Author Topic: [BULLETIN] Cage Match Help  (Read 17338 times)

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Offline Raylin

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[BULLETIN] Cage Match Help
« on: January 18, 2011, 05:38:30 pm »
If you need help on something calculator-wise and you're in a Cage Match, post here.
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Offline DJ Omnimaga

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Re: [BULLETIN] Cage Match Help
« Reply #1 on: January 18, 2011, 05:40:15 pm »
Will the content of this topic be split in the TI-BASIC section later? Some people who don't participate might check the TI-BASIC section for help and miss this topic. I guess you could maybe move it there with no redirect, then move it back with a redirect.
« Last Edit: January 18, 2011, 05:40:44 pm by DJ Omnimaga »

Offline Raylin

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Re: [BULLETIN] Cage Match Help
« Reply #2 on: January 18, 2011, 05:44:15 pm »
Done.
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Offline yunhua98

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Re: [BULLETIN] Cage Match Help
« Reply #3 on: January 18, 2011, 05:45:06 pm »
shuold I move Team Battles to?  and what about those contests ruler's been making?

EDIT:  also, post rating is disabled here lol.  :P
« Last Edit: January 18, 2011, 05:45:38 pm by yunhua98 »

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Offline Raylin

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Re: [BULLETIN] Cage Match Help
« Reply #4 on: January 18, 2011, 05:45:55 pm »
Not just yet.
When they get established and running (again in Ashbad's case), then move them.
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Offline DJ Omnimaga

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Re: [BULLETIN] Cage Match Help
« Reply #5 on: January 18, 2011, 05:48:09 pm »
I thought this would mostly be for Omni contests, although we could maybe add other ones. I just don't want it to be flooded with random ones. I guess we could maybe sticky important Omni topics in there.

Offline AngelFish

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Re: [BULLETIN] Cage Match Help
« Reply #6 on: January 22, 2011, 09:06:30 pm »
Okay, my map engine can draw the tilemap in approximately 0.1 seconds, but it's single layer ASCII. Does anyone think it would be worth it to have multiple layers and greater detail at the expense of speed and memory?
∂²Ψ    -(2m(V(x)-E)Ψ
---  = -------------
∂x²        ℏ²Ψ

Offline Raylin

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Re: [BULLETIN] Cage Match Help
« Reply #7 on: January 22, 2011, 09:19:31 pm »
Nah. Speed is key. No one plays a super-slow game that looks really nice. Keep a balance.
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Offline Builderboy

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Re: [BULLETIN] Cage Match Help
« Reply #8 on: January 23, 2011, 02:08:13 am »
As the developer of a duel layer ascii game, I say that if you want the extra graphics, go for it :) the speed decrease really isn't as large as Raylin might suggest, for instance my Serenity game loads maps in a very quick amount of time, you can check out some of the screenshots yourself to take a peek:



IMHO making the graphics duel layer, or shifted duel layer makes the graphics that much more amazing than just plain ascii, and if you are willing to take the size toll (since there is minute speed toll, which is only present in map loading, and takes a fraction longer) then duel layer, or shifted duel layer can offer amazing graphics while still retaining very good speed.

Offline AngelFish

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Re: [BULLETIN] Cage Match Help
« Reply #9 on: January 23, 2011, 02:10:53 am »
Like I said, the map draws in a tenth of a second already. I have plenty of speed to spare.

That said, I have no idea how you managed to get such nice double layer graphics.
« Last Edit: January 23, 2011, 02:11:51 am by Qwerty.55 »
∂²Ψ    -(2m(V(x)-E)Ψ
---  = -------------
∂x²        ℏ²Ψ

Offline Builderboy

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Re: [BULLETIN] Cage Match Help
« Reply #10 on: January 23, 2011, 02:19:31 am »
The trick is to not put each layer right on top of the other, but offset the second layer by 1 to the right.  That way, the tiles are seamless, and there is no space between them :) You also get more tile options, since now the order matters.

Offline ztrumpet

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Re: [BULLETIN] Cage Match Help
« Reply #11 on: January 23, 2011, 10:50:43 am »
Yeah, they aren't too slow.  Here's another example of their speed: http://ourl.ca/6317

For the record, this is what I make my maps with: http://ourl.ca/3839

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Re: [BULLETIN] Cage Match Help
« Reply #12 on: January 23, 2011, 01:19:56 pm »
I definitely understand how to do dual layer, but I can't make it draw a map in under about 5 seconds.  What is a better way of doing this?  Here's mine:

Code: (BASIC) [Select]
"pretend there's a 112 char string called Str1
"And pretend that _ means a space
"_X" -> Str2
"_X" -> Str3
For(A,0,111
Text(-1,fpart(A/16)*16*6,ipart(A/16)*8,Sub(Str2,Expr(Sub(Str1,B*16+A+1,1))+1,1
Text(-1,fpart(A/16)*16*6,ipart(A/16)*8+1,Sub(Str3,Expr(Sub(Str1,B*16+A+1,1))+1,1
End

Offline Builderboy

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Re: [BULLETIN] Cage Match Help
« Reply #13 on: January 23, 2011, 01:38:41 pm »
Code: [Select]
135 character String->Str1
different 135 character String->Str2
For(F,0,9
Text(-1,7F,0,sub(Str1,15F+1,15
StorePic 1
Text(-1,7F,1,sub(Str2,15F+1,15
RecalPic 1
End

Thats how I do it in Serenity and is renders in about 1 second on my calc :)

Offline meishe91

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Re: [BULLETIN] Cage Match Help
« Reply #14 on: January 23, 2011, 01:45:07 pm »
Ya, like Builder said. The trick is to do entire rows at a time instead of each tile.
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