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Messages - Eeems
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5491
« on: May 13, 2009, 10:57:39 am »
that's kind of what I was thinking (the cutting out the loading and such) how I imagined it it would be continual movement and there would be no monster fights only boss battles and such. I was also thinking a different movie per game, Hmm, I might do one on ROL3 though. does anybody want to help me with this?
5492
« on: May 12, 2009, 06:45:25 pm »
Umm, ZagorNBK hows it coming?
5493
« on: May 12, 2009, 06:42:58 pm »
ok I'm uploading the edited version, and I fixed the error with the falling off the bottom thing.
5494
« on: May 12, 2009, 06:42:05 pm »
ok, I got a screeny of it when I was trying to post a reply wow, it gave me the error when I tried to post this
5495
« on: May 12, 2009, 04:43:55 pm »
I had an idea! what if we make a movie of the whole Illusiat series?? we could play all the was through it (a little bit at a time of course) and record it, then we could add voices and sound effects on top of it (we might have to edit it though to get rid of the unneccisarry parts).
5496
« on: May 11, 2009, 11:23:23 pm »
when I tried posting a new topic it kept on erroring on me until finally it worked and let me post. it kept on telling me that I already had posted this post, but I hadn't. the same thing has happened to me once when I was replying to another post
5497
« on: May 11, 2009, 11:15:17 pm »
ok, this was part of the topic "Side Project #2: DUNGEON" until now. Basically this is a Platform game engine of a sorts. it currently has powerups, items, enemies, rope/monkeybars, spikes, health, and magic. It uses dual layer text sprites for the map. It runs moderately fast on a TI-83+. Currently in the attachments: screenies of the game in action, and the current files current code main engine::
:Text(‾1,0,0,sub(Str1,1,15 :Text(‾1,8,0,sub(Str1,16,15 :Text(‾1,16,0,sub(Str1,31,15 :Text(‾1,24,0,sub(Str1,46,15 :Text(‾1,32,0,sub(Str1,61,15 :Text(‾1,40,0,sub(Str1,76,15 :Text(‾1,48,0,sub(Str1,91,15 :Text(‾1,56,0,sub(Str1,106,15 :StorePic 2 :Text(‾1,0,0,sub(Str2,1,15 :Text(‾1,8,0,sub(Str2,16,15 :Text(‾1,16,0,sub(Str2,31,15 :Text(‾1,24,0,sub(Str2,46,15 :Text(‾1,32,0,sub(Str2,61,15 :Text(‾1,40,0,sub(Str2,76,15 :Text(‾1,48,0,sub(Str2,91,15 :Text(‾1,56,0,sub(Str2,106,15 :RecallPic 2 :L1(3→B:L1(4→A :L1(1→G :L1(2→H :L1(5→S :L1(6→T :L2(1→Z :L2(2→Y :L2(3→X :DelVar M :DelVar JText(‾1,0,90,H :If S:Then :Text(‾1,24,90,"! :End :If G=3:Then :Text(‾1,16,90," :End :If T:Then :Text(‾1,32,90," :End :While A≠1 and A≠9 and B≠0 and B≠16 and H :If E:Then :E-1→E :If not(E :Then :Text(‾1,8,90," :End:End :A→C :B→D :Text(‾1,8A-8,6B-6,"Ω :If M :Then :2→M :Text(‾1,8A-8,6B-6,"Î :End :getKey→K :If K:Then :B+(K=26)-(K=24→B :If B≠D :Then :If B and B≠16 and ""=sub(Str1,15A-14+B-1,1 :Then :D→B :End :End :End :If A≠1 and A≠9 :Then :If not(J) and ""≠sub(Str1,15(A+1)-15+B,1) and ""≠sub(Str1,15(A-1)-15+B,1 :Then :A+1→A :Else :If S and K=21:Then :prgmZAT :End :If T and K=31:Then :prgmZSH :End :J+G(K=25 and not(J→J :End :If J:Then :If ""≠sub(Str1,15(A-1)-15+B,1 :Then :A-1→A :End :J-1→J :End :If (A≠C or B≠D) and B and B≠16 :Then :Text(‾1,8A-8,6B-6,"Ω :Text(‾1,8C-8,6D-6," :If ""=sub(Str1,15C-15+B,1 :Then :Text(‾1,8C-8,6D-6," :End :If 2=M :Then :Text(‾1,8C-8,6D-6,"Î :DelVar M :End :End :If " "≠sub(Str1,15A-15+B,1 :Then :prgmZIT :End:End :If Z:Then :prgmZEN :End:End :G→L1(1 :H→L1(2 :A→L1(3 :B→L1(4 :S→L1(5
special tiles (prgmZIT)
:If "o"=sub(Str1,15A-15+B,1 :Then :1→T :sub(Str1,15A-15+B,length(Str1)-15A-14+B→Str3 :sub(Str2,1,15A-16+B)+" "+Str3→Str1 :Else :If "!"=sub(Str1,15A-15+B,1 :Then :1→S :sub(Str1,15A-14+B,length(Str1)-(15A-14+B→Str3 :sub(Str1,1,15A-16+B)+" "+Str3→Str1 :Text(‾1,24,90,"! :Else :If "Δ"=sub(Str1,15A-14+B-1,1 :Then :H+3→H :If 9<H :Then :9→H :End :sub(Str1,15A-14+B,length(Str1)-(15A-14+B→Str3 :sub(Str1,1,15A-16+B)+" "+Str3→Str1 :Text(‾1,0,90,H :Text(‾1,8,90,"┼ :3→E :Else :If ""=sub(Str1,15A-14+B-1,1 :Then :Text(‾1,16,90," :sub(Str1,15A-14+B,length(Str1)-15A-14+B→Str3 :sub(Str1,1,15A-14+B-2)+" "+Str3→Str1 :3→G :Else :If "Î"=sub(Str1,15A-14+B-1,1 :Then :Text(‾1,0,90,H :H-1→H :1→M :End :End :End :End
sword animation (prgmZAT)
:15A-15+B→S :Text(‾1,8A-8,6B,"- :Text(‾1,8A-16,6B-6,"/ :Text(‾1,8A-8,6B,sub(Str1,S+1,1 :StorePic 2 :Text(‾1,8A-8,6B,sub(Str2,S+1,1 :RecallPic 2 :Text(‾1,8A-16,6B-6,"! :Text(‾1,8A-16,6B,sub(Str1,S-14,1 :StorePic 2 :Text(‾1,8A-16,6B,sub(Str2,S-14,1 :RecallPic 2 :Text(‾1,8A-16,6B-12," :Text(‾1,8A-16,6B-6,sub(Str1,S-15,1 :StorePic 2 :Text(‾1,8-16,6B-6,sub(Str2,S-15,1 :RecallPic 2 :Text(‾1,8A-8,6B-12,"- :Text(‾1,8A-16,6B-12,sub(Str1,S-16,1 :StorePic 2 :Text(‾1,8A-16,6B-12,sub(Str2,S-16,1 :RecallPic 2 :Text(‾1,8A-8,6B-12,sub(Str1,15A-16+B,1 :StorePic 2 :Text(‾1,8A-8,6B-12,sub(Str2,15A-16+B,1 :RecallPic 2 :1→S :If (A=Y and (B-1=X or B+1=X)) or (A-1=Y and (B-1=X or B=X or B+1=X :Then :DelVar Z :End
magic animation (prgmZSH)
:H+2(X=B or X=B+1 or X=B-1→H :A-1→T :If H>9:Then :9→H :End :Text(‾1,8T-8,6B-6,"O :For(θ,1,10):End :Text(‾1,8T-8,6B-6,"o :For(θ,1,10):End :Text(‾1,8T-8,6B-6,"o :For(θ,1,10):End :Text(‾1,8T-8,6B-6,"∙ :For(θ,1,10):End :Text(‾1,8T-8,6B-6,sub(Str1,15T-15+B,1 :StorePic 2 :Text(‾1,8T-8,6B-6,sub(Str2,15T-15+B,1 :RecallPic 2
enemy movement and action handler (prgmZEN)
:H+2(X=B or X=B+1 or X=B-1→H :A-1→T :If H>9:Then :9→H :End :Text(‾1,8T-8,6B-6,"O :For(θ,1,10):End :Text(‾1,8T-8,6B-6,"o :For(θ,1,10):End :Text(‾1,8T-8,6B-6,"o :For(θ,1,10):End :Text(‾1,8T-8,6B-6,"∙ :For(θ,1,10):End :Text(‾1,8T-8,6B-6,sub(Str1,15T-15+B,1 :StorePic 2 :Text(‾1,8T-8,6B-6,sub(Str2,15T-15+B,1 :RecallPic 2 please give me your optimizations
