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tibasic

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Everything posted by tibasic

  1. Hi MueThor, The file in VIPER.zip is for the Classic99 emulator. The extracted file can be put in the DSK1 folder of Classic99 and then loaded from the emulator with OLD DSK1.VIPER. Hope that is helpful ... I am not familiar with the actual format details. If V9T9 has a paste facility I could attach a text file of the program.
  2. Updated the game with a fix for the bug described in the above post #20. The updated file is VIPER.zip found attached to post #1 and #18.
  3. I was playing the game this afternoon and found a bug that ruined my high score attempt. :/ Here is an explanation of the bug and how to fix the problem. The viper is represented on the map at the top of the screen as a cursor. This cursor can come off the map and become stuck which then prevents the player accessing the different zones on the map. This is because the code to keep it on the map fails under a certain condition, i.e. if the key for turning the viper around is pressed just as the viper comes off the map. This can happen if you are fumbling with the keys trying to blast the Cylons. I have rewritten the code so that it fixes this problem and included the code below. You can just add the code to the 'finished' version (in the VIPER.zip file attached to the first post or post #18). Line 3270 overwrites the existing line of code which it is supposed to do. 3261 IF XP>=21 THEN 3262 ELSE 3270 3262 X=0 3263 GOTO 3280 3270 X=1 I will test the game a bit more tomorrow and replace the VIPER.zip file then.
  4. The game is finished complete with sound effects! Hope you enjoy it. VIPER.zip
  5. Pretty much finished now although I will probably revisit it later to see how it plays and make any necessary improvements then. Main updates from previous version are: 1. Revised title music and screen. 2. Points can be scored by shooting the Cylons as well as saving passengers. I decided not to increase the difficulty with each level as it seems difficult enough as it is. VS0907.zip
  6. I have attached the finished version of the game to the first post and here also ... I have done some work to polish up the game as I discovered a few problems playing it again recently. The main improvements are: The positioning of the bus has been changed making it easier to go and rescue a person. The end of game screen has been slightly improved so you can play again without having to run the game again. Maybe most importantly it is possible to outrun an invader now. I thought the game was a bit difficult so I thought I would give Bertie a bit of an advantage. BERT_GAME.zip
  7. Here is the latest version. I think the next version will be the finished version. There is now a time limit to engage and destroy the Cylons before they destroy the human's underground turbo train. You can also collect people from the trains that are not being chased by the Cylons. To do this press fire when in a sector with a train. In the next version I will add a small time penalty for collecting the passengers. At the moment there is a time limit of 50 game loops (frames?) to save the passengers being chased by the Cylons. Once the underground track is empty of trains then the Viper progresses onto another level. The difficulty remains the same as in the first level at the moment but I will increase the difficulty in the next version of the game. The difficulty will be increased by decreasing the time it takes for a Cylon to shoot a missile at your Viper and increasing the time penalty for collecting passengers in sectors not occupied by Cylons. VS2905.zip
  8. Here is the latest version. The Viper can destroy a Cylon now. It has to destroy about 4 or 5 of them before it can rescue people from the train. The people rescued are represented by a score at the top of the screen. The Cylons can also shoot back. There are five Vipers to play with. There are a few more pieces of the game to add but it should be quite straight forward to do. It runs a little slower than I would like now but runs quite nicely in RXB. VS1705.zip
  9. Actually the game 3D Road Race in Computer and Video Games magazine was where I got the idea from. I could never play it though because it was too fast but the idea was great.
  10. Add the lines below to version 0605 of Viper Squadron (two posts up) to enable the Viper to fire super fast laser bolts! 1475 IF K=32 THEN 1476 ELSE 1480 1476 CALL HCHAR(Y*2+5,10+X*9,74,3) 1477 CALL HCHAR(Y*2+5,10+X*9,32,3) 1478 CALL HCHAR(Y*2+5,1+X*28,74,3) 1479 CALL HCHAR(Y*2+5,1+X*28,32,3)
  11. Some progress. The Cylons are all shooting now. They change colour before they shoot so you have time to escape (although they can't destroy the Viper yet). You can't see the missile fired by the Cylon because it is going so fast ... you can just see it when it explodes nearby. Also when you get to the end of the map which is at the top of the screen the Viper automatically turns around. That is to avoid the program crashing when the Viper goes off the map. VS0605.zip
  12. Thanks Retrospect. Great! Thanks. I'm actually using a lot of ideas from my previous games and even copy pasting routines from them so it may not be as much work as it seems.
