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Creative Features / [Scripts] Minigolf Minigame in TM
« on: January 27, 2018, 03:03:58 PM »
Hey guys, thought I'd show you my first small project since I've gotten total miner again. Since I haven't played since before variables got introduced, I decided I'd do something that could help me use a lot of different features. It's minigolf made of HUDs. Besides the 2 script blocks used to rotate the guide line, it only uses scripts to render the game. Anyway, here it is (Don't have to worry about horrible quality and a corny voiceover)!

The ball is controlled by aiming using the guide lines, and the power bar controlling the speed of the ball. The ball does have hit detection and some simple physics, so it will bounce off the walls correctly and it's speed will deteriote as it travels. As long as the ball is slow enough, it will go in the hole and you will win and it will tally up your strokes. I could add holes, but I thought this was a good enough demonstration :P. If you're wondering why it's cooped up in the corner instead of centered, it's because of the weird xy coordinate shift when using HUDs.

Anyways, it was pretty fun to do and I got to use the variables in some pretty cool ways. If you have any questions on how it works, or just any thoughts on it, please comment!


Creative Features / MineSweeper
« on: March 05, 2016, 02:43:07 PM »
Hey guys, thought I'd show you guys something I made the other day. It was a pretty easy project that someone suggested, so thought I might as well do it. Here's a video of me playing it as well as quickly going through a bit of the scripts.

You "Left click" by clicking with an empty hand and "Right click" by clicking with a stick. It generates randomly each time and you can set it to any amount of bombs by changing 2 commands. The win check is shown in the video as well as the behind the scenes generation and a little bit of the scripts. Since it has to generate all the bombs and numbers in real-time, it takes up to about 30 seconds for 10 bombs, and the time scales up with how many bombs you choose to add in.

If anyone has any thoughts and/or opinions, let me know. Thanks.


Creative Features / Poker in TM
« on: February 28, 2016, 05:51:25 PM »
Hey guys, thought I'd show you something I've been working on for a bit. May not seem like it, but it was a pretty big project. It's Poker in TM. It is a fully functional game with an intelligible AI to go up against. Here's a video of me playing/poorly explaining it:

Spoiler for Hidden Content:

I did a pretty poor job explaining stuff in the video, so here's a few more details. In the video, the red notifications are for me to locate if there is any problems with a script or if something didn't go off and the blue ones are the actual notifications you would see. I also didn't realize that I had a 200 wait command and not a 2000 on the fold, so that's the weird jump when trying to show the AI's hand. I was also going to represent the game with HUDs, but I didn't want to spend a year designing all the cards for all 9 card slots, so I made physical cards and since I was bored, I made a little place to play it.

 I made it so you play against an AI because IsRandom didn't always generate the correct cards for remote players and I wanted it to be reliable. The AI is also based on a hand-strength system meaning that the AI doesn't just randomly choose a move for no reason, it chooses to bet, call, raise, ect., depending on how strong it's hand is and how much value it gets from doing so (Its rate of return).

 The deal and AI scripts were pretty lengthy because I wanted to make the win check a lot easier, so when it deals a card it stores not only the individual card, but also it's suit and face value. The AI because I wanted to try to make it a more realistic experience so it at least sort of felt like you were going up against an actual person. The deck is "shuffled" after ever hand as well. Not sure if that's what happens in actual poker games, but I though it made sense :P.

 The win check is based on a numerical value, so after it calculates your hand, it assigns them accordingly (EX: Pair = 1, 2 Pair = 2, 3 of a kind = 3, ect). Also, don't mind the organization of the scripts, I get really lazy  ::).

Not the best execution in the world when it comes to looks, but I personally think the mechanics of it was pretty cool. The dealing of the cards was pretty easy, but the AI was the "fun" part.

tl;dr: It was a lot of work

Sorry for the essay, there was a lot to explain for those who care to read :). If anyone has any questions, thoughts, or opinions, then let me know.

Creative Features / Rubik's Cube
« on: January 31, 2016, 06:05:45 PM »
Hey guys, thought I'd show you something I made the other day. It's fairly simple, but I think it's pretty cool. It's a fully functional Rubik's cube. You control it by "Swiping" the rows/columns. Pretty straight forward so I'ma just jump into it and show you the video. (The poor quality may make it hard to distinguish between the orange and red):

Spoiler for Hidden Content:

I didn't do too well explaining the scrabble thing, but basically it just sets it up 15 moves away from being solved. I can change that as well to be any moves away from being solved so it can have varying difficulties. The Rubik's cube is nothing too crazy, but I thought I might as well post something on it :P. It took a bit too make since you can't have consecutive move block/region commands w/o them overwriting each other, so I had to store the face positions before rendering the new colors.


