Author Topic: Progress  (Read 57409 times)

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Offline tifreak

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« Reply #15 on: December 08, 2005, 10:29:00 am »
Basically,

c1-->
CODE
ec1If sub(Str1,T-1,1)n="X"c2
ec2

I dont want to have to use that a bunch, for each character, as it will bloat the code...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline DJ Omnimaga

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« Reply #16 on: December 08, 2005, 10:42:00 am »
is it for collision detection in map engine?

dragon__lance

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« Reply #17 on: December 08, 2005, 11:31:00 am »
yea, i think thats wat he means
@tifreak8x, maybe use less char. or use a matrix, but thatd take up speed and mem. else, i can't think of anythin

Offline tifreak

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« Reply #18 on: December 09, 2005, 03:02:00 am »
Well, to provide variety, I have to have different characters... And I am sure as hell not using matrices...

I am just gonna have to play around with it, see what I come up with...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline Ranman

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« Reply #19 on: December 09, 2005, 03:13:00 am »
It is always fun trying different things to see what works the best -- size or speed or a compromise.  
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Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Offline tifreak

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« Reply #20 on: December 09, 2005, 03:30:00 am »
Yeah, I have a couple ideas to play around with, though I have no idea when I will get to try them...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

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« Reply #21 on: December 09, 2005, 10:26:00 am »
ok, i just thought of another solution. Ur maps will be in blocks right? u can have each block is a region, for instnace, veridian forest is a forest region, and only 2 or three chars represent walls in it. Thus, each region will have its own nonwalkable tiles :)smile.gif u can use maybe resource to copy the required collusion detecter into a temp prgm, then run that prgm from the walking prgm. hope this helps :Dbiggrin.gif

Offline tifreak

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« Reply #22 on: December 10, 2005, 08:02:00 am »
I might do something to that effect... Just without Resource for now...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline tifreak

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« Reply #23 on: January 20, 2006, 07:31:00 am »
As some of you know, resource was added; found a good, fast way for hit detection; and added a text displaying routine.

Right now, I am working on adding text to the intro. I have decided that the intro will not be the exact same, because I always thought the way you had to decide your name was kinda... bad. :Dbiggrin.gif And I think I will leave out the whole special name thing, since that will add additional files, etc, and I am trying to make this game like the original, only as small as possible on calc.

If anyone thinks that I should still have it select from a list, or have it typed in, I will consider it.

I got the box clearing routine done fairly quickly, and  the total size of my Text displayer program is 181 bytes. Not bad, eh?

Once I get the intro complete, add an in-game menu, and make it to where some of the buildings are accesible, I will upload a new version, this time with a readme that makes some sense. :)smile.gif (I think I will keep the humur in there though:

QUOTE
Report bugs/suggestions/praise/worship to http://tifreakware.calcgames.org/forum
:Dbiggrin.gif

I also need to add credits to the readme, so I don't forget people who helped with this game. :)smile.gif

And as it stands, I am unsure what I will do about a 16x16 sprite routine. Not knocking Kerm, but I very seriously doubt he will be able to make the routine for me. :(sad.gif I might ask around maxcoderz to see if someone would be willing to make such a program... (It couldn't be very hard...)

More on progress as I accomplish it... :)smile.gif
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

CDI

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« Reply #24 on: January 20, 2006, 07:43:00 am »
@tifreak8x - hehe, in my tutorial I gave you it has the best method of Hit Detection ever  put all non-solids in a string! (or better yet, have a 2nd string of numbers (single digit) that decide wether to show your character or not, and wether it's solid or not (-54125+3)

Offline tifreak

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« Reply #25 on: January 20, 2006, 07:49:00 am »
Yeah, I have been reading as I make the tutorial into html, I just haven't gotten too far because of work... :)smile.gif
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

CDI

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« Reply #26 on: January 20, 2006, 07:57:00 am »
ahh, well anyways the better one is having 2 strings (say... "XXOOOXX" in Str1 and "1101011" in Str2 and looking at Str2 not Str1 to see of the wall is solid or not

Offline tifreak

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« Reply #27 on: January 20, 2006, 08:01:00 am »
Yeah, I understand the concept. :)smile.gif It is like using a matrix, but you are using a string. In this case, you can allow for hidden wall tiles, that don't look any different from the other ones. :)smile.gif

As far as I know, Pokemon didn't have that kind of system...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

CDI

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« Reply #28 on: January 20, 2006, 08:02:00 am »
oh, well... I don't know :)smile.gif having never played it

Offline tifreak

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« Reply #29 on: January 20, 2006, 08:07:00 am »
Yeah, it had switches but that is it. :)smile.gif

inString( has been my saviour though. :Dbiggrin.gif

But first, got to get the intro. about 5% complete right now...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%