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Posted: Mon 05 Dec, 2005 5:27 pm
by dysfunction
My list of chapters

1.)basics of basic ((key input,moving a letter around,
2.)Ti83+/xlib function list
3.)common basic optimising and taboos ((nested breaks, goto's and lbls, if: subrotine,ect))
4.)planning ahead
5.)simplistic game components ((guess the number,text quest,boxing,21,snake game,a simple rpg,jump man...the easy stuff))
6.) advanced optimizing/tips and tricks
7.) sprites (including masking)
8.)map data
9.)AI and object substitutes
10.)running things "simultaneously"- psuedo-multitasking (including multiple enemies, projectiles, etc)
11.)memory management/manipulation
12.) advanced xlib tips and tricks- multilayer masking, smoothscrolling, Zelda-style scrolling, pics as buffers, parallax scrolling
13.)rpgs
14.)side scrollers
15.)psuedo 3D (incremental moving stuff?, isometrics)
16.)grey scale
17.)additional links
18.)credits

Posted: Mon 05 Dec, 2005 6:15 pm
by benryves
dysfunction wrote:My list of chapters
15.)psuedo 3D (incremental moving stuff?)
Would that be parallax scrolling? (eg background moved at a slower speed to the foreground).

Posted: Mon 05 Dec, 2005 8:09 pm
by dysfunction
I guess... necro mentioned it earlier, I wasn't sure what he meant.

Posted: Mon 05 Dec, 2005 10:10 pm
by threefingeredguy
Shrinking sprites for 2.5 D movement. I remember him devleoping an arcade game featuring that.

Posted: Mon 05 Dec, 2005 10:59 pm
by necro
incremental psuedo 3D as in a set of enemy sprites of various sizes drawn in incremtal scale while boxes and such are used to provide walls and such...there are some simplistic and crapy games like this, but nothing good yet

Posted: Tue 06 Dec, 2005 4:41 am
by dysfunction
Oh, do you mean like that so-called Halo 83 in Basic?

Posted: Tue 06 Dec, 2005 2:36 pm
by necro
yes...except of course that was a horrible game that was poorly coded...using string/list based maps and some clever maths, you could pull of a decent bit of speed

Posted: Tue 06 Dec, 2005 9:03 pm
by dysfunction
Oh of course, even just a straight port of that game to xlib would run at a good 3 or 4 fps. Such games coul actually be feasible, and with so many pics available, you could have more varied wall textures, and even 8-directional looking rather than just 4.

Posted: Tue 06 Dec, 2005 9:05 pm
by Liazon
okay, well I think I need to take a break from learning C and ASM. Is the new version of xlib available for download at ticalc.org? I'd like to try it out and make a short ROL-like game.

Posted: Sun 29 Jan, 2006 1:56 pm
by tifreak8x
Hmm, dead topic... :)

I was wondering, if/when this was ever completed, would I be allowed to host a copy of the tutorial on my site? Tutorials that are posted on my site recieve quite a bit of traffic, I check my page stats daily, to see how they find the site, and what they are looking for...

If you don't believe me, just ask Kevin. :)

Posted: Sun 29 Jan, 2006 3:29 pm
by dysfunction
I'm sure you could, the reason the topic is dead is simply because we're waiting for the official release of the final xLib version.

Posted: Sun 29 Jan, 2006 4:35 pm
by tifreak8x
I know. :)

But I just want to make sure I would have permission to do so...

Posted: Mon 30 Jan, 2006 2:12 am
by necro
yep...but it is still pending release of a finalised xlib (or has it happend yet?)

Posted: Mon 30 Jan, 2006 2:17 am
by DJ_O
tr1p said he uploaded it at ticalc

kalan_vod and CDI knda uploaded earlier indirectly with two omnimaga releases (demineur and metroid) tho

Posted: Mon 30 Jan, 2006 2:53 am
by kalan_vod
Kevin wrote:tr1p said he uploaded it at ticalc

kalan_vod and CDI knda uploaded earlier indirectly with two omnimaga releases (demineur and metroid) tho
With his permission!