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1. I've been working on this game on and off for a few months and would like to finish it soon. The game attempts to use parallax to create some depth perception. I recently figured out what the gameplay will be so I am pretty sure I can finish the game now. The idea is a rather common scenario where you have to rescue people from a city under attack from alien ships. There is a flying saucer that hovers above your ship and takes the odd pot shot at your ship. There is also an alien ship chasing you through the city that also tries its luck. In this demo you can fly around and get an idea of how the alien ship fly around too. That's about it for now. The file is for Classic99 and the keys are EXSD for up, down, left and right. H is to move into the screen (further away from the viewer) and B to move outwards. HUNTER0610.zip
2. Listed below are 10-liner ideas that I considered for the recent contest but I rejected them for one reason or another. I included them here as they might contain some insights and ideas for others using TI Basic. The code can be copy-pasted into JS99'er or Classic99. For Classic99 use the paste XB option. There's some information on the code in the pdf. "Battle" is a mathematically based simulation. It is based on the well known Lanchester's square law used in combat and business simulations, e.g. to develop strategies to capture market share from monopolies. As it stands the program doesn't really do much. It is based on two coupled differential equations from the Lanchester's law wiki site. It's kind of fun playing around with the numbers. I'm not sure if it is even giving the correct results but maybe will be of interest to someone. 1 CALL COLOR(13,5,5) 2 CALL COLOR(14,7,7) 3 INPUT " "&CHR\$(136)&" OPPONENTS LEVEL:1950 "&CHR\$(128)&" YOUR TECHNOLOGY:19":C 4 INPUT " "&CHR\$(136)&" OPPONENTS UNITS:100 "&CHR\$(128)&" YOUR UNITS :":B(1) 5 B(2)=100 6 CALL CLEAR 7 I=I+0.5 8 CALL HCHAR(-5*(I=INT(I))-17*(I<>INT(I)),1,-128*(I=INT(I))-136*(I<>INT(I)),B(-1*(I=INT(I))-2*(I<>INT(I)))) 9 B(-1*(I=INT(I))-2*(I<>INT(I)))=B(-1*(I=INT(I))-2*(I<>INT(I)))-B(-1*(I<>INT(I))-2*(I=INT(I)))*0.01*(-C*(I<>INT(I))/50-(I=INT(I))) 10 ON (B(1)*B(2)<1)*((INT(I)-I)=0)+1-((INT(I)-I)=0)GOSUB 7,6,1 "Flak" was supposed to simulate flying an aircraft through some anti-aircraft fire. I wasn't convinced the gameplay was good/clear enough to enter it into the contest. Three hits from the flak and you're out. 1 CALL KEY(0,K,S) 2 Y=Y+(K=ASC("X"))*((15+Y)<(10+(10+SC*0.1*(SC<=100)+10*(SC>100))))-(K=ASC("E"))*((15+Y)>5) 3 CALL HCHAR(15+Y,14,ASC("_"),5) 4 CALL HCHAR(15+Y,16,ASC("o")) 5 RN=RND 6 CALL HCHAR(5*RN+5-(10+SC*0.1*(SC<=100)+10*(SC>100))*(RN>0.1),5*RND+14,42) 7 SC=SC-(INT(5*RN+5-(10+SC*0.1*(SC<=100)+10*(SC>100))*(RN>0.1))=(15+Y))*0.01+1 8 CALL CLEAR 9 IF (SC-INT(SC))>0.03+((15+Y)>=(10+(10+SC*0.1*(SC<=100)+10*(SC>100))))THEN 10 ELSE 1 10 PRINT "FLAK * __o__ *":::"KEYS: E & X":::"DISTANCE FLOWN:"&STR\$(INT(SC))&" KM"::::: "Mission" was an experiment in using high quality graphics in a 10-liner. It probably incorporates all that I've learned from the other 10-liners I wrote. I wrote it a few days before the end of the contest. I didn't enter it because I couldn't settle on a back story or a concise description of the game. It's still not very clear to me how to explain it. I might develop this one further. Keys are 1, 2 and 3. Basically fly the ship until you reach the end of the mission which is when you score 200 points. Your mission is to fly as close as you can to the terrain and avoid some objects (black squares with a cross in them). 