storyline,gameplay,and originality are much more important.
4)if you do need speed why are playing games on a calc?

     26 April 2001, 19:19 GMT


Re: Re: Re: Re: Re: Re: Upcoming TI-86 Games
Marcus McG  Account Info

1. You program ASM in the back of math class by doing what i've been doing for 2 years: WRITE IT DOWN ON PAPER first. This may sound primative, but it helps you visualize the code and see exactly what's going on and how to make it better.
2. I agree that the storyline and all that are important, but who wants to play a game that is slow and has poor graphics? Why don't you understand that plot + graphics and speed = great game. Storyline + terrible speed + text based = not so great game.
4. (3?) Programming for the computer of whatnot is nice and all but there are sooo many great games that anything you spend less than 5 years on won't even compare. The calculator needs great games so that people in school can have something to do when they are bored. Speedy, graphical games are the way to go, but they do have to have the structure that makes them as user-freindly as basic games. I think that BASIC and ASM programmers should get together to make a truly awesome game. The BASIC ones have a lot of ideas, and ASM can make it happen with the speed and graphics BASIC programmers wish they had.

     29 April 2001, 00:01 GMT


Re: Re: Re: Upcoming TI-86 Games
Marcus McG  Account Info

If you have to do this game in BASIC, then maybe you should get an ASM programmer to do the pics in ASM and use compression to make them much more calc-friendly. I think that you can make them like up to 40-60% smaller doing this, just making each picture an ASM program. It would be at least 20% smaller space...
Just a suggestion.

     29 April 2001, 00:08 GMT


Assembly programing
Ben Hartley  Account Info

I have been programing basic for 4 years now and have got pretty good, however my games are alwase slow and big. I would like to learn ASM but dont know where to start. Any suggestions would be helpfull.
Also is difficult to learn?

     4 February 2003, 23:19 GMT

Re: Upcoming TI-86 Games
Patrick Miller  Account Info
(Web Page)

I have started makeing a new FF 8 game for The TI 86 It is programed in basic so it going to be big I have put a demo movie of it and it should be in the site soon it will be out by August and its called FF 8 the calling still unknow what the game will look like but if any body wants to give me ideas on it do so at comic11111@webtv.net

Patick Miller

     11 April 2001, 22:37 GMT


Re: Re: Upcoming TI-86 Games
Patrick Miller  Account Info
(Web Page)

I ran into a promble so it will be in ASM but it will take me longer to make sorry

-Patrick Miller

     29 May 2001, 06:41 GMT

GK2
Joseph Dyer  Account Info
(Web Page)

hey what's up just wanted to let y'all know that the little BASIC game i created called Ghetto Kills 2 should be up soon. In it, you're a brotha with a penchant for capping whitey. it's in BASIC, so it's very randomized, but it's fun and very addictive especially if whitey caps you and you lose. When it goes up, be sure to download it. Peace out.

     13 April 2001, 23:23 GMT

problem in programming in BASIC for 86
bob bingerman
(Web Page)

hello everybody. I am a newbie at TI-BASIC programming for the 86, and I need some help on coding. I am working on a galaxian type game in basic, but the movement for my ship isn't working. I was wondering if u guys could check it out and give me a hand. Thanx!
:0->Min:123->xMax
:0->Min:57->Max
:20->x:20->y
:ClDrw
:ClLCD
:AxesOff
:Lbl A
:getKy
:Text(y,x,""
:x+(Ans==26)-(Ans==24)üx
:y+(Ans==25)-(Ans==34)üy
:If Ans==22
:Then
:Text(y,x,""
:Stop
:End
:Goto B
:End
:Lbl B
:If x<0:50->x
:If x>50:0->x
:If y<0:50->y
:If y>50:0->y
:Text(y,x,"^"
:DispG
:Goto A

     23 April 2001, 03:11 GMT

Re: problem in programming in BASIC for 86
Marcus McG  Account Info




:0->xMin:126->xMax ;this should be 0->xMin:126->xMax
:0->Min:62->Max ;this should be 0->yMin:62->yMax
:20->x:20->y ;this starts you out in the upper-
;left corner of the screen? Is
;this what you want?
:ClDrw
:ClLCD
:AxesOff
:Lbl A
:getKy
:Text(y,x," " ;you need three spaces because each
;space will clear one pixel wide
;of the "ship"
:x+(Ans==26)-(Ans==24)->x
:y+(Ans==25)-(Ans==34)->y
:If Ans==22
:Then
:Text(y,x," " ;same as above
:Stop
:End ;you don't need the whole thing about Lbl B
:If x<0:50->x ;These only seem to scroll the "ship"
:If x>50:0->x ;after 50 pixels, which isn't even half
:If y<0:50->y ;of the screen. You may want to change
:If y>50:0->y ;this.
:Text(y,x,"^ ;DispG is unneeded because Text(
;automatically displays it for you.
:Goto A

     25 April 2001, 03:08 GMT

Re: problem in programming in BASIC for 86
Marcus McG  Account Info

This program sounds fun and all, but I can see your problem. First, you prbably couldn't figure out why a little trail of dots followed your "ship". The answer is in the variable-width font, or the characters the graph screen uses. You'll notice that each letter or number or whatever on the home screen is exactly 6 pixels wide, including the 1-pixel space. On the graph screen, some characters are wider than others, and a space is only 1 pixel wide. When using the carat (^), you'll need three spaces to clear it. Below is what I did to get it to work on my calculator. The semicolons just tell you why I did what I did and have nothing to do with the code itself. There may be a better way to do what you are trying to do, but what I put down works and maybe you could use it to see what you are having trouble with.


