ticalc.org
Basics Archives Community Services Programming
Hardware Help About Search Your Account
   Home :: Programming :: Upcoming Programs :: Upcoming TI-86 Games
Upcoming TI-86 Games

Post updates on your projects here, or give other authors your feedback on their works in progress.

When posting about an upcoming program of yours, please include a link to any relevant information (screen shots, etc.) in the URL field.

To have an entry removed, please Contact Us.

  Reply to this item

Beta Testing for Eternal Slash
Omerome  Account Info
(Web Page)

I am just about finished Eternal Slash for the TI-86 and now I need 3 people to beta test it for me before I release it to the public. If you are interested, email me and I will send you the beta version. Also I have a question that will help if someone will answer it please.

Is there a faster way to use getKy statements other than this?

getKy->A
While A==0
getKy->A

     23 January 2000, 22:16 GMT


Re: Beta Testing for Eternal Slash
Gatorball7  Account Info

yes, this is how u do it
Lbl A
0
While Ans==0
getKy
End
If Ans==(whatever button)

it is not much faster but it is a little

     26 January 2000, 20:01 GMT


Re: Re: Beta Testing for Eternal Slash
Shalupy  Account Info

Thats a crappy way to do it... If you want it to check for any key this is the way:

Lbl A
If getky
Goto __

If a certain key do:

Lbl A
getky->z
If z==__
Goto B
Goto A

     21 May 2000, 05:44 GMT

Re: Upcoming TI-86 Games
Gatorball7  Account Info

I am making a game to clone the classic collectable card game called Magic: The Gathering. Right now i am making a beta version in basic but am going to finish it in assembly. I need help with the assembly programming so if anyone knows how to program that language good please e-mail me at Gatorball7@aol.com
also if someone could make some basic pictures for the back of cards, or even the front of them that would help too

Thanks

     26 January 2000, 20:04 GMT

Disk Drive - it is possible?
Ano72

After a few of us here made a few basic and ASM games for the 86, we noticed that our calc could not possibly hold all of these programs. So we tried to hook up a calc to some form of a disk drive (floppy, Zip, mini-disk, MP3 player, etc.). Before we even bother trying any more, has anybody successfully done somthing like this or is this idea impossible? We would love to know before we screw up something expensive.....

     8 February 2000, 05:40 GMT

Re: Disk Drive - it is possible?
Gatorball7  Account Info

Yea i think there is something called cbl or maybe cbr. Im not sure but i think that is something like what u r trying to make. I havent done anything like what u r about to try but i think it would be need if u were able to do it. So if u do please e-mail me. And if u need any help (i dont know how much help i would be) feel free to ask

     9 February 2000, 00:06 GMT

Re: Disk Drive - it is possible?
Levi Lansing  Account Info
(Web Page)

Try getting an expander II (if you can't build it youself, other people build and sell them) It's somewhere around $30 (last I checked) for 512K of memory. Look under Expanders in the hardware section here at ticalc.org, I know it's in there.

     16 February 2000, 02:46 GMT


Re: Disk Drive - it is possible?
Robert Mohr  Account Info

I've heard of an Expander, but you still have to carry the expander around--it doesn't go into the inside of the calculator. I have a laptop, so I wouldn't bother. If I didn't have my laptop, I'd rather buy a new calculator.

     8 March 2000, 23:44 GMT

Re: Upcoming TI-86 Games: Argon86
Patrick W  Account Info

I am currently programming a game called Argon. It is just like Galaxian except your ship is bigger and the game is better. Enemies may take up to 255 laser blasts of damage before dying, and your laser is energy-based (u use up energy. When you don't fire, you regenerate energy.)

The health of your ship is the SHIELD BAR (not working) and the CREW COUNTER. Should the crew go below 1 you die. You are a one-life guy.

Now, here is the problem. I NEED A COLLISION DETECTION CODE FOR DETECTING 8*8 SPRITE COLLISIONS WITH 16*16 SPRITE COLLISIONS!!!!!!!!

Right now you CAN kill enemies up to 255 hp each, but enemy bullets crash with my current bullet code. HE LLLLLLLLLLLLLLLLLLLLLLLLL LLLLLLLLLLLLLLLLLLLLLLLLL LLLLLLLLLLLLLLLLLLLLLLLLL LLLLLLLLLLLLLLLLLLLLLLLLL LLLLLLLLLLLLLLLLLLLLLLLLL LLLLLLLLLLLLLLLLLLLLLLLLL LLLLLLLLLLLLLLLLLLLLLLLLL LLLLLLLLLLLLLLLLLLLLLLLLL P!

     16 February 2000, 02:54 GMT


Re: Re: Upcoming TI-86 Games: Argon86
Ryan A.  Account Info
(Web Page)

No offense, but I don't think I would play a game that takes 255 laser hits to blow up a ship. I wouldn't want to sit there all day and press the 2nd key trying to blow up one ship. I would play a game that had a 100-150 hp ship hit, but 255 hp is just to much.

     19 February 2000, 03:25 GMT


Re: Re: Re: Upcoming TI-86 Games: Argon86
Patrick W  Account Info

Obviously, I'd put a 256-hp ship as the boss. It'd be too (easy) hard to beat even the first level. The () is for now; the enemies can't hurt you at all! I'm working on that now...

