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Messages - Hot_Dog

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1231
News / Re: Correlation Not Far From Testing Stage
« on: February 13, 2011, 03:15:15 pm »
@leafiness0: The important thing is that you try.  You can test it.  I just don't want people who throw together a 10-minute demonstration or something.


Hey guys, don't forget to list which specific feature you want to test, from most prefered to least prefered.  (The list is on the very first post)  While your game can include anything from correlation, you will need to hammer down on at least one feature, and depending on who wants to do what, I'll assign parts to testers.

Here's an example list, my preferences for specific features to test in the order I would want to do it:

2, 9, 4, 7, 6, 3, 5, 1, 8

1232
News / Correlation Not Far From Testing Stage
« on: February 13, 2011, 05:32:00 am »
Correlation

Correlation will be ready to test either this month or very early in March.  I have to add library compatability and a function for defining animated tiles, then it's just making sure that everything runs smoothly.

So now I'm looking for testers.  I know that several people volunteered, but I need a reminder of who did, as well as anyone new who would like to.  

The testing peiord will be three weeks at least, and more if several bugs are found.  Also, as much as I hate to do so, I need to list requirements for testing, since I want the release of Correlation to be successful.

Requirements for testing:

1. You must read the full manual to the letter.  For those of you who read it already, there are many new changes.  For example, I changed commands to make things easier to remember and work with
2. You don't have to create a full program/game, but you must make a program good enough for a high-quality screenshot.  Advertise!  In this case I would rather have 10 seconds of sweet-looking gameplay than 3 hours of crummy graphics.  Please feel free to convert a Ti-Basic program to use Correlation if you wish.
3. You must choose at least one option from a list below to test throughly.  That means you code for it, and you try to mess it up to make sure that error-checking works and the calculator won't crash.

Optional:

1. If you wish, or if you don't care, I would like to include your program as an example program for new users to look at
2. If you are able, please write a good review on ticalc.org!  You don't have to rate the program 10/10 if you feel it doesn't deserve it, and you can list problems you find, but please leave it positive and constructive.



Your program can include any features of Correlation that you wish to add.  However, when you write your program, you must include at least one of the options below to include and test as much and as throughly as you can, including trying to crash the calculator (preferably crashing an emulator).  When you post a comment, please list in order from most prefered to least perfered the feature you would like to test.  I will assign options on a first-come first-serve basis.

1. Include a map with tiles anywhere from 1x1 to 7x7 in size
2. Include a map with tiles anywhere from 9x9 to 15x15 in size - SHIMBS
3. Write a program that doesn't use the full screen for displaying text
4. Write a program that uses animated text/tiles - FINALETI
5. Write a program that makes good use of Word Wrap Mode - GEEKBOY1011
6. Write a program that makes good use of Clip Mode.  That is, when text reaches the edge of the screen (or window), it stops displying
7. Write a program that makes good use of Wrap Mode.  That is, when text reaches the edge of the screen (or window), it wraps to the next line - QWERTY.55
8. Write a program that uses abs( as a replacement for sub( when it comes to retrieving substrings - XEDA
9. Write a program that uses only the homescreen - MEISHE91


Thanks to testers!  You will be thanked in the manual!

1233
Correlation / Re: Correlation Progress
« on: February 13, 2011, 04:47:58 am »
Thanks to DJ's suggestion, you can now have custom windows for displaying text.  The custom window is used only with Correlation, so you can display text that won't interefere with anything you want to draw outside the window.  Notice in this screenshot, I could include statistics at the very bottom of the screen if I wanted to, statistics that cannot be erased.

This doesn't work with masked sprites yet, but I plan to fix that.