:0->xMin:126->xMax ;this should be 0->xMin:126->xMax
:0->Min:62->Max ;this should be 0->yMin:62->yMax
:20->x:20->y ;this starts you out in the upper-
;left corner of the screen? Is
;this what you want?
:ClDrw
:ClLCD
:AxesOff
:Lbl A
:Text(y,x,"^" ;this displays the ship in the begining
:getKy->A ;I would use this because it allows you
:While A==0 ;to disregard when getky==0
:getky->A
:End
:Text(y,x," " ;you need three spaces because each
;space will clear one pixel wide
;of the "ship"
:x+(Ans==26)-(Ans==24)->x
:y+(Ans==34)-(Ans==25)->y ;you had this backwards
:If A==22
:Then
:Text(y,x," " ;same as above
:Stop
:End ;you don't need the whole thing about Lbl B
:If x<0:50->x ;These only seem to scroll the "ship"
:If x>50:0->x ;after 50 pixels, which isn't even half
:If y<0:50->y ;of the screen. You may want to change
:If y>50:0->y ;this.
:Text(y,x,"^ ;DispG is unneeded because Text(
;automatically displays it for you.
:Goto A

I hope that you can see what's going on here and if you can't, then email me and i'll help you some more. By the way, I am now into ASM and my Basic may be a little rusty.
P.S. I think this may have been the second time I sent this, because the Tab key doesn't enter an indent like im used to. If it is the second, please disregard the last one.

     25 April 2001, 03:25 GMT


Re: problem in programming in BASIC for 86
JAiL  Account Info

Try to avoid using goto lbl statments at all cost. They will slow you down alot. Instead try using a loop.
example:

While 1
(insert code here)
End

this will repeat forever(or until it meets a stop)

     26 April 2001, 19:32 GMT


Re: Re: problem in programming in BASIC for 86
Marcus McG  Account Info

That's right. HEY! I had my last post all pretty but it got messed up when it posted. Anyway, I have an even better idea, why don't you program this game in assembly? OH YEAH, it has already been done.

     26 April 2001, 22:03 GMT


Re: Re: Re: problem in programming in BASIC for 86
JAiL  Account Info

Maybe I'm wierd or something but what is wrong with basic? If you need top of the line graphics and lighting fast speed why are on a calc? Go get a gameboy if that is what you are looking for, or better yet play on the very computer you are staring at. Don't get me wrong, ASM is a very nice thing to learn, but basic is seriously underestimated in what it can do.

     26 April 2001, 23:17 GMT

Re: Re: Re: Re: problem in programming in BASIC for 86
JAiL  Account Info

To prove my point checkout my totaly awesome sidescroller "Dark Wolf"(I am working very hard to finish it soon). Anyway, it will feature B&W graphics but they will be very smooth. It will have alot of levels and many types of enemys. I may even add a level editor so you aren't limited to just my levels(if i can get around to it without failing math). Anyway, after you see my game, you may be amazed how badly you underestimated basic.

     26 April 2001, 23:39 GMT

Re: Re: Re: Re: Re: problem in programming in BASIC for 86
Carl Grigsby  Account Info

I have to agree with Marcus on that assembly is much more powerful than basic. Assembly can do so much more, so much faster, while taking so much less space. However, I also agree with JAiL that basic is underestimated. Alot of fun games have been made for basic. Though I doubt his game Dark Wolf will even compare to most assembly games, I look forward to seeing it out.

     27 April 2001, 16:42 GMT


Re: Re: Re: Re: Re: problem in programming in BASIC for 86
JAiL  Account Info

If anyone really cares to know, Dark Wolf is almost finished. I am working out a few minor bugs and then will test it with a few of my friends. I expect to upload it to ticalc.org in just a week or so (maybe less).

     1 May 2001, 18:22 GMT


Re: Re: Re: Re: problem in programming in BASIC for 86
Marcus McG  Account Info

Don't get my intentions wrong here, I was just saying that Assembly is a lot cooler than basic. I programmed in basic for like 2 years before I finally got around to learing ASM. The other funny thing is that I very rarely actually PLAY games on my calculator. The most hilarious thing is that learning ASM raised my grades in school because I can't program without my computer. And if I wanted to program on the computer, I would. The thing is that if I want to program, why would I do it in BASIC when it's like 50000 times slower, has 1/10 the programming power, and can't even draw sprites or make a call? My point is that the graphics and speed required for most games can only be had through assembly.

     27 April 2001, 22:03 GMT

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