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Topics - mrmprog
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« on: April 01, 2012, 03:53:42 pm »
I recently noticed that we as a site do not have a Wikipedia page. Unfortunately, I don't know a huge amount of the site history, but I think that a few of us should work on making a page.
EDIT: I was informed that omni had a page, but it was removed for not being important enough. Perhaps we shouldn't try again.
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« on: November 27, 2011, 08:46:20 pm »
Shows what is important. Wall street, planking, life, and minecraft. In my opinion, the last two should be switched
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« on: November 24, 2011, 06:55:10 pm »
I am debating between a prizm and an 89 titanium. Tell me everything you know about them I know that 89 basic is pretty nice, but the pure awesomeness of a color calc may beat it out. I want to have good math capabilities (CAS?), but also be able to code good stuff oncalc.
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« on: November 23, 2011, 10:47:28 pm »
This is my tile map helper. It uses several simple subroutines to help with tilemapping. Just put prgmMAP at the end of your code. There are 4 routines. EDIT:More info This uses only vars r1-6 for stuff, so it should be safe. Just have a list of numbers representing your tile values, and corresponding sprite data. The first sprite is displayed for a value of 1 and so on. :sub(DSP,"pointer to tile data","pointer to sprite data"
This displays a tile map. For speed, it assumes a value of 0 means a blank tile. :sub(ADD,"tile number to add",X,Y,"pointer to data"
Adds a tile to the data, using normal co'ords :sub(ADT,"tile number to add",X,Y,"pointer to data"
Same, but uses tile co'ords ( 12*8 ) :sub(GET,"pointer to data",X,Y
Gets the value of the tile in the specified co'ords. Useful for checking if a tile is in the players way. Example of a simple terrain generator.
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« on: September 05, 2011, 10:43:20 pm »
Simply put, I want to make a cas system for my calc. The problem is, I don't really understand how to go about doing so. I also don't know how a computer cas system works. A while back, I did some string stuff in BASIC, but is never went further than an idea. If anyone knows of any information on how I could do this, please tell me. I really want to know how CAS systems work, even if I can't make one for calc.
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« on: August 02, 2011, 02:05:11 am »
Look what I found in the Windows 7 help. 200th post!
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« on: July 27, 2011, 02:51:18 am »
This is my first attempt at something big in Axe. You jump around and try not to fall. Yay! I am going to try and make this a full game. It looks better on calc. Thanks to Eeems, Darl, Hayleia, FinaleTI, Builderboy,and p2 for help. I need to somehow make it so impossible places can't happen. If anyone has a solution to this problem, please let me know. I will be fine tuning things, improving code and the such meanwhile. Please give me feedback, as this is my first Axe project. Controls:2nd to jump, left and right to move, enter to select stuff, clear to exit or skip stuff.
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« on: July 20, 2011, 11:45:09 pm »
I am working on my first axe program, and I have a problem. If you are falling, and you move into one of the outer walls, you can go through the wall. I know the code is badly written, and the collision testing only test 1 pixel. If someone could explain to me why my code is dying, that would be very helpful.
:.GAME :DiagnosticOff :ClrDraw :[1824187E5A182442]→Pic1 :40→A :1→B :0→X :1→C :Full :Line(0,63,95,63) :Line(0,63,0,0) :Line(95,63,95,0) : :For(15) :rand^(95-0+1)+0→D :rand^(95-0+1)+0→E :rand^(63-0+1)+0→F :Line(D,F,E,F) :End : : :Repeat getKey=15 :StorePic :Pt-On(A,B,Pic1) :DispGraph :
Problem may be here
A+pxl-Test(A+1,B+5)→A :A-pxl-Test(A+6,B+5)→A :A-getKey(2)→A :A+getKey(3)→A :If pxl-Test(A+4,B+8)=1 :B-(12*getKey(54))→B :Else :B+1→B :End : :ClrDraw :RecallPic :End Explanation: A and B are X and Y cords of the sprite C is useless X is useless
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« on: July 01, 2011, 10:10:32 pm »
I opened cleverbot in 2 tabs, typed "Hello." in one, and copied the response to the other. Here are the results.
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« on: June 27, 2011, 10:22:48 pm »
About 9 months ago, I started programing. I have now worked up the nerve to release a game. It is similar to Snake and the TRON lightcycles. Gameplay:You are the moving line. Use the arrow keys to avoid hitting things. Enter will pause, and clear will exit. Modes: In the random mode, the level is the number of random lines. In minefield, the level is the number of mines divided by 10. In the normal mode (level select) I have made 10 increasingly challenging levels. Enjoy, and give me feedback.
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« on: June 09, 2011, 01:55:16 pm »
http://en.wikipedia.org/wiki/Programming_gameI was looking at artificial intelligence when I saw programming games. They look very entertaining. Does anyone play these? Please recommend any ones that seem interesting.
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