This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - C0deH4cker
Pages: 1 ... 8 9 [10] 11 12 ... 18
136
« on: November 13, 2011, 10:02:26 pm »
Also it's always good to backup outside your home too. Imagine you got backups on CDs, flash drive, computers, calculators, but then a tornado or hurricane tear everything apart?
If that were to happen, then youd have a lot more to worry about than a calc game you were working on.
137
« on: November 12, 2011, 10:52:28 pm »
Get GFM (Group File Manager) and see if it can open the groups.
138
« on: November 12, 2011, 10:46:01 pm »
One thing that bugs me with TiLP is when i send apps/prgms to my ti84+ SE and it does a Garbage Collect, TiLP will throw an error. Doesnt the calc send a message saying it will Garbage Collect?
Edit: btw, TiLP says im using a DirectLink cable.
139
« on: November 12, 2011, 10:39:19 pm »
Use TiLP. It works for me but TI-Connect doesnt.
140
« on: November 12, 2011, 10:36:42 pm »
Well, appvars cant be easily edited oncalc, so maybe we could do [prgmNAME]->GDB1. In this case, the program should not be parsed as axe code. Another possibility is string vars. [Str1]->Str1
141
« on: November 11, 2011, 11:26:02 pm »
If you want to change an array's length, then just have a variable such as L be the length, and L1 be the array. then to use the array, just do:
For(A,L1,L1+L) .Code goes here, where {A} is your array element. End
To add an element to the end:
L++ byte->{L1+L}
To remove an element from the end: 0->{L1+L} L--
There are ways to add/remove elements from inside an array with the copy() command, but that's more advanced.
142
« on: November 11, 2011, 11:20:29 pm »
You will have to set it up in such a way that the needed data (such as score, position, speed, etc.) gets sent from calc to calc. Then, the program will have to parse the sent data.
143
« on: November 11, 2011, 10:50:27 pm »
Alright, hang on. Im gonna go through it again to match the numbers with the levels.
Edit:
Well, I think that level 14 is harder than the ones around it (especially 15, which is very easy), as it requires precise portals, multiple stages of moving the plasma ball, and quick shooting.
Level 27 is harder than 28 and 29, as when I first played it, I couldn't figure it out, so I skipped it to move on to the next ones.
Level 30 requires quick, accurate, and well-timed portal shooting, as well as dodging a plasma ball. It also requires some tricky manuevering. All of this is expected for the final level, of course.
How many levels do you plan on releasing with the final game? The 30 already created? If so, do you plan on releasing expansion packs?
Only one more question for ya: will created levels be appvars or programs?
This is by far my favorite calculator game. Keep up the good work!
144
« on: November 11, 2011, 10:39:08 pm »
I always keep everything in archive, and i LOVE the Axe program UNDELETE. It has helped me countless times.
145
« on: November 11, 2011, 10:24:02 pm »
That would cause some problems
146
« on: November 11, 2011, 10:12:26 pm »
But arent the y-vars for files?
Edit: And the matrix vars for the soon-to-be tables?
147
« on: November 11, 2011, 10:10:34 pm »
Even though the level editor isnt finished, you could release a beta of it as well. Just for fun to mess around with, ya know? Ive been playing this game since ive gotten it, and a level editor would make it all the better.
148
« on: November 10, 2011, 09:54:21 pm »
I just made a working one with a moving character and x256 precision. Working on jumping and collision detecting. Atm, it is a nibble-based tilemapper. 0 is empty space, and 1 is a block. E is entrance and F is finish. Havent implemented any more tiles yet.
149
« on: November 10, 2011, 08:20:18 pm »
Cool. Ill have to check it out.
150
« on: November 10, 2011, 08:18:11 pm »
Here are some other things i found. I know they probably no longer apply, but what the heck:
Pages: 1 ... 8 9 [10] 11 12 ... 18
|