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Upcoming TI-89 Games

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Re: Upcoming TI-89 Games
LordAsmodai  Account Info

I am currently working on a TI-89 version of Pokemon Gold/Silver. It will be an exact copy. However, I have one question: would people out there like the ability to breed one-of-a-kind pokemon like Celebi and Raikou? Please send your suggestions to NexusGames2001@aol.com

     17 April 2001, 22:07 GMT


Re: Re: Upcoming TI-89 Games
Shaun  Account Info

That would be awesome, as long it was in English and not French.:)
As to your question, YES!
I would love to have 2 Lugias, 2 ho-oh's, 2 celebi's, 2 mews, 2 mewtwos.
The list goes on...

     17 April 2001, 22:13 GMT


Re: Re: Re: Upcoming TI-89 Games
LordAsmodai  Account Info

I am English and not French. And thanks for your support. I plan on moving the No EGGs group into the Gender Unknown group (except baby pokemon). This means they can only breed with Ditto. Is that okay?

     17 April 2001, 22:18 GMT


Re: Re: Re: Re: Upcoming TI-89 Games
Shaun  Account Info

Yes, ditto, and magnemite also is an unknown gender. :)

     17 April 2001, 23:25 GMT

Zelda: Attack of the Amoeba --PAUSED--
Shaun  Account Info

Unfortunately, due to circumstances beyond my control, the Zelda game that I have been working on recently has been paused, I will still work on it, but another project has came to me, that is more important than my last one. I will be working as part of a team (doing the coding and storyline) on a new rpg (ff or zelda-like, it has not been decided). After the excellant program we will put out, I will refocus my energies on Zelda AOTA.
That is all for now, expect updates under this thread. :)

     18 April 2001, 18:40 GMT

Update!
Shaun  Account Info

Well, it will be a Zelda game. The plot has also been decided. Collision detection and maps are ok. We are working on items, weapons, enemies, and saving/loading routines. Remember, this WILL get done.:)

     20 April 2001, 18:34 GMT


Another Update!
Shaun  Account Info

Version 0.20 has been copleted. Yay! This is going pretty fast too, since both me and Alkher are working on it. I am now going to post the done/to be done just so everyone knows the progress amount, sort of. This is all straight out of the docs for the game:
"To be done:
$dungeons handling, ->Alpha (0.25 ?)
$all sprites with animations, ->Alpha (0.30 ?)
$IA (also = battle mode), ->Beta (0.60 ?)
$inventory, ->Beta (0.70 ?)
$Saves/Loads, ->Beta (0.80 ?)
$text font & display with many choices to speak with NPC (not only 2 choices),->Beta (0.90 ?)
$after that, quests handling and I think version 1.00 is reached.
For now:
Fixed bugs:
-Link facing up: layer effect.
-Link pushing animation.
-Link's animations slower.
-Fixed a bug which erased other game's static variables(the highscores)(I know about it only on my calc for this moment)
-Improved menu(slower).
-You can talk to people!
-Main Pushing Engine Done!"
The "people" are really enemies that say, "What a nice Day!" And some of the enemies you can push around. I am currently working on the AI, and Alkher is currently working on moving diagonally.
That is all for now.
(You are the Weakest Link, Goodbye!)

     23 April 2001, 16:23 GMT


Yet Another Update!
Shaun  Account Info

Ok, current version #0.23 _Extremely_ Special Edition.
Enemies chase you.
You can move diagonally.
Different Enemies say different things.
There are two attacks, PowerShield and the Blaster. The PowerShield flings away enemy"b"s (the kind that chase you). The Blaster simply zaps the enemy"b"s. Both attacks generate rupees.