Creative Features / Pong in TM
« on: January 10, 2016, 03:03:25 PM »
Hey guys, thought I'd show you something I've been working on for a bit. It's the game Pong in TM. It's two players, but one person can play both paddles if they want to, and there is a win check. Sadly, it can be a bit laggy, so sometimes the ball can slow down a bit (especially when it's autosaving.) Anyway, here's a pretty short video showing it in play (Warning: Brutal glare may make things hard to see):

Spoiler for Hidden Content:

It wouldn't be hard to add a point system, but I ran out of room for the HUD's and didn't want to obstruct the board. Also, lag could be reduced for MP if I reduce the ball speed, but since I was doing this alone anyway, I didn't find it necessary. That's about it.


Creative Features / Turn Based PvE System
« on: December 08, 2015, 09:27:07 PM »
Hey guys, thought I'd show you guys something I made the other day. I wanted something new for a map I'm making so I decided to make an "alternative" PvE system that's turn-based. If you ever played any JRPG's like Final Fantasy, this is kind of a dumb-downed version of that. I scripted a few moves, a mana/health system, the ability to unlock/change moves, unlockable damage modifiers, and a relatively simple AI to fight. Here's a bad quality video to show you what I mean (Caution: Bad Video Quality Ahead!)

Spoiler for Hidden Content:

As it was just a test, the 'animations' arn't great and the pacing's a bit slow, but I can fix that when I make the actual system. There are a few things I forgot to show in the video like how you can't use a move if you have insufficient mana and the poison mist move. Anyway, hope you guys like my take on a different PvE system. Let me know if you have any thoughts or suggestions.


Hey guys, thought I'd show you guys something I made while bored yesterday. It's more of a technical showcase rather than a practical build and it's not too useful, but I think it's pretty neat nonetheless. It's a calculator that is run through binary and it supports addition, subtraction, and multiplication. I know it's obviously not the most efficient method of doing a calculator on TM, but I really wanted to use the built in logic gates since I've never actually used them in any large scale system. The only scripts in the whole system is used for encoding and decoding the binary, all the operations are done through the transmitters and receivers. For those who know a thing or two about binary calculators, I am using Ripple-carry adders and although the inputs only go up to 4-bit, the outputs can go all the way to 8-bit. Anyways, like always there is a low quality video to go with this post so here ya go ::):

The input system could use some changing, but I just really didn't want to have to go into all the input scripts and add a new system :P. I was also planning on doing division, but when researching it I found out it was crazy hard to calculate numbers with never ending decimals and I didn't want to add a half working function to this. Like I said, it's not too efficient compared to one primarily built on history, but at least it shows that circuitry can be pretty cool to use too 8).

Your world / #'s Fantasy Megabuild World
« on: August 30, 2015, 07:38:34 PM »
Hey guys, here's something I've been working on for a while. It's a pretty large creative showcase map. It started off as just a test map, but grew into a world of its own. Sadly, I won't be able to finish it on the Xbox since it crashes too frequently and I didn't want it to go to waste by not showing it :P. Now, what's a topic from me without a horrible quality video? Here it is (Ignore the thumbnail, it chose a weird part to use):

Spoiler for Hidden Content:

Here's some old pictures taken by Jeff Mcnewmen
Spoiler for Hidden Content:

I know the quality of the video is bad, but people can't load in the world anymore to record it.



Creative Features / Random Maze Generator
« on: August 20, 2015, 07:40:53 PM »
Hey guys, thought I'd show you something new I made. It's not too useful, but I still think it's pretty cool. It's an 'infinitely-expandable' maze generator, you just have to designate a beginning area and an end. Every time you run the script, it will generate a new random maze each time. I only made the corridors 1 wide, but you could make them any size really. Here's a horrible quality video showing you an example:

The script does take some time depending on how large you make the maze. The one in the video probably took around 5 - 10 minutes to fully generate. For those who know about maze generation, I'm using a method similar to the Recursive Backtracking Algorithm. I only modified it a bit to add less really long corridors.

Anyway, thanks for reading.

Ideas / Toggle-able Fall Damage
« on: August 17, 2015, 01:56:27 AM »
It's a pretty simple idea, but I think being able to toggle fall damage in creative mode would be pretty useful. It would be pretty good for parkour based maps as well as PvP. When I tried searching to see if this idea was already suggested, I only saw blocks that would negate fall damage. Instead, I'm thinking of just a a global setting you can turn on and off (like combat or finite resources). There's not really much else to say other than that.


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