* WalrusIRC

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Recent Posts

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1
Drawing & Animation / Re: Rejection official music video
« Last post by Juju on Yesterday at 07:36:11 am »
The one I got from my friend Minty Root looks pretty good so far. (Yeah, got it working finally.)
2
Calc Projects, Programming & Tutorials / Re: Dragon Warrior (-ish thing) CE
« Last post by Pieman7373 on Yesterday at 05:21:29 am »
@xlibman Yes, i just haven't worked on it in a while.... and ICE has changed so much that i know almost nothing about  the current syntax  :banghead: :'( :banghead:
3
Okay, this is pretty much the coolest thing i have ever seen! I can test stuff :3
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Hey guys. Sorry for the delay in updates.
As of now, rendering has improved substantially. Scaling is fixed, as is half of Field of Vision. Sprites now also clip to the viewscreen.

What is remaining are the following two bugs:

1) Your ship starts at an XZ angle of 0 and a Y angle of 0, a vector of 0,0. The other ship is in the viewscreen, at an angle of 3 degrees on the XZ and 0 on the Y. It appears onscreen. If I rotate my ship to the right (angle values increasing), the other ship moves off to the left as it should. However if I move off to the left (decreasing), once the XZ angle for the viewer drops to 0 and then loops to 255, it registers a difference of 252 degrees in the angles, and thus the enemy ship vanishes, despite actually still being 4 degrees away. I've added this code:
Code: [Select]
if( diffXZ > 128 )   diffXZ = 256 - diffXZ; In an attempt to rectify this, to no avail. Link to code for that here: https://pastebin.com/9sAPE4HW

2) My entity tracking algorithms seem to not work properly. Projectiles do not appear to track their targets, nor does the AI seem to track the player, and since they both use the same AI subroutines, it would make sense. I DO need #1 fixed before I can resolve this tho.


As far as video footage, there are some animated screenshots on my project page: http://clrhome.org/startrek/'s gallery tab. There is no full gameplay footage yet, as the game isn't stable enough for that yet.

As far as what this is based off of.... there is a Gameboy Star Trek TNG game that was the inspiration for the LCARS interface and rendering system and sensor dialogs I will be using. As far as other calculator games go, tifreak has plans to make a singleplayer Star Trek game, though he's still learning C and he has access to this repository as well to see some code in action. THIS particular game, while the demo's will initially be singleplayer demos, eventually PvP between two calculators will be introduced as a precursor to networking via the CE's USB port, with an eventual backwards compatibility for CALCnet (at which point I'll open source this for porting to the monochrome calculators), using a CALCnet hub. This will allow older z80's to connect, and I'll probably have to write (or outsource the writing of) some sort of computer script to convert the CALCnet stuff into stuff the CE can read over USB. I might ask Kerm Martian if I can take a gander at his Direct USB stuff at that point.
5
Gaming / Re: Nintendo Switch console
« Last post by Pieman7373 on Yesterday at 02:10:34 am »
I"ve been pretty happy with mine so far, aside from some annoying Wi-Fi issues
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Update.

Fixed a small glitch with examining items, and a fatal glitch with displaying your inventory.

Download attached.
7
Gaming / Re: Nintendo Switch console
« Last post by 123outerme on Yesterday at 12:37:00 am »
I'm thinking about getting one for myself around this time of year, especially if there are gonna be sales. How has the platform been so far? The only negative thing I've heard so far is the online chat hooks up to your phone (or at least did at launch), not the system.
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Hardware / Re: Building an arcade cabinet
« Last post by Juju on Yesterday at 12:24:27 am »
That's what I say, I gotta buy new buttons.
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Gaming / Re: Nintendo Switch console
« Last post by xlibman on December 13, 2017, 11:46:48 pm »
Nintendo announced that the Switch has now sold 10 millions units. I think it took 4 years for the Wii U to sell that much
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Hardware / Re: Building an arcade cabinet
« Last post by xlibman on December 13, 2017, 11:46:14 pm »
And repair it since you said it's broken now? :P
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