     24 April 2001, 10:02 GMT


Re: Yet Another Update!
MasterVegand  Account Info
(Web Page)

wow, your getting a lot done! is this a team? is there a website for you guys? it sounds like a relaly good game, and please don't think i'm dissing you in any way, like you did last time :-p

     25 April 2001, 05:19 GMT


Re: Re: Yet Another Update!
Shaun  Account Info

Yeah, I am part of a team. There is me, I do programming/plot. There is someone else named Matt who also does plot and therefore dungeon generation. And one other person who just does programming, his name is Alkher. BTW, the current engine works at around 50fps, no joke.:)

     25 April 2001, 15:12 GMT


Guess What, IT'S AN UPDATE!!!
Shaun  Account Info

Yes, this is an EXTREMELY MAJOR series of updates. First of all, we have a zelda engine that I believe to be faster than Zelda89b (around 50 FPS!!!) Here's the stuff that is new.
Animated Tiles
new tiles: house, tree, rupees, and moles
moles will chase you, and even turn around to face you!
Any comments are welcome. BTW, you can also post if you want screenshots or a demo version. Unfortunately I cannot GUARANTEE that you will get them, but I will try my hardest if you ask.:)

     1 May 2001, 20:46 GMT

Part II In The Series
Shaun  Account Info

Right now Alkher is working on the AI and dungeon entrance stuff. I am working on enemies, the inventory, and npc's.

     2 May 2001, 14:05 GMT


Part III in the Series
Shaun  Account Info

Well, the push code got severely optimized, but it still has bugs. :( Alkher is supposedly getting closer and closer to map changes and dungeon entrances. The most recent extreme developer's version runs at 100 FPS!!!!!!!!!!!!!! Unfortunately, it will go down as we add characters, maps, and everything else. File size: OVER THIRTY KILOS!!!!

     7 May 2001, 20:18 GMT


Re: Part III in the Series
Jester323  Account Info

I WANT TO TRY THIS GAME!!!!! Please post screen shots or a beta version or something! It sounds promising!

     15 May 2001, 23:35 GMT

Re: Upcoming TI-89 Games
Jason Roelofs  Account Info

I am working on a rather large RPG written in C. It is called Labyrinth. I am at the beginning stages of the game, still working on the maps. If there is anything special you would like in the game, mention it and I will tell you what I think.

     24 April 2001, 19:36 GMT

Re: Re: Upcoming TI-89 Games
Shaun  Account Info

Oh my goodness! Someone other than me actually commented! Well, currently something that is not in many RPG's is secrets. Special stuff non-essential to beating the game. Now, why don't you tell me what you think of the RPG I am working on? It currently has everthing except that is in Zelda89beta and more, with the exception of save/load and multiple maps.

     24 April 2001, 21:00 GMT


Re: Re: Re: Upcoming TI-89 Games
Jason Roelofs  Account Info

That's interesting that you would mention secrets, as I was just talking to my friend about them. I will most likely put stuff like that in the game.

     25 April 2001, 19:34 GMT

Re: Re: Upcoming TI-89 Games
Nosnibor  Account Info

One thing I liked about Final Fantasy 7 and 8 (I haven't played 9 yet... I know I'm a sinner but I've been busy!) was the non-focus on constantly buying new weapons and armor. Of course, that was because you had other ways of enhancing your characters (and even though everyone dissed it, I thought the junction system was pretty cool). However, one bad thing about FF8 was that magic was really most useful for building your characters, not for casting...

I think that if someone could try to find a middle ground here, a system that would allow character enhancement without having to go buying a bunch of stuff, and also have more useful magic, that would be awesome! It would allow more focus on the gameplay and the story.

Don't get me wrong, I'm not trying to put all this on your shoulders! Nor am I saying that all my ideas are perfect. However, it's something that all us RPG programmers should think about... :)

Oh, and by the way, even if you had a big list of weapons and armor and stuff and you were planning on making it that way... I'm still looking forward to your game! :) I was just offering my opinion. :)

     1 May 2001, 15:38 GMT


I agree
Shaun  Account Info

You are very much correct. I am trying to do something of a middle ground in the Zelda game I am working on. Even though I have never played FF (please don't hackle me about that) I am pretty sure what you mean. (ticalc needs to make a seperate board called, Upcoming TI-89 RPG's) :)

     1 May 2001, 20:39 GMT


Re: I agree
Nosnibor  Account Info

The fact that you've never played Final Fantasy surprises me, but don't worry, I won't dis you about it! And I agree that we need a separate RPG board. :)

Since you haven't played FF8, let me give you a brief rundown of the junction system that everyone seemed to hate so much and I really don't understand why... You have these guardian forces (GF's) that you junction to your characters. This allows them to use special abilities, boost their attributes, and enhance your attributes with magic. For example, you can junction cure magic to your HP and your HP will increase. Or you can junction sleep magic to your attack, and when you hit enemies they will (sometimes) fall asleep! I think this is what most people disliked: magic is drawn from enemies (not learned with increasing level), and everyone can use magic if they have a GF junctioned to them. Also, you can summon a GF and it will attack your enemies for you!