Ti-Basic Source Code:

7->ThetaMin      ;Left-Hand Coordinates of the Window
88->ThetaMax   ;Right-Hand Coordinates of the Window
7->TMin        ;Top Coordinate of the Window
58->TMax   ;Bottom Coordinate of the Window
60->ThetaStep  ;The Map is 60 tiles wide
int("FF    ;This command is REQUIRED if even one window coordinate is changed.  It does the final steps in creating a window.

pgrmZERATUMA

1234
News / Re: Powder/Dust Games Trickling In
« on: February 12, 2011, 03:46:02 am »
This stuff is absolutely amazing

1235
The Axe Parser Project / Re: ChainFire Pinball Library
« on: February 12, 2011, 03:33:53 am »
Builderboy, this is so amazing that I wish you would make your own pinball game :D

No pressure ;)

1236
Miscellaneous / Re: Weird char(s)
« on: February 09, 2011, 11:29:08 pm »
Д

Russian.  This is the letter "D" in their language.

1237
Miscellaneous / Re: Appeal from Ashbad
« on: February 09, 2011, 11:24:10 pm »
Yeah, we all need to pitch in.  I can't be on IRC constantly, but I am now making a resolution to read posts starting at 10 minutes a day--nothing but reading posts, and taking more than 10 minutes if I want to add replies.  I apologize to everyone for not being the administrator that I should be.

As for you, DJ, thanks for holding on no matter the trouble.  Not only are you the best admin ever, you're one of the greatest friends I've ever had (and that's saying something, because I have a lot of great friends)

1238
Correlation / Re: Correlation Progress
« on: February 07, 2011, 11:18:34 pm »
Ah, that does make sense. Anyone who want to run the program would require the library to run it, though, right?
BTW, the speed is most impressive. I shall have to try this out when it is released.

Yeah, the library would be required.  It's like Xlib

1239
TI Z80 / Re: Starcraft: Zertaul -- Eye Candy
« on: February 07, 2011, 05:48:04 pm »
Nice Hot dog, but what's with all the random stuff before the text? ???

Cutscene Data.  I have a font dedicated to cutscene graphics, so there's a 32 character string telling Correlation what to display

1240
TI Z80 / Re: Samocal
« on: February 06, 2011, 10:55:10 pm »
You forgot one:
Code: [Select]
HP |Atk     |Def|Mgc|Mdf|Spd|    Name       |HP |Atk|Def|Mgc|Mdf|Spd|
---+------+---+----+---+---+-------------+---+---+---+---+---+---+
99 |>9000 |99 |99   |2   |3    |Netham45     |2  |0  |0  |0  |0  |0  |


LOL

1241
TI Z80 / Re: Samocal
« on: February 06, 2011, 10:15:40 pm »
Wow, I can't wait to see how this turns out, especially when you make use of Batlib

1242
TI Z80 / Re: Starcraft: Zertaul -- Eye Candy
« on: February 06, 2011, 09:55:14 pm »
That looks awesome!  I really ... interview!  *Hint*  :P

Lol, why don't you throw in a brass band while you're at it :P

1243
Correlation / Re: Correlation Progress
« on: February 06, 2011, 09:51:38 pm »
Xeda is right.  Another advantage (and the reason I started this project) is that with Correlation you need to deviate very little from Ti-Basic.  If you use Axe or ASM, you require a new language, more code and deeper thinking.  But if you are already good at creating Ti-Basic games, especially those that use text for graphics, you can display amazing graphics without having to learn more than a few more lines of code.

By the way, Correlation does run slower than Axe and Assembly.  However, it does help in speeding up a normal Ti-Basic program.

1244
Correlation / Re: Correlation Progress
« on: February 06, 2011, 07:39:34 pm »
Here's animated tiles!  They're a bit tricky to understand unless you read about them in the new manual, but updating the screen causes the calculator to choose the next tile.  You have 64 seperate frames available for animation...you can have 1 tile with 64 frames of animation, 32 tiles each with 2 frames, or a combination like 2 with 1 frame, 6 with 5 frame, 3 with 4 frame, etc.  In this example, it's 1 tile with 4 frames.

Source Code:

int("AY                  ;AY = "Animated Yes"
int(TRAFFICL
Lbl S
e^(0,0,"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
int("DD
For(N,1,300
End
Goto S

1245
News / Re: Axe Parser's 1st anniversary
« on: February 06, 2011, 01:36:10 pm »
And I thank you over 9000 times, Quigibo!  Axe Parser is perhaps the best thing that has happened to the Ti-83+/Ti-84+ series

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