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Messages - ACagliano

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661
TI Z80 / Re: Star Trek 2 Player (Axe Edition) Progress Reports
« on: July 25, 2010, 09:28:58 pm »
Sorry for the double post, but this is a progress thread, and this is a progress report:

Second Progress Report

    Ship Selection Complete, now that I was able to plug in the appropriate ketKey values. Just adding some extra variables for some extra features I am adding. Then need to locate and fix an Err: Duplicate. Then, it's on to the sprites and main battle loop. Wish me luck and minimal crashes.

662
Question.

I'm still not positive I'm entering, but...

my Star Trek game was in the works before the contest started. However, I abandoned that one, which was in TI-Basic, and started from scratch, in Axe, after the contest started. Can I use "Star Trek 2 Player" as my entry?

663
Other Calculators / Re: TI-83 Plus Saves Student from Bullet
« on: July 25, 2010, 04:35:30 pm »
Wow. That story is amazing. Talk about enabling interrupts.

664
TI Z80 / Re: Star Trek 2 Player (Axe Edition) Progress Reports
« on: July 25, 2010, 04:16:20 pm »
No. The best example is in undiscovered country. While shields were raised, the Enterprise was protected from most of the physical damage. All that the ship felt was just being rocked by the impact. As the shields continued taking hits, they weakened. Now a hit would be mostly deflected, but the immediate area of the strike zone on the ship would be damaged. Then, the shields collapsed. The next torpedo, instead of rebounding off the shields, punched an exploding hole through the ship's hull and flew out the other side.

665
TI Z80 / Re: Star Trek 2 Player (Axe Edition) Progress Reports
« on: July 25, 2010, 10:14:14 am »
I see what your saying, and what you are saying is actually how it happens. Shields start at full power, then take hit after hit. With each hit, shield power decreases, until they fail at 0%. In the movies, it seems that, with the exception of the Romulan torpedo from the 2009 movie (which somehow damages the ship even with shields up) the shields absorb all damage as long as they are active. However, once shields fail, they do not recharge. Unless, of course, the ship's crew activates repair on the shields. This program will have repair functions. Also, there will be a key combo hidden in the program (that I will not release-try to find it yourself) that automatically forces your opponent to lower shields (they may raise them again as soon as they notice them down).

666
The Axe Parser Project / Re: Axe Parser
« on: July 24, 2010, 12:23:02 pm »
thanks

667
The Axe Parser Project / Re: Axe Parser
« on: July 24, 2010, 12:12:27 pm »
Can someone please post in a forum (maybe my Star Trek progress thread) the key codes for Axe. My computer's downloader is not working so I can not download the file, then open the keycodes. I can only view it on a web page or forum. Sorry about the inconvenience.

668
The Axe Parser Project / Re: Bug Reports
« on: July 24, 2010, 11:55:19 am »
When i use:

Code: [Select]
getKey->G
Disp G

I get random binary code


so then I try:

Code: [Select]
getKey->G
bG->G
Disp G

I get "Err: Unknown Err" on line 2.

This is with an earlier version of the parser. I will update to the latest ASAP and report back if it still persists. I apologize if it has already been handled.

669
TI Z80 / Star Trek 2 Player (Axe Edition) Progress Reports
« on: July 24, 2010, 11:47:58 am »
The game is currently undergoing design. I have had no issues with commands, save one, thus far. As of right now, the program successfully checks for its appvar, and if not present, allows you to create a ship. You can choose between 3 different types of ships, one with higher weapon power but weaker shields and slow repair, a second with weaker weapons, but higher shields and slow repair, and another with very strong shields and quick repair. Currently working on assigning all systems a position in the ship (aka: front, back, top, bottom). Also working on a points system. You earn points for defeating opponents, which can be used to upgrade the ship, purchase more weapons, or even to attain the Romulan torpedo from the 2009 movie (deals 40-60 dmg to shields, or if shields are down deals 20-50 dmg to all systems in the area hit). It will be very expensive, though.

I need some advise on a shield defense system, though. What would you think is better:

1. Standard: Shields, while active, always take 100% of the damage.

2. Complex: this is how it works

   once the ship is hit, the Z value is set to 1. Every time the program loops, the Z value goes up one, until it hits 4. If your ship is hit while Z=1, the ship takes 75% of the damage, shields are affected normally. If Z=2, ship takes 50%, and if Z=3, ship takes 25%. Once Z=4, shields defend completely. The idea behind this is that once shields are hit, they become strained and unstable. Thus another attack hitting within quick succession would penetrate to some degree.

Let me know which is preferred.


670
TI-BASIC / Re: What project would you rather me work on?
« on: July 23, 2010, 07:12:44 am »
When you save data to an appvar in Axe, does it remain in the same format you store it in (letters, numbers) or does it go in as hex?

671
TI-BASIC / Re: What project would you rather me work on?
« on: July 21, 2010, 09:39:48 pm »
Oh. Yeah. Fail. Never mind.

672
TI-BASIC / Re: What project would you rather me work on?
« on: July 21, 2010, 09:37:07 pm »
Can you get your own signing key? Or maybe the better question is, for free? Or does it cost?

Just curious. I'll use the standard for now.

673
TI-BASIC / Re: What project would you rather me work on?
« on: July 21, 2010, 09:31:17 pm »
this game would likely be better as an app. Idk. I'll see, sizewize, when its done.

*Whines* What if I don't want to send it to my computer? Can't I just smash it with a hammer until it runs it (even if nothing else works)?

Oh, and I won't really do this, but imagine the evilness of this...

You are not playing ship v. ship, your playing calc v. calc. Shields up and into battle. As your calc takes damage, first shields go down. Then I start invalidating random stuff until the OS crashes, then you have to reinstall the OS before you can battle again. That would be maximum stakes right there.

674
TI-BASIC / Re: What project would you rather me work on?
« on: July 21, 2010, 09:13:23 pm »
Is there a size limit to an Axe file? Cuz this game will likely be huge.

Do I have to code any differently in order to compile into an app using the Parser? And is the app autosigned?

675
TI-BASIC / Re: What project would you rather me work on?
« on: July 21, 2010, 08:01:08 pm »
I will be halting progress on CalcShield, to work on Star Trek and the tutorials. As soon as possible, I will post the incomplete anti-virus files here, for anyone who wishes to see what I was doing and possibly continue.

*Maybe I'll do it in Axe one day. Who knows?

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