A neat idea, but what can we come up with that's similar to this without the minor flaws in the magic system (and without ripping it off completely)? Maybe I should forget the whole rogue-like project and focus on this problem? Perhaps then, a few of us could work together to create...

THE ULTIMATE TI RPG! MWA, HA, HA, HA!!!

Ahem, sorry, I got a little carried away again! :)

     4 May 2001, 19:05 GMT


Labyrinth
James_Kilton  Account Info

An update on Labyrinth:

The maps are completed, except for NPCs.

A demo will be out as soon as possible.

This game will feature:

Weapon Proficiencies
Skill based magic system
Unique weapon generator
Reputation system
As open-ended as I can possibly make it with out destroying the fun aspect.

This is a very ambitious project I am undertaking, especially since this is the first program I have designed and will write in C.

Please post a message or e-mail me with suggestions if you have them.

James Kilton

     5 May 2001, 18:50 GMT

Re: Labyrinth
Shaun  Account Info

So, have you actually done all that, or just the maps?

     5 May 2001, 20:35 GMT

Re: Labyrinth
Nosnibor  Account Info

Reputation system eh? I like it! How exactly will it affect the gameplay?

The unique weapon generator sounds cool too!

I'm looking forward to the demo!

     7 May 2001, 20:20 GMT

Re: Labyrinth
James_Kilton  Account Info

I am redoing the world map right now. It turned out to be way too big for the screen size. This is as far as I have gotten with the game. Everything mentioned above is still on paper.

The reputation system, hopefully, will affect store prices and the willingness of npcs to relay information to you. You will be able to attack anybody, which is the main way to determine your reputation... for now.

     7 May 2001, 22:59 GMT


Re: Re: Labyrinth
Shaun  Account Info

So for instance, if you attacked the Mayor, you're reputation quality would go down right? Just wondering what would affect what. Poor mayor.

     8 May 2001, 00:04 GMT


Re: Reputation System
James_Kilton  Account Info

Yeah. If you are role-playing an evil character, your reputation will go down. There are special places around the world map where only low reputation characters are welcome. Everyone else will be attacked. Reputation will go up by role-playing a good character. (helping people, killing the people in the bad rep towns, etc.)

     9 May 2001, 19:37 GMT


Re: Re: Reputation System
Shaun  Account Info

So it is better to be a good guy, right?

     10 May 2001, 00:28 GMT


Re: Re: Re: Reputation System
Nosnibor  Account Info

Well, not necessarily... if I'm reading all this right it seems that this is going to be a very open-ended adventure, and I like that. Obviously there are advantages and disadvantages to being good or evil (or even neutral, if that's going to be incorporated). But a lot of games I know that let you be either good or evil actually follow the same story but you have different motives. Take Jedi Knight for example. Whether you stayed a good Jedi or became a dark Jedi, you still played through the same stages, but the cinemas and ending were different, and of course you got different powers.

I really think this whole reputation system is going to be great, something not used much that can add a new dimension to the standard RPG genre.

     10 May 2001, 18:22 GMT


Re: Re: Re: Re: Reputation System
James_Kilton  Account Info

You are very right. I am going to make this game as open-ended as I possibly can. Will post more when more info is available.

     10 May 2001, 20:19 GMT

Update
James_Kilton  Account Info

As more of the story line comes to me, the name of the game will change. I have been in Hawaii for the past week, so I have not gotten any programming done. Please come back periodically for updates.

     27 May 2001, 19:05 GMT


What do YOU want?
James_Kilton  Account Info

As mentioned before, my game will have a unique weapon,shield,armor generator. I haven't given the prefixes and suffixes much thought. Then I had a thought. I don't know what people will like. So, tell me what kind of unique weapons,shields,armor you want(diablo-esk please) and I will consider implementing into my game. Thank you.

     15 June 2001, 01:25 GMT


Update
James_Kilton  Account Info

Hello. Well, since school has now started, progress has pretty much stopped for the time being. I don't know if I will ever finish the game.

James Kilton

     20 September 2001, 03:27 GMT

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