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Messages - Hot_Dog
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316
« on: December 20, 2011, 07:36:15 pm »
I'm not sure I exactly understand what exactly you are trying to do, but why couldn't you just divide your Y's by your X's. That's what you do in math and division is relatively quick. If you need decimal places, you can just tack on an extra byte to your Y values and your final result will have 1 extra byte of decimals.
It is relatively quick, but I was hoping for something slightly faster. Still, I guess I don't have to be 100% optimized
317
« on: December 20, 2011, 06:50:17 pm »
For Elimination, let's say I have a playerX and a playerY, and an EnemyX and an EnemyY. I'm wanting to do something similar to a Bresenham line, but to do that I need to know the slope between the two locations, of the player and the enemy. I'm assuming a LUT is my best bet, where the LUT will have values for rise and run. That is, go up/down this many times, and left/right this many times.
How do I go about implementing this? What I need to know is given (PlayerX, PlayerY) and (EnemyX, EnemyY), what do I need to do to find the correct value in the LUT? I want my LUT to have no more than 64 sets of rise over run.
318
« on: December 20, 2011, 05:52:33 pm »
319
« on: December 20, 2011, 05:23:14 pm »
I hope that you've found this topic of my progress reports to be helpful: http://ourl.ca/14483As a reminder, I never forget to update the thread, so be sure to check from time to time if you're curious to see how I'm doing. With that said, a 5-level "test" version of Elimination should be available soon. But I need to add the ability for enemies to fire at a player who isn't looking at them. The original "Gemini" didn't have this feature, but I don't want players to simply speed through the level and ignore enemies. If enemies only fire when you look at them, you can stay safe by turning your back on them I'll also add "Items Left" and "Enemies Left" for those of you going for 100% scores. Just like for "Undiscovered Secrets," if you see "0" for any value, it means you found/killed all of it!
320
« on: December 20, 2011, 05:09:09 pm »
This is wonderful! And Netham45, congrats on becoming "Lobster" aka president!
321
« on: December 20, 2011, 05:07:03 pm »
Now to play Chex Quest on this thing
322
« on: December 20, 2011, 12:11:34 am »
For a college final in composition, I wanted to write music for the game Supreme Commander, an RTS game. One of the playable races is called the Cybran, a race of cyborgs. So I created music for two moments. One song is for when you start the game. (Growth and Anticipation -- the Cybran prepare for the upcoming battle) Then the other song is the first battle, the first encounter. I was inspired by Starcraft for "Growth and Anticipation", and I was inspired by Donkey Kong Country 3 for "The First Battle" (despite the fact that the guitar sounds like Starcraft)
You can also download the scores, but I must warn you, my grades for the class came from actual recordings rather than the quality of the printed music. Also, the scores aren't fully accurate, because some of the sounds and instruments were done manually during recording/sound editing rather than from the composition software I was using. The score for Growth and Anticipation comes in 2 parts, and Part II of Growth and Anticipation is what happens onward from the moment you hear the distorted guitar interrupt the men's choir.
323
« on: December 19, 2011, 11:45:24 pm »
If you open it in a music editing program, like finale notepad or musescore, it makes pretty decent sheet music all by itself
I used Finale, but I didn't touch it up as much as I wanted. Also, for the sake of trumpet players, the key was originally concert A-Flat. Changing it to concert A made the accidentals all wacko-looking.
324
« on: December 19, 2011, 11:38:30 pm »
I really really like it May I have your permission to do an electronic remix?
You bet! Just don't charge for it jk Hey, this is really cool. Is there a chance you have this available in sheet music form?
I do indeed, but it's not yet a pretty sight. If you'd like the score, I can have it for you after I touch it up
325
« on: December 19, 2011, 09:14:23 pm »
I forgot that I wrote this piece in college. This is my interpretation of someone being frantic
326
« on: December 19, 2011, 06:36:56 pm »
Lua has become quite a valuable and popular programming language for the Nspire series of calculators. Since Lua is used for a lot of games, it would be awful if a promising game could only work on some OSes of the Nspire and not others. As such, we are thankful to Critor for the following topic: http://ourl.ca/14528Basically, if your Lua game includes only functions that TI documents and gives instructions for, your game is almost 100% guranteed to work on future Operating Systems of the Nspire. However, there are some functions that TI did not mention, hidden functions that were discovered through the work of others. Sometimes these functions are changed or removed in future versions of the Nspire, and your game will not work on those particular calculators. What we're saying is if you would like to create a Nspire game that everyone can use, be careful using undocumented instructions. There's no promise that the functions will remain. You should be safe sticking with the functions that TI talks about. On another note, here's an official TI operating system that critor found, but TI hasn't made available for download: http://ourl.ca/13817
327
« on: December 19, 2011, 12:10:21 am »
As everyone said, it's awesome to see some progress
328
« on: December 18, 2011, 05:25:29 pm »
Awesome stuff! I remember taking Java in High School, and our first programs were console.
329
« on: December 13, 2011, 05:17:33 pm »
This is a list of features I need to add/test before I release a new screenshot for Elimination. After every screenshot of Elimination, I will update this list with new tasks I need to complete, and I will strike out tasks that I have finished. It will be a great way for you to see what I'm currently working on, as well as what I have completed. What you see most people put in their signature, I will put here, because I am terrible about updating my signature.
Although this topic is locked and will rarely show up in "new posts," I will never forget to update it, so be sure to check from day to day if you're curious about my progress with Elimination.
To do before next play-through screenshot:
* Create Level 18
* Implement Batteries
* Improve Enemy Pathing --Keep an enemy from moving off screen by itself --Keep an enemy from getting too close so that it won't disappear behind the player
--Slow down some enemies --Keep enemies from disappearing into walls once and for all * Implement "Case of Cylinders" powerup
* Implement Hard Difficulty * Add collision to objects and enemies
Next Multiplayer Steps:
* Create Test Map * Create Multiplayer Menu System
330
« on: December 13, 2011, 12:13:18 am »
Maybe make the health bar more obviously a health bar, like a rectangle enveloping the whole thing (so there isn't a gap on the right)?
*Edit: http://ourl.ca/13316
That's an idea. Maybe I should get rid of the dead bodies as well, because imo that causes more confusion than do live enemies (which have health bars)
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