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Everything posted by InfernalKeith
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Insomnia-cleaning the basement and garage at 3am. About to fire up the Vic-20 and take a Gridrunner break!
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Demolish - v1.1 release w/bug (can you help find it?)
InfernalKeith replied to InfernalKeith's topic in TI-99/4A Development
One more game before bed, I said. -
Demolish - v1.1 release w/bug (can you help find it?)
InfernalKeith replied to InfernalKeith's topic in TI-99/4A Development
I want to learn to convert some of these BASIC games to the Vic-20, C64, and a couple other platforms as well, while learning assembly. Too much to discover, not enough time... -
Demolish - v1.1 release w/bug (can you help find it?)
InfernalKeith replied to InfernalKeith's topic in TI-99/4A Development
I will try the arrow keys instead, but I like having the C right by the ESDX cluster. It may be that I've just gotten used to it, of course. The only issue with automatic collapsing is that it removes an element of autonomy and strategy in this game. You might see a group of six tiles, but leaving one in place will keep a cluster of tiles above intact. Or, more likely, you may miss one of them, see it as the others are collapsing, and be angry. Compiling has definitely changed how I look at things. It's given me incentive to finally move on and tackle assembly, though I want to finish off some of these other projects first. Hopefully by year's end I'll have some more new games out and I can devote some time to "growing up" into more powerful languages. -
Demolish - v1.1 release w/bug (can you help find it?)
InfernalKeith replied to InfernalKeith's topic in TI-99/4A Development
Holy crap, just got 1030. I think I've played enough that I've hit that weird zen place with the game. This is probably unhealthy. -
Demolish - v1.1 release w/bug (can you help find it?)
InfernalKeith replied to InfernalKeith's topic in TI-99/4A Development
I don't think I'll ever be able to do this again. I lucked into a few big formations and then I just had some speed going and I got a lot of 4- and 5-tile combos. -
Demolish - v1.1 release w/bug (can you help find it?)
InfernalKeith replied to InfernalKeith's topic in TI-99/4A Development
Good suggestions, thank you. I think I'm still so blown away by the speed of compiled BASIC that I got excited and wanted to just put the game out as-is. It could use a little fine-tuning. I'm not gonna spend a ton of time on it, as I'm eager to get into my next project, but I will do another round of testing and tweaking on the key response speed. The hollow cursor is a great idea. I'm gonna try that. I might also change the yellow out for another color, because (for me at least) that's the color where the cursor is hardest to differentiate. Thanks for the feedback! I'm glad y'all like the game, I've found it sort of addictive over the last couple days. Usually by the time I'm done debugging something, I don't want to ever play it again. -
Demolish - v1.1 release w/bug (can you help find it?)
InfernalKeith replied to InfernalKeith's topic in TI-99/4A Development
The key is to look for bigger chunks to take out. If you can clear 9 in one swoop, that's 81 points right there. I tend to get focused on one area, trying to clear the whole thing, and then I look up and realize the timer's down to 6. I'm still good on memory so maybe I'll add a "no timer" option to exercise our OCD nature and just clear as much of the board as possible. -
Demolish - v1.1 release w/bug (can you help find it?)
InfernalKeith replied to InfernalKeith's topic in TI-99/4A Development
Yes, just load it in with Extended BASIC and you're ready to go. -
Demolish - v1.1 release w/bug (can you help find it?)
InfernalKeith replied to InfernalKeith's topic in TI-99/4A Development
After some plays this evening, my high score is 582. If anyone beats it, let me know. EDIT: new score 767. I've been playing for a couple hours, which I suppose is a good sign for the game. -
Demolish - v1.1 release w/bug (can you help find it?)
InfernalKeith replied to InfernalKeith's topic in TI-99/4A Development
Yikes! Stay safe, man. -
TI 99/4A users - just uploaded a new puzle game, "Demolish," in the development forum
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EDIT: Version 1.1 and bug fix help request in last message! I gave myself a 24-hour challenge to come up with a new game that took advantage of Harry Wilhelm's BASIC compiler. I took the basic layout of Crystal Garden and made it into more of a fast-paced puzzle/block-clearing type of game. In Demolish, you have a limited amount of time to clear as much of the board as possible, by highlighting 3 or more adjacent tiles of the same color, and then demolishing them (causing the tiles above them to shift downward). The more tiles you demolish in one move, the more points each one is worth. When the timer runs out, you lose one point for each tile still on the board. It's quite possible to end the game with zero points. But if you clear some big groups of tiles out and keep moving, your score will rise quickly. Use ESDX to move in any of the four cardinal directions (no diagonals are used in Demolish). Hit SPACE to "set your charges" (this turns the tile black). Once you do this, you can only "set charges" on adjacent, same color tiles. If you made a mistake, you can press P and your "charges" will be cleared away without penalty. Once you've set all your charges, hit C and they'll blow up, and you'll be rewarded points. Title screen Full 22x32 board of tiles The black tiles on the upper left are where charges have been set. When I hit C, those will blow up and be cleared away. Time's almost up, and we've cleared a nice bit of the board A new high score DEMOLXB.zip
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Five common Colecovision carts, all with worn labels, ten bucks plus shipping. Donkey Kong, Zaxxon, Venture, Smurf, Carnival. Good starter for someone who just wants to play the games. These have been tested and work great, they just don't look the best. PM for info.
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Absence of gameplay footage on Youtube
InfernalKeith replied to VicViper's topic in TI-99/4A Computers
I plan to start doing some YouTube videos of tape and disk games, starting with my own. I'm pretty new at doing videos but I'll be working on a couple this week to get a feel for it. -
Need $ for a plane ticket. Might put my TRS-80 Model I or Bally Astrocade up for sale. Tough call.
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Crystal Garden - TI BASIC game released
InfernalKeith replied to InfernalKeith's topic in TI-99/4A Development
I have made a few fixes to the game, and - much more importantly - compiled it using Harry Wilhelm's BASIC compiler. Run this one in XB and give it a try if the slowness of the console BASIC version turned you off. I may make a couple more tweaks before being finished with this project -- it's pretty difficult to win even once you get a feel for the gameplay, so I'm thinking of one modification to make the endgame a little more possible. I'm out of memory in BASIC though, and I want to move onto another project, so this one might just be done, unlovable and weird though it may be. Oh, also, in the second half of your turn, the up-down controls are still a little too sensitive. I'm still getting used to adding delays to compensate for the increased speed of the compiled code. Keith CRYSTXB.zip