5498
« on: May 11, 2009, 11:04:15 pm »
kk, I'll do that
5499
« on: May 11, 2009, 09:34:52 pm »
I know why that happens, I had tried something but forgot to fix it, it will be gone in the next version
5500
« on: May 11, 2009, 07:03:08 pm »
thanks Omni! as per request I am posting my code for optimization
main engine::
:Text(‾1,0,0,sub(Str1,1,15 :Text(‾1,8,0,sub(Str1,16,15 :Text(‾1,16,0,sub(Str1,31,15 :Text(‾1,24,0,sub(Str1,46,15 :Text(‾1,32,0,sub(Str1,61,15 :Text(‾1,40,0,sub(Str1,76,15 :Text(‾1,48,0,sub(Str1,91,15 :Text(‾1,56,0,sub(Str1,106,15 :StorePic 2 :Text(‾1,0,0,sub(Str2,1,15 :Text(‾1,8,0,sub(Str2,16,15 :Text(‾1,16,0,sub(Str2,31,15 :Text(‾1,24,0,sub(Str2,46,15 :Text(‾1,32,0,sub(Str2,61,15 :Text(‾1,40,0,sub(Str2,76,15 :Text(‾1,48,0,sub(Str2,91,15 :Text(‾1,56,0,sub(Str2,106,15 :RecallPic 2 :L1(3→B:L1(4→A :L1(1→G :L1(2→H :L1(5→S :L1(6→T :L2(1→Z :L2(2→Y :L2(3→X :DelVar M :DelVar JText(‾1,0,90,H :If S:Then :Text(‾1,24,90,"! :End :If G=3:Then :Text(‾1,16,90," :End :If T:Then :Text(‾1,32,90," :End :While A≠1 and A≠9 and B≠0 and B≠16 and H :If E:Then :E-1→E :If not(E :Then :Text(‾1,8,90," :End:End :A→C :B→D :Text(‾1,8A-8,6B-6,"Ω :If M :Then :2→M :Text(‾1,8A-8,6B-6,"Î :End :getKey→K :If K:Then :B+(K=26)-(K=24→B :If B≠D :Then :If B and B≠16 and ""=sub(Str1,15A-14+B-1,1 :Then :D→B :End :End :End :If A≠1 and A≠9 :Then :If not(J) and ""≠sub(Str1,15(A+1)-15+B,1) and ""≠sub(Str1,15(A-1)-15+B,1 :Then :A+1→A :Else :If S and K=21:Then :prgmZAT :End :If T and K=31:Then :prgmZSH :End :J+G(K=25 and not(J→J :End :If J:Then :If ""≠sub(Str1,15(A-1)-15+B,1 :Then :A-1→A :End :J-1→J :End :If (A≠C or B≠D) and B and B≠16 :Then :Text(‾1,8A-8,6B-6,"Ω :Text(‾1,8C-8,6D-6," :If ""=sub(Str1,15C-15+B,1 :Then :Text(‾1,8C-8,6D-6," :End :If 2=M :Then :Text(‾1,8C-8,6D-6,"Î :DelVar M :End :End :If " "≠sub(Str1,15A-15+B,1 :Then :prgmZIT :End:End :If Z:Then :prgmZEN :End:End :G→L1(1 :H→L1(2 :A→L1(3 :B→L1(4 :S→L1(5
special tiles (prgmZIT)
:If "o"=sub(Str1,15A-15+B,1 :Then :1→T :sub(Str1,15A-15+B,length(Str1)-15A-14+B→Str3 :sub(Str2,1,15A-16+B)+" "+Str3→Str1 :Else :If "!"=sub(Str1,15A-15+B,1 :Then :1→S :sub(Str1,15A-14+B,length(Str1)-(15A-14+B→Str3 :sub(Str1,1,15A-16+B)+" "+Str3→Str1 :Text(‾1,24,90,"! :Else :If "Δ"=sub(Str1,15A-14+B-1,1 :Then :H+3→H :If 9<H :Then :9→H :End :sub(Str1,15A-14+B,length(Str1)-(15A-14+B→Str3 :sub(Str1,1,15A-16+B)+" "+Str3→Str1 :Text(‾1,0,90,H :Text(‾1,8,90,"┼ :3→E :Else :If ""=sub(Str1,15A-14+B-1,1 :Then :Text(‾1,16,90," :sub(Str1,15A-14+B,length(Str1)-15A-14+B→Str3 :sub(Str1,1,15A-14+B-2)+" "+Str3→Str1 :3→G :Else :If "Î"=sub(Str1,15A-14+B-1,1 :Then :Text(‾1,0,90,H :H-1→H :1→M :End :End :End :End