1 DATA 96,101028287C548282,97,101028385444,98,10283844,99,00FEBAD6EED6BAFE,100,3C4299858581423C,101,000018242418,102,1 2 READ A,A\$ 3 CALL CHAR(A,A\$) 4 CALL KEY(0,K,S) 5 CALL GCHAR(22.5-Y,15,CH) 6 CALL HCHAR(22.5-Y,16,(96+(51-K)*ABS(S))*((Y-INT(Y))<=0.5)*((51-K)*ABS(S)<=(CH-99))-CH*((Y-INT(Y))>=0.5)) 7 CALL HCHAR(20.5+Y*2*(Y<9),15-RND*2,(101.4-RND*2.4*(Y*2-INT(Y*2))*5)*(Y>0.9)*(Y<9)-102*((Y<1.0)+(Y>9)),4+RND*3-765*(Y<0.5)) 8 Y=Y+0.5001+(INT(Y)+0.5001)*(Y>21)+0.001*(((51-K)-(CH-99))=-1)*((Y*2-INT(Y*2))<=0.2) 9 PRINT SEG\$("MISSION COMPLETED! SCORE:"&STR\$(INT((Y*2-INT(Y*2))*1000)),1-28*((51-K)=(CH-99)),-56*((Y*2-INT(Y*2))>0.2)-28*((51-K)=(CH-99))); 10 ON (A<>102)-(((51-K)=(CH-99))-((S=0)*(CH=99))+((Y*2-INT(Y*2))*1000>200))+2 GOSUB 1,4,10 Very simple shoot 'em up type of game. I nearly entered this into the contest but I thought it wasn't that interesting although it's fun to play. 1 CALL CLEAR 2 CALL KEY(0,K,S) 3 X=X+(K=ASC("S"))*(S<>0)*(X>-15)-(K=ASC("D"))*(S<>0)*(X<15) 4 CALL HCHAR(23-(F-INT(F))*5,16+X,94) 5 X2=X2+(-1+2*RND)*(X2>-14)*(X2<16) 6 F=F-(X+1=INT(X2))*(K=32)*100-RND*(K<>32) 7 CALL HCHAR(2+(F-INT(F))*5,15+INT(X2),86) 8 CALL VCHAR(3-(F-INT(F))*5*(K<>32),15+INT(X2)*((F-INT(F))>0.8)*(K<>32)-(X+1)*(K=32),33*((F-INT(F))>0.8)*(K<>32)-34*(K=32),20-(F-INT(F))*5) 9 IF (F-INT(F)>0.8)*(INT(X2)=X+1)THEN 10 ELSE 1 10 PRINT ::::" ==< Z A P >==":::::"GAME OVER"::"SCORE:";-INT(F/100)*100::::"A * TI99/4A * 10 LINER"::"S=left D=right SPACE=fire"::"ENTER RUN TO PLAY AGAIN" ti9910liners.pdf
3. Thanks Vorticon for organising this contest. It was an honour to take part!
4. That's a neat idea! In basic I've been using ASC("! comment")/33 to document code when it gets too confusing. It might slow things down a bit but it doesn't seem that noticeable. I remove to comments when everything is working though. It seems to work in extended basic as well. 100 A=2*ASC("! SET A TO 2")/33 110 PRINT A OR 100 A=2*ASC("! SET A TO 2")/33 :: PRINT A
5. Submission: Touchdown Platform: TI Basic Written by: Mark Paton Instructions: A lunar lander type game. Scoring is calculated from the landing speed and fuel remaining. Fuel remaining (0-9) is displayed inflight in a green box that also marks the location of your lander. Thrust is controlled with the keys 1 (low) to 9 (high). Close to the surface you'll see a graphical representation of the lander. If you're going too fast near the surface then three exclamation marks are displayed (!!!). TOUCHDOWN.dsk
6. Thanks for posting the disk image.
7. I believe I have a working disk image file posted over in the competition thread! Thanks everyone for all the replies. I've tried all the tools, i.e. Classic99, TIImageTool, TI99Dir and js99er, to try and educate myself. I ended up using TI99Dir for the actual file.
