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Messages - blahbadeedooda

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Development Showcase / Re: Knytt Stories 83+
« on: May 29, 2009, 00:43:36 »
Say, any way to get rid of the screen I'm playing when I quit instantly (I always get some part of it left behind for my graphing screen)

When I finish the game, I'm going to add a point in the program that deletes all the variables used by the game besides the savelists.  When that's implemented, I will also add a
Code: [Select]
real(0 function, which will clear the screen.

and also, is there any way to make it so that you can use the calculator's draw feature to draw your levels?

Just use the level editor and follow the tutorial to implement your own levels.  I'm sorry, but I don't think it's necessary to add a feature like that when the level editor I've already made works just fine.  Besides, you'd still have to copy the code for the tilemap into a program in order to put the screen in.  I agree that it would be nice, but it would take a lot of time and the tilemap code would take up an absolutely enormous amount of space.


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Development Showcase / Re: Knytt Stories 83+
« on: May 25, 2009, 18:25:08 »
The concept is amazing, but it takes up way to much space on my calculator...
try archiving everything but KS83, it unarchives them if they're not unarchived already.

Thanks, but I'm not stupid, I already did that.

what kind of calculator do you have?

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Development Showcase / Re: Knytt Stories 83+
« on: May 19, 2009, 01:36:02 »
for some reason the example doesn't work. i never see cut1 or ending  :huh:
and the water kills and respawns you in the same place=infinite loop :sad:
also had troubles with re-loading, after quitting, only half the time actually going to a save point

I fixed those, just haven't uploaded the update.

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Development Showcase / Re: Knytt Stories 83+
« on: May 16, 2009, 19:03:12 »
something i noticed is that when xLib isn't installed, it gives ERR:ARGUMENT (the real(3,5) call after storing Pic5 the first (i think) time.
I suggest adding a check for xLib at the beginning of the program:
Code: [Select]
real(11
83+Ans/2->A
A will equal 88.5 if no xLib, or 83, 83.5, 84, or 84.5 with xLib corresponding to the calculator model!

Yeah, I kinda forgot about that.  Sorry.  I'll put that in the code.

You know how to program TI-8x basic?  Cool.  If you have any ideas or want to help,  that'd be just fine.


Quote
EDIT: When Omnicalc is installed instead of xLib, it gives the error after a screwed-up title screen and picking items from the menu.

There's only one solution to this:  Don't install Omnicalc.

It says in my first post to install xLib, so there shouldn't have to be a check for it, but I suppose you're right.  I'll fix that.

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Development Showcase / Re: Knytt Stories 83+
« on: May 07, 2009, 14:44:54 »
this is great! I'm looking forward to playing this a whole lot! Now i have something to do in math class for half the period.

We should have a disclaimer saying "We do not endorse using our games to distract yourself from important things, such as school..." or the like. :O

I dont think the disclaimer would do any good..:P
anyway, I wish I had one of those calculators :sad:, It looks really cool. ;)



Thanks.  I worked hard on it. C)

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Development Showcase / Re: Knytt Stories 83+
« on: May 05, 2009, 22:38:03 »
This is incredibly cute! Aghh... need to work on my own port!!!  :oops:
Yes, please.  I'm really looking forward to its release.



I've figured out a way to have another layer, which means you can have blocks Juni can go through.  As soon as I have a chance to implement, test and perfect it (and modify the level editor to support the addition), I'll post an update.  I'm also thinking about including a sprite editor, which will make creating tilesets a lot easier. XD

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Development Showcase / Re: Knytt Stories 83+
« on: May 03, 2009, 16:18:46 »
Well no, in all honesty I haven't really tried- I messed about and it asked to type in a tile, so I assume each tile has an individual number? Or something like that... yeah, tutorial would be awesome. ;)

yeah.  I'm trying to make time to write it, but I've got WAY too much homework.

Tutorial is up.  See the top post.

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Development Showcase / Re: Knytt Stories 83+
« on: May 03, 2009, 00:28:13 »
Tried this out. Fricking awesome! :D Note to people using pindurTI: I recommend turning on Turbo mode (or whatever the the lightning symbol is called) during gameplay and off in the menus. I also find it incredible that you made a WORKING LEVEL EDITOR on a CALCULATOR. :whoa:

Two Three Thumbs Up! +65535! etc etc
Did you figure out how to make levels?

I mean, to implement them.

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Development Showcase / Re: Knytt Stories 83+
« on: May 02, 2009, 20:25:34 »
Unfortunately, I don't know how to code in assembly, and am forced to use the built-in basic language (which means it's slow as hell).
I believe it is possible to code for TI calculators in C, though I may be mistaken.
Not for TI 83+, I don't think.  I believe that's only for TI 89 and such.

I searched, and although I did not find an ANSI C compiler, I was able to find a Small-C compiler here :D




Thanks.  Now I just need to learn the language.

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Development Showcase / Re: Knytt Stories 83+
« on: May 01, 2009, 22:09:22 »
And Knytt Stories enters the exclusive list of games that have been ported to a calculator.  XD

This looks great, especially for such a doubtlessly limiting medium. I like Juni, you've managed to super-minimalise Nifflas's already minimalistic graphic style, and it Works.

Something about this though... it just makes me laugh for some reason   X)
Well, thank you very much.  The graphic design was really the best I could do, and I wish I could have done more, but it's nice to know that you appreciate it. :^^:
This looks veeeeeery nice. :) Wish I had a TI-whatever calculator. I'll probably download an emu once you release it.

 Even if you had an emulator, you'd need a rom from the calculator that you wanted to emulate.  I won't provide that. :/

If you can find a rom, however, use the emulator pindurTI.  It's the best one I have ever used, and it's how I got the screen shot (I have a TI-83+ and used the rom from that).

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Development Showcase / Re: Knytt Stories 83+
« on: May 01, 2009, 21:51:54 »
Unfortunately, I don't know how to code in assembly, and am forced to use the built-in basic language (which means it's slow as hell).
I believe it is possible to code for TI calculators in C, though I may be mistaken.
Not for TI 83+, I don't think.  I believe that's only for TI 89 and such.

Do you also have something like a download link?
Sorry.  I forgot to post one.  See the top post to download.

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Development Showcase / Re: Knytt Stories 83+
« on: April 30, 2009, 04:47:15 »
I also have created a level editor that supports custom tilesets.  The only problem is that in order to make your own levels, you have to have some knowledge of the language.

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Development Showcase / Knytt Stories 83+
« on: April 30, 2009, 04:32:46 »
For two days now, I have been working on a version of Knytt Stories for the Ti-83+ calculator.  Unfortunately, I don't know how to code in assembly, and am forced to use the built-in basic language (which means it's slow as hell).  However, I am utilizing an assembly library, so the graphics are nice.  I'll post some screenies as soon as the screencapture program starts working. I got it fixed.

Edit: It works best on a TI-83+SE/84+/84+SE.  If you have a TI-83+, you could find out how to overclock it and do that. :shifty:

Unzip the folder and send ALL the files to your calculator.  Go to the apps menu and select xLib.  press |1| and then press |3|.  run prgmKS83 to play.  when it gets to the screen where it says "GAME:", type in "EXMAPS".  I haven't made any other levels yet.  if you can figure out how to make your own, great, but if not, don't worry.  I'll post a tutorial soon.

The file will continually be updated as long as my parents grant me access to the computer, so...

Controls:
up: jump
left: run left
right: run right
down: activate shifts, saves, powerup stations, etc.


Custom tilesets are supported.  just make sure the width and height of the tile are multiples of two. a whole tile is 8 pixels by 8 pixels, so if you want smaller squares, you have to make tiles for each type.

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