sword animation (prgmZAT)
:15A-15+B→S :Text(‾1,8A-8,6(B+1)-6,"- :Text(‾1,8(A-1)-8,6(B+1)-6,"/ :Text(‾1,8A-8,6(B+1)-6,sub(Str1,S+1,1 :StorePic 2 :Text(‾1,8A-8,6(B+1)-6,sub(Str2,S+1,1 :RecallPic 2 :Text(‾1,8(A-1)-8,6B-6,"! :Text(‾1,8(A-1)-8,6(B+1)-6,sub(Str1,S-14,1 :StorePic 2 :Text(‾1,8(A-1)-8,6(B+1)-6,sub(Str2,S-14,1 :RecallPic 2 :Text(‾1,8(A-1)-8,6(B-1)-6," :Text(‾1,8(A-1)-8,6B-6,sub(Str1,S-15,1 :StorePic 2 :Text(‾1,8(A-1)-8,6B-6,sub(Str2,S-15,1 :RecallPic 2 :Text(‾1,8A-8,6(B-1)-6,"- :Text(‾1,8(A-1)-8,6(B-1)-6,sub(Str1,S-16,1 :StorePic 2 :Text(‾1,8(A-1)-8,6(B-1)-6,sub(Str2,S-16,1 :RecallPic 2 :Text(‾1,8A-8,6(B-1)-6,sub(Str1,15A-16+B,1 :StorePic 2 :Text(‾1,8A-8,6(B-1)-6,sub(Str2,15A-16+B,1 :RecallPic 2 :1→S :If (A=Y and (B-1=X or B+1=X)) or (A-1=Y and (B-1=X or B=X or B+1=X :Then :DelVar Z :End
magic animation (prgmZSH)
:H+2(X=B or X=B+1 or X=B-1→H :A-1→T :If H>9:Then :9→H :End :Text(‾1,8T-8,6B-6,"O :For(θ,1,10):End :Text(‾1,8T-8,6B-6,"o :For(θ,1,10):End :Text(‾1,8T-8,6B-6,"o :For(θ,1,10):End :Text(‾1,8T-8,6B-6,"∙ :For(θ,1,10):End :Text(‾1,8T-8,6B-6,sub(Str1,15T-15+B,1 :StorePic 2 :Text(‾1,8T-8,6B-6,sub(Str2,15T-15+B,1 :RecallPic 2
enemy movement and action handler (prgmZEN)
:H+2(X=B or X=B+1 or X=B-1→H :A-1→T :If H>9:Then :9→H :End :Text(‾1,8T-8,6B-6,"O :For(θ,1,10):End :Text(‾1,8T-8,6B-6,"o :For(θ,1,10):End :Text(‾1,8T-8,6B-6,"o :For(θ,1,10):End :Text(‾1,8T-8,6B-6,"∙ :For(θ,1,10):End :Text(‾1,8T-8,6B-6,sub(Str1,15T-15+B,1 :StorePic 2 :Text(‾1,8T-8,6B-6,sub(Str2,15T-15+B,1 :RecallPic 2
as before the chars are a little bit wierd, if you want to know exactly which one it is just ask
EDIT: here are the files in case you want to test them out:
5501
« on: May 11, 2009, 06:14:07 pm »
ok, I got home now, let me upload some screenies the first one shows the sword and the second the sword and the magic (which is epic by the way) this is all running from a TI-83+ ROM on wabbitemu, but it is running faster then the actual calc by about 1/3 ( but keep in mind that is is a 83+ not a 84+ SE so it is still pretty quick) heheh, this is much funner on an emulator
5502
« on: May 11, 2009, 05:18:40 pm »
* Eeems gives calc84maniac as many cookies as he likes.
5503
« on: May 11, 2009, 04:44:49 pm »
OMG! that is amazing! Shiny too
5504
« on: May 11, 2009, 02:54:16 pm »
kk, thanks!. the weapons only slow it down if you use them (it plays out the animation while everything pauses) it will call the subroutine if you press the attack button. It looks pretty cool, but I might get rid of the enemies, they really slow down the game.
5505
« on: May 11, 2009, 10:59:28 am »
yeah we lost like 4 pages of posts on the Side Project #2: DUNGEON topic
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