  13. *** Decided to develop the game a bit more ... the following features have been added. 1. Original music at the beginning that is a little inspired by music found in C64 games 2. A fancy instructions screen 3. Increasing difficulty with level (The Cylon firing becomes more rapid) 4. The positioning of the sectors on the map is now random. The newest file is VS2211.zip. Hope all the files don't confuse anyone too much. tibasic 27.11.2017 *** *** Finished game is attached as VIPER.zip to this post and further down as well *** tibasic 24.8.2017 I have started another basic game. It is based loosely on Defender but here you pilot a Colonial Viper trying to save humans from the Cylons. The humans are trying to escape using underground turbo trains. There is a map at the top of the screen consisting of a number of boxes that indicates the different sectors of interest along the track. The sectors with trains are represented by a filled in box while an empty box indicates a sector with no train. A Cylon head on the map indicates a group of Cylons are chasing and monitoring the train. Your location is represented on the map by a flashing cursor. The map and ship controls (ESDX) are working but not much else at the moment. Eventually the game will allow you to shoot the Cylons and collect the people in the train. After you have collected the people they will need to be delivered to safety to score points. If you encounter any Cylons and they shoot you down then the people and any potential points would be lost. If you do not save the people on the trains then the Cylons will eventually get them and then move onto another sector with a train. VS0405.zip VIPER.zip VS2211.zip
  14. The speed of TI basic was the thing that really put me off the TI in the 80s. I started using Acorn's BBC computer because it seemed so much faster. TI basic does have potential though and just needs to have its good features utilised and its not so good features used sparingly. Here is the Bertie game in its final form. I expect there are some bugs in it but nothing major. Hope it is enjoyable. I will probably post a more polished version some time. BERT2204.zip
  15. Thanks sometimes99er and Airshack! Yes I have used the BASIC compiler to compile one of my games. It was fun to do.
  16. I decided that a bus would add some variety (obviously if there are roads there needs to be something to drive ...). Bertie can drive it around to rescue people in the first screen of each level. By pressing a key (1 to 9) the bus is transported to a building. The game repeats the five screens for each level. 1. City with a bus 2. Forest with a river for swimming to escape an invader 3. A city with falling debris that blocks your path (it appears when a invader bumps into a building) 4. Forest with a river for swimming in or for walking over if ice appears 5. A city with no bus and no falling debris (to have a bit of rest before moving onto the next level) The game increases in difficulty by increasing the number of people to be rescued each level. I will fix some small bugs and then post the finished game. I will be open to changes if the game play is found to be awkward.
  17. Thanks very much for the balanced comments sometimes99er. The unpredictability was intentional as I found it a lot of fun ... I have adjusted the difficulty for breaking the wall so it is easier at the start. I actually experimented with making the river more predictable but the code wouldn't fit into the memory. I have kept the original lean looking code. I have slightly adjusted the routine so Bertie finds himself on dry land after jumping in the river. Levels one to four are finished. I just need to think of something fun to put in level 5 and what to do after level 5 (just repeat the levels again maybe ...). Each level has a different alien (which I lifted from my invaders game). Also this game is intended as a follow on from after the invaders have landed so that's why they are included in this game. Level 1: The city Level 2: Countryside (as it is here in Finland or some end of the world winter wasteland) Level 3: City again but now when the alien bumps into a wall they knock down a brick and it blocks the road Level 4: The river turns to ice every now and again making it easy to cross Level 5: City again but nothing special happening here yet Level 6: A dark void. Perhaps representing the end of the world or outer space? This of course will not be in the final version of the game ... I'm just being a bit lazy to make a nice ending at the moment. There's a few small bugs in the game that need to be ironed out. Next version will be the finished version. BERT0302.zip
  18. Probably close to finishing it as I'm approaching the out of memory situation. There are two levels now. I'll make 5 basic levels altogether with the other 3 levels being small variations on the first two. The levels will then repeat with increasing difficulty. In the 2nd level Bertie can jump into the river and swim to safety when being pursued by an invader. BERT1901.zip
  19. Thanks for trying it! I thought I'd fixed that bug but playing it again it seems not. I'll tidy up the code and find out what the cause is. I actually value the limitations of TI Basic these days. I don't really have time (or am I getting too old?) to learn a lot of new things.
  20. Hello! I'm having some fun with a new game I'm developing in TI Basic. It started out trying to develop a Pac-man type game but has morphed into something else. I plan to keep it simple and just add a few more levels of difficulty. I think the game is pretty much as I like it visually. I have attached a demo version of the game. Hope it is enjoyable. Cheers, tibasic I have attached the finished version of the game to this post (BERT_GAME) as it might be easier to find than scrolling through the posts. BERT_DEMO.zip BERT_GAME.zip
  21. Think it's nearly finished. Updates: I have allowed for 3 ships per game so you can repeat a landing if you fail to land at some point. The gravity increases, i.e. you move onto another planet, and the flight time decreases when you progress to the next level. I might add a few embellishments and then move on to the next project. XL3107.zip
  22. Here's the latest version. Fixed a few small things like ... 1. Speed indicator now shows a '>' sign when descending at greater than 20 m/s 2. Feet now touch the pad when landed (before it sometimes hovered one pixel above the pad) 3. There is a beep when you land! 4. Fixed the collision detection for crashing on a mountain. I had somehow removed that in previous versions. 5. Some other small things. One or two more iterations and I think it'll be good to play. XL2006.zip
  23. I have reformed the game a little bit.. I have removed the second zoom in screen. A feature of this screen was the smooth animated graphics when at low speed. Now the lander on the main screen does that quite nicely I found the zoom in screen a bit distracting. A velocity scale is now included along, with the fuel gauge, which helps to judge the descent speed. New instructions added to the program. XL1606.zip
  24. Thanks 1980gamer. I learned to program on the TI in the UK. It was lots of fun. I eventually switched to the BBC micro which we learned to program on at school. This lander game is progressing ok. There are a couple of gameplay dilemmas I am pondering over at the moment. Latest version of the game attached. The smooth vertical animation of the lander is working nicely at low descent/ascent speeds which I'm pleased with. XL2805.zip
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