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 - Halifax
Pages: 1 ... 6 7 [8] 9 10 ... 90
106
« on: November 16, 2007, 06:58:00 pm »
Take this as a grain of salt, but I believe that a 68k port would be fairly easy by just extending the view of the camera so it sees more tiles. I would just feel really bad for 68k users because the only thing that is better that they may be getting is better grayscale. Gameplay and everything would be the same, which means the full power of the 68k wouldn't be used.   Eh, as I said, grain of salt. 
107
« on: November 16, 2007, 05:29:00 pm »
I used the token. And I ran the programs, respectively, 20 times to make sure that it wasn't just a fluke.
Also, I use getTmr->L1 and getTmr->L2 and then subtract the start time from the end time.
108
« on: November 16, 2007, 04:27:00 pm »
QuoteBegin-Super Speler+12 Oct, 2007, 15:33--> QUOTE (Super Speler @ 12 Oct, 2007, 15:33) | Actually, 10^( is generally a faster way to do the same (or rather, a very similar) thing. |
I actually just tested this today. 10^( takes 6 seconds while E only takes 4 seconds.
(1000 iterations were done by storing 1000 to variable B.)
c1 --> CODE | ec1 For(A,1,1000 E3->B End c2 |
ec2
c1 --> CODE | ec1 For(A,1,1000 10^(3->B End c2 |
ec2
And they both take the same number of bytes, so I would go with E since it is faster.
109
« on: November 16, 2007, 04:22:00 pm »
QuoteBegin-kalan_vod+15 Nov, 2007, 0:52--> QUOTE (kalan_vod @ 15 Nov, 2007, 0:52) | I believe it is also that less and less things are amazing or original, so one might see it possible for one to steal ideas   |
Yes, I agree with that. Development is becoming much more...in-depth, I guess.
The price of time that it takes for someone to develop a quality game these days is a much larger task. This may be a reason that programmers would not want to make false hopes.
Also the ratio of programmers to sprite artists could possibly be another problem. Even greater is the ratio of programmers to sprite artists willing to do a week's worth of work.
110
« on: November 14, 2007, 06:15:00 pm »
THE POST 13523320 I wouldn't doubt that it wouldn't be able to fit into one page. In fact scratch that total above. o.o  Geez, I forgot the 72x32 enemies. o.o  So...: 72x32 = 144 bytes 144 bytes * 16 enemies = 2304 bytes 7680 + 2304 = 9984 bytes Which leaves only about ~6,000 bytes for game code. So yes it will possibly be two pages. (Note: This does not include the size of the mapper code, the size of all the maps, or the size of the font set.) This post has been edited by Halifax on 15 Nov, 2007, 0:16
111
« on: November 14, 2007, 06:10:00 pm »
A language in essence is fast or slow. It is just a language.
The implementation of that language leads to whether it is fast or not. The fact of the matter is though that a VM on the Nspire is not something desirable, and you will probably only be getting 83+ basic-like games out of it with Java/C#
Also the bottom-line on speed is that Java/C# will never be able to have the same features as C/C++ and be as fast. It is impossible.
112
« on: November 14, 2007, 06:08:00 pm »
THE POST 13523312 Well yeah, I think we can fit it on one page. The overall bytes above were the requirements for data, without compression. This would mean that, even without compression, half a page is left for game coding.
113
« on: November 14, 2007, 06:06:00 pm »
I generally find that secret projects don't demand as much as public projects. They also don't cause as much stress, or the notion that you have to get something done. Generally this is due to the fact of trying to keep the public interested, dealing with requests, dealing with doubts, suggestions, updates, etc. With secret projects I could be working on it every single day, or not have worked on it for a whole month, but I know that I don't need to keep anyone interested, or impress them. Overall I find secret projects more stimulating when you are tight on time, don't feel like dealing with the public, or for other reasons. I believe that the status of a project, public or private, should be up to the discretion of a programmer/programming team. Overall I would be glad if I was getting the screenshots/tile sets. 
114
« on: November 14, 2007, 05:31:00 pm »
THE POST 13523269 Oh...we are trying to keep things under 1 page? I mean, I was thinking 2 pages would be a fine limit because it seems that 1 page won't be enough. (just thinking...) ~70 tiles 16x16 = 32 bytes 2 layers = 70 * 2 = 140 140 * 32 bytes = 4480(I think) bytes 4480 + ~3200 bytes = 7680 bytes So yeah, I guess we have like half a page left. Nevermind, we can keep this in one page especially with compression. Good call, Liazon.  This post has been edited by Halifax on 14 Nov, 2007, 23:32
115
« on: November 14, 2007, 05:25:00 pm »
Haha, yeah that was basically what I was trying to say.
116
« on: November 14, 2007, 12:05:00 pm »
THE POST 13522736 Oh really? lol, well then, I thought it was a lot.
And no, the text is not compressed yet, but I intend on compressing it.
117
« on: November 14, 2007, 11:47:00 am »
No I wasn't offended, I was just wondering. I don't think he meant to offend anyone either. Matter of fact, I am pretty sure he didn't since he is just experimenting.
118
« on: November 14, 2007, 11:46:00 am »
THE POST 13522671 Well, after compiling only half the text for this game, it came out to 1577 bytes. So just by taking a stab in the dark, I will say that the text will be around ~3200 bytes. o.o  Either way, after reading through basically half the script, I can guarantee you that the story will be very good! Well, I will try to get the other half of the script compiled by the end of tonight, and possibly some coding on the text display routine.
119
« on: November 14, 2007, 10:00:00 am »
D***! It looks like someone just ripped of his face, and ate it for lunch, leaving him sitting there, pondering why?!
lol, j/k
Anyways, is the fact that it Jesus show anything significant? Or did you just pick that picture?
120
« on: November 14, 2007, 09:57:00 am »
Yeah, why has no one tried interlaced grayscale on the 68K? (I have always wondered this) Either way, good question Ranman. Yes the NSpire will be programmable, but don't think it is anything close to low-level. There will be no ASM, BASIC, C, or C++, but instead it will be programmable with Java/C# running on a VM.   Which I have heard can be pretty slow with the Nspire. (All this information comes straight from a TI Nspire OS developer.)
Pages: 1 ... 6 7 [8] 9 10 ... 90
|