8. Looks like I made a bit of a boo boo over on the submission thread for the 10-line TI Basic competition. I posted a V9T9 file when I should have posted a disk image. How would one go about making a disk image?
9. Submission: Swamp Path Blues Platform: TI Basic Written by: Mark Paton Instructions: Take a stroll through a swamp. Don't stray off the path or you'll get stuck. Use keys 1 & 3 for left and right. SWAMP.dsk
10. ok you talked me into it
11. Thanks everyone for trying it!! Below is something sometimes99er requested. The player is placed one line higher. As a consequence it leaves a trail along the path. That might be useful perhaps if you want to see why you strayed close to the edge. Different runs could perhaps be created by adding, e.g. "10 RANDOMIZE". Alternatively, without breaking the 10 line rule, you could press F4 immediately after running the program then enter "RANDOMIZE" at the command line and then type "CONTINUE". I'm not planning on entering the competition but I'm looking forward to seeing the entries and perhaps will be inspired to try an Extended Basic for something. 100 PRINT ::::"*** SWAMP PATH BLUES ***":::"DONT GET BOGGY FEET 1 & 3":::"F4 TO EXIT"::::TAB(24);"SCORE":: 110 CALL KEY(0,K,S) 120 X=X+(K-50)*ABS(S<>0)*ABS((K>48)*(K<52)) 130 DIR=(RND>0.5)*2+1 140 X_R=X_R+DIR*ABS(((X_R+DIR)>-1)*((X_R+DIR)<18)) 150 PRINT TAB(X_R+2);CHR\$(30);TAB(X_R+10-INT(SC/30));CHR\$(30);TAB(24);STR\$(SC) 160 IF ((X+<(X_R+2+2))+((X+>(X_R+10-INT(SC/30)+2))THEN 160 170 CALL VCHAR(23,X+8,42) 180 SC=SC+1 190 GOTO 110
12. I thought it would be fun, after reading the 10-line extended basic competition discussion, to see whether an unexpanded TI 10 line game could be written. This is what I came up with yesterday evening. 100 PRINT ::::"*** SWAMP PATH BLUES ***":::"DONT GET BOGGY FEET 1 & 3":::"F4 TO EXIT"::::TAB(24);"SCORE":: 110 CALL KEY(0,K,S) 120 X=X+(K-50)*ABS(S<>0)*ABS((K>48)*(K<52)) 130 CALL VCHAR(24,X+8,42) 140 DIR=(RND>0.5)*2+1 150 X_R=X_R+DIR*ABS(((X_R+DIR)>-1)*((X_R+DIR)<18)) 160 PRINT TAB(X_R+2);CHR\$(30);TAB(X_R+10-INT(SC/30));CHR\$(30);TAB(24);STR\$(SC) 170 IF ((X+<(X_R+2+2))+((X+>(X_R+10-INT(SC/30)+2))THEN 170 180 SC=SC+1 190 GOTO 110 Keys are 1 and 3 for left and right to stay on the path. The path gets narrower as the game progresses. The game ends when you stray off the path and get stuck in the swamp. To play the game again press function+4 to exit the game and then type "RUN".
13. Thanks glad you like it! Thanks! Cool, thanks for putting it on the TI Gameshelf site!
14. Yes it's all finished I think. Thanks for everyone's comments. I've added the finished version to the first post. It has the same name as the previous version.
15. Glad you liked it. Thanks for pointing out the fact the game uses upper case. You're welcome to edit the code and change the lines so lower case keys can be used for left and right, i.e. 950 IF K<>115 THEN 970 970 IF K<>100 THEN 990 For this game I will keep the keys in upper case as all the other keys are in upper case but I've edited the instructions in the new version to point out the keys need to have the capslock on. I haven't actually used my real TI99/4a in years and gotten used to using emulators mostly Classic99. I've only just recently bought my first TV! So maybe that will change in the future.
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