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Messages - TIfanx1999

Pages: 1 ... 399 400 [401] 402 403
6001
TI-BASIC / tilemappers; what and how
« on: October 01, 2007, 12:38:00 pm »
yea, i think i will. Gonna have to dig up my old graphlink software though because for some crazy reason TI-connect doesnt have a program editor..... Go figure.

6002
TI-BASIC / tilemappers; what and how
« on: October 01, 2007, 11:58:00 am »
i really should look at his code and see how it works ;)wink.gif

6003
TI-BASIC / Strings>lists [BASIC variables]
« on: October 01, 2007, 11:56:00 am »
Heh, ive seen the screeens of the metroid pi thing before, just didnt know how it was done  before.:)smile.gif

6004
TI-BASIC / tilemappers; what and how
« on: September 30, 2007, 03:59:00 pm »
I was specifically refering to dragon warrior style where the map is scrolling and scrolls a set amont any time the player moves. I assume the "temp map" would have to be updated every step. I suppose you could have the "temp map" buffered several tiles in all dirrections and just update it when it gets to the edge of the buffer. Again im unsure of how it would be done in this sort of game.

6005
TI-BASIC / Strings>lists [BASIC variables]
« on: September 30, 2007, 03:32:00 pm »
so it allows you to create unique non text looking tiles using ascii text?

6006
TI-BASIC / tilemappers; what and how
« on: September 30, 2007, 03:30:00 pm »
That is pretty much what i figured, 1s are not walkable 0s are, and a test is done before movment(after a key is pressed) in order to see if that space is movable or not.(Makes logical sense). If you have the map data stored in one big file, where would u store the active map data in which the character is moving? Would u just copy it from the main map into a smaller one that represents the current player viewable area? and how would you have the charcter move within the map without corrupting the map data itself (IE if a character is on a tile in the map the data would have to reflect this and it would seem that it would overwrite the tile information)

6007
TI-BASIC / tilemappers; what and how
« on: September 30, 2007, 03:13:00 pm »
Ah ok, i want to make an RPG but i dont really understand how some things work. moving a char around a map and maniupulating map data is what im trying to figure out. That helps :)smile.gif Thanks for replies guys.
*EDIT* I've still got alot to learn :)smile.gif

6008
TI-BASIC / Strings>lists [BASIC variables]
« on: September 30, 2007, 03:11:00 pm »
Ahh its a shame xlib doesnt support strings :(sad.gif. ANy idea what kind of speed you'd get on an 83+ BE? I dont have an se. I'm also unsure of what u mean by "dual layer" Do you mean it continusly alternates between 2 differnt sprites in order to create a diffrent looking sprite?

6009
TI-BASIC / tilemappers; what and how
« on: September 30, 2007, 02:55:00 pm »
ok then, what about individual tile data? For example is the tile walkable or not, is the tile a door that takes the character to another place in the map, ect. does a tilemapper deal with these also or is that handled by another subroutine?

6010
TI-BASIC / Strings>lists [BASIC variables]
« on: September 30, 2007, 02:52:00 pm »
ok,that makes sense. Why would strings cause a slow down when used with sprites instead of text though?

6011
TI-BASIC / Strings>lists [BASIC variables]
« on: September 30, 2007, 12:55:00 pm »
Why is it that strings are so much smaller than Lists or matrices with the same number of elements, does anyone know? strings are like 10 times more efficent! What gives?

6012
Gaming Discussion / Greetings From Second Life
« on: September 29, 2007, 11:42:00 am »
It looks like a really odd version of the SIMS, but with dragons........

6013
QUOTE
Mmm my dad is a little ignorant when it comes to post windows 98 stuff, but other than that he's pretty good. Used to work for NASA, then lockheed martin.
NO KIDDIN!!? One of my best bros. works for Lockheed!
Delnar_Ersike; As for your computer predicament you should  definitly push for one with a slightly better graphics card. Get as close to what you want as you can. You'll be more satisfied with it and in a few months you wont be regreting your decision.

6014
TI-BASIC / tilemappers; what and how
« on: September 28, 2007, 02:07:00 pm »
I'm sorry cause i know this question will sound a bit noobish. I was just wondering exactly what a tilemapper does. From what i understand it stores map data in a matrix, but exactly what data does it contain regarding the map and what all functions does it handle? If someone could post some commented code(or psuedo code), this would help greatly as well.

6015
TI Z80 / Battlemasters General Discussion Thread
« on: September 22, 2007, 06:04:00 pm »
All of the old download links for the demo are dead :(sad.gif

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