Jump to content


  • Content Count

  • Joined

  • Last visited

Everything posted by tibasic

  1. Hello, It's been a little while since I've developed a full game as I've been experimenting with writing more simple games. I have attached a demo of a simple game that I started several months ago and recently managed to complete more or less called Square War! One file I saved in the Classic99 format (SQUAREDEMO) and the other is a .dsk file (SQUAREDEMO_dsk). I've also included the listing below in the spoiler. It might be easier to copy and past it into an emulator to try it. I have been trying to write games over the last few months in the spirit of the Texas Program Book 35 programs for home, educational and business use with the TI99/4A by Vince Apps. The Texas Program Book was my favourite TI programming book, apart from the TI manual itself. I remember the programs being easy to type in, consistently mediocre, and simple to understand. Also I don't think I had to debug any of the programs. This game is an Invaders type game except you don't shoot the invader you shoot the colourful blocks behind it which is the source of all its power! To destroy a segment of the block you have to wait until your square is the same colour as the invader's block. You score 10 points once you have destroyed one whole block. The game ends once you have lost three lives or the invader makes it to the bottom of the screen. The keys are S left and D right and space bar to fire. Different levels are not available yet and I need to refine the game a little more too. SQUAREDEMO.zip SQUAREDEMO_dsk.zip
  2. I've added a new version and manual to the first post. The chase ship moves around a bit more now and helps maintain the tension in the game.
  3. The game is almost finished now. It all seems to be functioning properly now. It probably needs a little fine tuning though as it seems a bit too easy. I've attached the new version of the game here and a new version of the manual (nothing really new in it). Glad to see people are enjoying these adventures in TI Basic I'm cobbling together. 😊 HUNTER2311.zip City_Hunter_manual_version_2.pdf
  4. I played Parsec the most I think. I also enjoyed Buck Rogers.
  5. The game is almost finished. I have a few things on my to do list: 1. Centre the screen 2. Reorganise the start of the program so loading the next level is quicker 3. Play with the colours of the title screen and add minimal instructions 4. Test the game 5. Check manual for errors 6. Post finished game and manual While the objective of the game is quite simple it's not obvious how to get started. To hopefully make things clearer I have written a manual for the game. HUNTER1012.zip City_Hunter_manual_version_1.pdf
  6. Welcome back! Hope you get back to writing games.
  7. I have a working updated version (hopefully) that includes the 5 levels of increasing difficulty. At the moment the program stops after the 5th level. The level colours might be a bit hard on the eyes in the higher levels so I may adjust those. I've attached the latest version to this post. I've had to remove the instructions from the game to fit in some other things. I may include the keys on the title screen and further detailed instructions in a pdf to make the idea of the game clear. I've started on some art work for a documentation pdf which will be kinda fun I think. I'm aiming for a retro/homemade feel to the artwork for now that one might expect on cassettes from the 80s. I've used a combination of 3d modelling and a paint.net effect to create the attached artwork. I'll have to do a little more experimenting with the model and effects to get the artwork I'm happy with. The keys are EXDS for up, down, forwards and backwards. Press space bar to rescue people from the building windows. People from the nearest buildings, i.e. the big yellow building in the 1st level, can only be rescued at the moment. Avoid the flying saucer, chase spacecraft and buildings by using H to move into the screen and B to move outwards. HUNTER2411.zip
  8. Hi, not sure what is causing it, I'll look into it. Thanks. Ok I think I've found it. I haven't initialised it properly. First try moving forward (press D) and then you should be ok.
  9. A quick update: I've added code so now ships are lost if you collide with a building. A couple more things left to do then it'll be finished. After this game is completed I'm planning to move towards writing more simple games like ones found in the 80s book, the Vince Apps Texas Program Book but utilising techniques I've developed for my longer programs. I'm considering compiling a 'book' in electronic form, i.e. a pdf, of all my programs accompanied with a few notes about the different techniques that can be used for coding games in TI Basic. I'd also like to emulate the style and quality of the Vince Apps book in the pdf so it kind of looks like a book with a utilitarian outlook. I've already installed some dot-matrix style font and experimented with the look of the text. The Vince App book can be found on the Internet Archive website if you want to take a look at this beauty. I'd call my book something like, 'Getting the most from the unexpanded TI99'.
  10. I managed to do a bit of work on the game over the last week. I haven't uploaded a new version as I mostly compacted some of the code and improved the visuals. I did manage to add the ability to advance through different screens though. I think they'll be 5 levels all together of increasing difficulty and then either the game ends or perhaps the city starts getting slowly destroyed. That might be quite easy to do. First I'd like to add some collision detection between the ship and the buildings which shouldn't take much code. Then if I have enough memory left I can add the other things.
  11. I've uploaded a new version of the game (see the first post). The game is working and now has some shooting ships and scoring taking place. The game isn't particularly fast but hopefully the complexity will be fun ... The goal is to make 10 successful rescues. This is done by lining your ship up with an occupied window in the yellow building. Press space bar to attempt a rescue. The saucer will home in on your location but there will be plenty of time to evade it by moving your ship closer or further away. The chase ship can be evaded by moving inwards and outwards or up or down. I guess you'll see how it all works when you play it. btw a rescue can only be made when you are near to the 'camera', i.e. the ship is big. It is not finished yet although the next version could very well be the finished version.
  12. Update: new version and manual added 12/06/20 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. SCRAM1006.zip City_Hunter_manual_version_3.pdf
  13. 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
  14. Thanks Vorticon for organising this contest. It was an honour to take part!
  15. 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
  16. 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
  17. 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.
  18. 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?
  19. 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
  20. 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
  21. 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".
  22. Thanks glad you like it! Thanks! Cool, thanks for putting it on the TI Gameshelf site!
  23. 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.
  • Create New...