game developement
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gotchocolatemilk2
- Posts: 259
- Joined: Sat Sep 11, 2004 5:46 pm
- Location: Manhappinin' kansas
game developement
does anyone know of a website that shows how to program/develope games for a TI-83 graphing calculator?
"sticks and stones will break my bones, but words will cause permanent physcological damage"
http://www.ticalc.org/
Not sure if they do...
Not sure if they do...
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JackFrost22
- Sir Posts-alot
- Posts: 4186
- Joined: Fri Jun 04, 2004 4:10 pm
Wow. Ti-83 Basic programming. That takes me back. I spent the better part of Highschool programming games on that little thing. I even had one smash hit with a whopping 6 fans! I was developing the sequel when I finally graduated. Never did get around to finishing it.... must resisit.. urge... to.. waste time...
Anyway, here are some tips:
1 Defying all logic, PutPixel is slower than drawing points on the graph.
2 Similarly, drawing lines is significantly faster than drawing individual points.
3 Image Recall is your friend.
4 Lists are your close freinds.
5 Sub programs are your god.
6 because of 1&5, sprites are best stored as subprograms that draw themselves with lines.
7 you have a limited number of variables, standardize their usage if possible (for instance, X&Y are always the variables used to pass coordinates to sprite sub programs).
8 Avoid clrscrn if you have more than 2 or 3 sprites. With a couple of sprites and an image recalled background clrscrn is way faster than undrawing the sprites.
9 Avoid gameplay elements that require speed of any kind.
Of course if you program in assembly then all these rules go out the window. Personally, I liked basic because I could write it right on the calculator, in class, during important lectures.
Anyway, here are some tips:
1 Defying all logic, PutPixel is slower than drawing points on the graph.
2 Similarly, drawing lines is significantly faster than drawing individual points.
3 Image Recall is your friend.
4 Lists are your close freinds.
5 Sub programs are your god.
6 because of 1&5, sprites are best stored as subprograms that draw themselves with lines.
7 you have a limited number of variables, standardize their usage if possible (for instance, X&Y are always the variables used to pass coordinates to sprite sub programs).
8 Avoid clrscrn if you have more than 2 or 3 sprites. With a couple of sprites and an image recalled background clrscrn is way faster than undrawing the sprites.
9 Avoid gameplay elements that require speed of any kind.
Of course if you program in assembly then all these rules go out the window. Personally, I liked basic because I could write it right on the calculator, in class, during important lectures.
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gotchocolatemilk2
- Posts: 259
- Joined: Sat Sep 11, 2004 5:46 pm
- Location: Manhappinin' kansas
at Ti-Calc.org. Though honestly I just got all my info from the manual.
Here are some to get you started:
Assembly programming:
http://www.ftp83plus.net/Tutorials/TI83pAsmTutA.htm
http://education.ti.com/us/product/tech ... s/asm.html
BASIC:
http://www.arasian.com/vortex/83pbas/index.htm
http://www.ticalc.org/programming/colum ... as/cherny/
Here are some to get you started:
Assembly programming:
http://www.ftp83plus.net/Tutorials/TI83pAsmTutA.htm
http://education.ti.com/us/product/tech ... s/asm.html
BASIC:
http://www.arasian.com/vortex/83pbas/index.htm
http://www.ticalc.org/programming/colum ... as/cherny/
Warrenties were meant to be voided