| Welcome to the TNT Directory. Here you will find complete games and examples contributed by the TNT Basic community, as well as useful links to other websites. Feel free to add links to complete shareware games - you don't have to include the source! | ||||
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Updated Pong - OS X |
Version 1.0 |
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| Posted by Hendo | Last Updated on 30th Jan 2007 | ||||||
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This is a small update to the pong in 60 tutorial. It now works by arrow keys, has music and a scoring system.
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plančte en orbite! |
Version 1.0 |
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| Posted by mikake | Last Updated on 26th Jan 2007 | ||||||
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simple orbit simulator with the Earth,the Moon , and a little satellite.It's just an application of this formula we learn at school,but I'm happy that it works! (mass,velocity,scale customizable) (explication en anglais) (explanation in english) |
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Breshenham's mid-point line algorithm... |
Version 0.3 |
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| Posted by allnodcoms | Last Updated on 20th Nov 2006 | ||||||
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The latest installment in my little code repository... This takes my previous version of the Breshenham's line algorithm and adds an animated character. Everything works pretty much as you would expect, and as always is heavily commented. Any questions, you know where to find me... My next example will add a map, object avoidance and multiple characters. Danny (nods) |
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Looker |
Version 1.0 |
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| Posted by Orteil | Last Updated on 27th Sep 2006 | ||||||
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A simple game using the "calculate angle" command. A weird ball gets a target (mouse or some bouncing squares) and looks at it, follows it, dashs at it (and sometimes shots it). Simple code, realistic movement ! |
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WriteNow |
Version 1.3 |
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| Posted by Orteil | Last Updated on 3rd Jul 2006 | ||||||
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It's a word game. A word-set (containing a list of words - the player can make his/her own) is loaded and the game reads a word from it. It slowly scrolls to the right. The player must type the word before it reaches the right edge of the screen; then another word is loaded - longer, scrolling faster - and the game goes on until the word-set is over. Contains one starting word-set (in french). May drive anybody mad in two minutes. |
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RPG Engine - Weighted Numbers |
Version 0.0.1 |
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| Posted by Jae Rune | Last Updated on 19th Dec 2005 | ||||||
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The basic idea here it to show you how to set up a weighted random number generator, also known as a biased number generator. The point of this is to allow you to create it so that one result is more likely to appear than another. So it takes the randomness out of a random number generator. Consider this: rolling a die, you have a 1:1 chance of landing on any number. It's completely and utterly random. Same thing with a random number generator. Each number has a 1:1 chance (or 50/50) of being generated. This bit of code, however, allows you to define ranges that are more likely than other to appear. Let's say you want a user to be able to roll 2-5 on a six-sided die 90% more often than a 1 or a 6. You'd set this up for a 5:90:5 ratio for 1/2-5/6. Not sure if that makes sense, but if it does, you can see the applications immediately. Usually it's great for determining battle systems where you want the chances of misses and criticals to be lower than the chance of a regular hit.
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The 3D cube |
Version 0.2 |
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| Posted by allnodcoms | Last Updated on 14th Dec 2005 | ||||||
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An example of basic 3D functionality in TNT. The code allows the user to spin a 3D cube in real time using the cursor keys and ',' and '.' keys (< and > without the shift). Pressing the space bar toggles the display mode, currently wireframe, wireframe with hidden face removal, filled polygon or lit wireframe , and the <enter> key resets the display defaults. I'm halfway through writing a lengthy tutorial on the evolution of this code and 3D formula in general, these I will post when complete, but I'm a bit tied up working on the Open Source TNT at present, so thought I'd get this out now for you budding 3Der's to have a play with... I hope this serves to inspire you all to get out and try a few more elaborate exercises, this is just standard TNT code and shows what can be done with a bit of basic math knowledge (see the up-coming tutorial) and a desire to push the engine to its limits. Keep an eye out, I may decide to get a bit more adventurous with this... As usual, any questions just drop me a line in the forums... Danny (nods) |
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Version 1.3 documentation (in PDF) |
Version 1.3 |
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| Posted by allnodcoms | Last Updated on 13th Nov 2005 | ||||||
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Version 1.3 is here! Well, the documentation anyway. It's a full .pdf version of the new user guide and help section. Completely bookmarked for easy reference and fully linked for ease of navigation. It's even got a snazzy new cover! What more could you ask? Have fun and happy reading! Danny (nods) |
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Breshenhams midpoint line algorithm |
Version 0.1 |
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| Posted by allnodcoms | Last Updated on 5th Sep 2005 | ||||||
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First snippet from the programmer's toolkit An essential little tool for creating RTS type point and click games. These routines set up and execute a TNT implementation of Breshenham's Midpoint line algorithm. This moves an object quickly from one point to another by the shortest route, no floating point and no complex math calls. It's quick, fully working and heavily commented. Any questions, just drop me a line in the forums. This is the first in a series of 'handy doohickeys' that will build into a programmer's toolkit. A set of attractive, matching tutorials will follow. |
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Complete Inputs |
Version 1.2 |
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| Posted by someone | Last Updated on 12th Aug 2005 | ||||||
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TNT Basic has no input command. There it is! Customize everything, call it with a single line, supports key combinations, and more! get file at http://tntfiles.site.voila.fr/ |
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