     28 February 2000, 02:31 GMT

Wizards
Ryan A.  Account Info
(Web Page)

I am making a game called Wizards.It is an empire ruling kind of game. You get Wizards, an army, territories, gold, and food. I need to make a map though for territories that is interactive. Whenever you capture a territory that corrasponding territory fills in showing your empire. I also need help in making a computer player to play against.

     18 February 2000, 01:56 GMT

Re: Upcoming TI-86 Games
SpadeIndustries  Account Info

Hi, I am the author of the programs for the GLENCOE/MERRILL ALGEBRA 2 books that included chapters 3 and 4. Sorry for not getting out any chapters after that, but my gades went to crap so I started working again. Anyway, now that I have a comfortable fallback area before I get a B, I can start programming again. I am now making a game that is an all around Casino. DON'T STOP READING!!!! I know there are a lot of those, and I realize what I have to do to make mine shine above all else. Expect an interface at least 90% graph screen, and at least five different casino games, and four save game files. this is just the beginning. The games include, and are not limited to:
5 card draw
7 card stud
Blackjack
Slots
Horse Racing*
*I am developing this game myself using the same principle that Carrace used, in that new stats are generated for each Car (in my case Horse) then the race is played out using those stats and a random factor to give it a random feeling. You'd be amazed. The code seems simple, but the result is very promising. I have yet to start on the 7 card stud program, and I would expect this game to take me another month to a month and one-half.

     24 February 2000, 03:48 GMT


Re: Re: Upcoming TI-86 Games
Ryan A.  Account Info
(Web Page)

I'm sorry, but a casino program isn't a casino program without craps. I love craps and I'm sure people would rather play craps then watch horses race.

     19 August 2000, 20:23 GMT

Who Wants To Be A Millionaire?
Robert Mohr  Account Info

I am currently working on Who Wants To Be A Millionaire? for TI-86 BASIC. I expect to have it out in 1-2 weeks. If anybody can convert this to ASM, contact me on AIM at rmohr02 or at rmohr02@hotmail.com. I'd be happy to help and hopefully learn ASM.

     5 March 2000, 22:54 GMT

Re: Upcoming TI-86 Games
givethe86achance  Account Info
(Web Page)

HI I am makeing a pokemon game but it will be grate i hope. check out thi pics.

     8 March 2000, 05:57 GMT

STac
Adam Thayer  Account Info

I have recently started work on a small (yet large) project that allows a player on a TI-86, or two players to form two fleets (of up to 10 ships of their choice) and just blast either other to bits. This project is text and turn based, but uses actual 3D math to accomplish a space-like feel. This is currently being written in BASIC, and takes up around 10k while not running, and about 15k when in the middle of a game that has fleets of 10 ships. The AI will be rather advanced for a TI (hopefully) due to some really simple but slow algorithms. I actually do hope to write this in ASM later, but comments are appreciated.

     11 April 2000, 00:26 GMT

Boxes by Tbyrd Software
TByrd Software  Account Info

I'm currently woking on a full screen, boxes game, (Where you take turns drawing lines and try to make boxes.) Someone told me that there was already one, but it was only 3 x 3 or so boxes big. Mine is 9 x 21 boxes, and will have an awesome AI. Should be out sometime this weekend. It is in BASIC right now, and I want to change it to ASM soon and add two player support over a link.

Also, has anyone thought about creating a program to interface with a calc on a serial link so you can play mulityplayer games over the internet? I'm a Visual Basic 6 programmer, and was thinking about trying to do this, but I would need some help. Your feedback is welcome.

Tbyrd

     14 April 2000, 05:25 GMT


Re: Boxes by TByrd Software (UPDATE)
TByrd Software  Account Info

The BASIC version of "BOXES by TByrd Software" will not be published because the AI is too complicated to run at a decent pace through BASIC (currently, the AI takes 2+ min. to make it's move). I have started learning ASM, and I am getting close to finishing the player move. No scheduled release date as of now.

TByrd

     17 April 2000, 18:54 GMT

A G E O F E M P I R E S 86
ryan ruert  Account Info
(Web Page)

Yet another great game from digital Edge. It will feature fast, asm, greyscale graphics and be taken largely from the PC. Visit our site, then cclick on TI-83 PROGRAMS. It will be there to download(beta)

     25 April 2000, 21:21 GMT

86 games from IanCorp, Int
Ian House  Account Info

IanCorp International is working around the clock to finish these quality TI-86 BASIC programs and deliver them to you, the general public:
BobLand
BobLand II: Adventures in Tapioca Town
BobLand III: The Quest for the Lost Slippers
BobLand IV: A Quarky Quest for Bob
Orbital Hell
Orbital Hell Multiplayer
IanBaseball 2001 featuring Frank Thomas
If you have any questions concerning these or other quality IanCorp products, please contact IanCorp at *macaddict79@hotmail.com*
Your opinion matters to us © 2000 IanCorp, Int.

     30 April 2000, 01:30 GMT


Re: 86 games from IanCorp, Int
Moogle Boogle  Account Info

Oh yeah, baby! That is so smashing! I can't wait until these come out! Do put them on soon, for my trigger fingers are getting itchy!

~Moogle6928

     1 May 2000, 01:12 GMT

1  2  3  4  5  6  7  8  9  10  11  12  13  

You can change the number of comments per page in Account Preferences.

  Copyright © 1996-2012, the ticalc.org project. All rights reserved. | Contact Us | Disclaimer