And now I'm back to working on Contra. Besides making some much-needed sprite changes (more are on the way, in the name of visibility), I've also re-implemented moving enemies (which can now jump around on platforms), added swimming, and made jumping and scrolling completely smooth. Even with that, the program still has a delay to slow down each frame (on a TI-83 Plus, too), so I'm still free to add falcons and those flying football-shaped things.
My other planned entry, Minesweeper, could have been an update to my first (simpler) Minesweeper port, but it's really a complete rewrite. This time, it features flood-filling, a white-on-black theme, and the biggest effort I've spent on graphics for any game. Ever.
Back when I released Simul, it was my best Axe game ever. It was my first Axe game ever, and it was cumbersome at best. To play the final stage, Stage IV (dubbed "fourplay" because—well, you'll see), you needed to stretch both thumb and index finger (on both hands) to false arrow keys buried in the middle of the keypad.
Another issue with the old version was that the game ended as soon as you died in any of the minigames, so even getting to Stage IV was nearly impossible, even at the slow speed. That's been changed too. In the new version, only your progress in the current stage is reset when you fail a game; you can keep playing, but your death count is tracking your progress all the while and leaves an impact on your final score. And yes, there are scores this time.
For those of you who have never played Simul before, it's essentially a game of multitasking. In Stage I, you switch among six minigames (Pong, Falldown, Avalanche, Jump, Tunnel, and Obstacles), playing each one for a few seconds before switching to the next. Your only goal is to keep alive in each minigame for six games in a row.
When you reach Stage II, you're presented with a different screen: one split into two halves, with each half controlling a game. Pass six more sets of games and you reach Stage III, where (as expected) you play three games at a time. The final stage is Stage IV, where you need only pass six more sets to win, leaving you in infinite mode.
%1C you must put in the URL yourself.
To redeem myself, I've finally started on my first major TI-BASIC project in nearly two years. Here's Absolute Madness, a pure-BASIC puzzle/action platform game (sound familiar?) for the TI-83 Plus series. It's essentially an AbsIns engine completely rewritten, with the added features of moving enemies, dimension swapping, and a death sequence—my first attempt at animation for graphics' sake in TI-BASIC.
News
Products
Resources
Upcoming
Welcome to ClrHome!
This is a site and programming group dedicated to software development on the Texas Instruments line of graphing calculators. We have a variety of upcoming projects and finished products, as well as an extensive collection of popular resources, webapps, and tutorials designed to help you make your own programs.
Thanks to Juju for providing our hosting and alberthrocks for our domain name!
|
|
|
|