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TI Z80 / Re: This is the Only Level
« on: April 16, 2016, 11:24:37 pm »
I do note the sarcasm
Thank you so much! How far did you get?
Thank you so much! How far did you get?
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. 1
TI Z80 / Re: This is the Only Level« on: April 16, 2016, 11:24:37 pm »
I do note the sarcasm
Thank you so much! How far did you get? 2
TI Z80 / Re: This is the Only Level« on: March 22, 2016, 06:08:57 pm »
I have 99.99% of the game complete, only because I lack a theme song and a flashy introduction
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TI Z80 / This is the Only Level« on: March 21, 2016, 10:39:09 pm »
Elephants sometimes do forget...the rest of the levels.
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TI Z80 / Re: Spot: The Video Game! TI-84+ development thread« on: March 16, 2016, 02:50:47 am »@JWinslow23 Looks nice, but you should definetly cross-post your definitely-will-maybe-possibly-finish-sometime project here.Perhaps...perhaps. 5
TI Z80 / Re: Spot: The Video Game! TI-84+ development thread« on: March 06, 2016, 08:08:07 pm »
Nothing since my last update. But check out this definitely-will-maybe-possibly-finish-sometime project I'm working on.
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Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni« on: December 04, 2015, 07:54:51 pm »
7616: You realize so many reasons have been posted here, you go back and post a duplicate.
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Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni« on: November 03, 2015, 10:24:55 pm »
7613: You try to keep it from your math teacher that you can play games on your calculator, but it turns out it's the talk of the school and he's heard by now
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TI Z80 / Re: Spot: The Video Game! TI-84+ development thread« on: September 14, 2015, 01:47:46 pm »That looks really nice Jwinslow!Thanks! I have been preoccupied with school. But I promise, progress is sure to come! I may need pixel artists, however, to design frames of animation. (Boy, this is what programming TEAMS are for, huh? ) Anyone willing to offer, tell me, and I'll tell you what the frames need to be and look like. I will then make tweaks as I see fit afterwards. 9
TI Z80 / Re: Spot: The Video Game! TI-84+ development thread« on: September 09, 2015, 06:49:29 pm »Do you store each frame or do you somehow calculate them on-the-fly?Each frame is stored. So are the relative positions where to draw them. Pixel art was the hard part, though. 10
TI Z80 / Re: Spot: The Video Game! TI-84+ development thread« on: September 09, 2015, 02:01:55 pm »Love the animations!Thanks! It took quite a bit of time to get the animation fluent. 11
TI Z80 / Re: Spot: The Video Game! TI-84+ development thread« on: September 09, 2015, 08:25:26 am »
Bump.
I finally started to get animations to work! The only animation I've included thus far is the up-2 left-2 cartwheel, and if you make any move, it defaults to that animation (so doing it with any other move will look weird, but still work). I also split the "main code" and "graphics and custom variable definitions" into two source files. Source files available for download in attachments, as well as the compiled program. Tell me what you think! 12
TI Z80 / Re: Spot: The Video Game! TI-84+ development thread« on: September 07, 2015, 07:57:58 am »This is looking and sounding awesome! Any reason you picked 3lvl over 4lvl?Thanks! I picked 3lvl simply because I didn't really need it. Besides, 4lvl can be difficult to make look good, as with my (sorry) entirely halted Canabalt project. And I tried, but no setting seemed to make it look better than that. This looks pretty awesome. I knew what it was when I saw the animation of spot you posted. I'm also curious why you don't use 4 level grayscale.Thanks. Also, see above for answer. I'm not sure if you really need 4-lvl grayscale for this, the only thing that uses it currently (that i can see) is the board. It looks great, though the cursor movement and animations feel a little slow to me. Actually, i just played the NES version on an emulator and it seems the speed's about the same. Nice work, JWinslow23!Well, I DID take the NES graphics and sprite the TI-84+ graphics myself based off of each frame of the NES animations...so there would be a degree of accuracy there Thank you. Next will be, all of the move animations! 13
TI Z80 / Spot: The Video Game! TI-84+ development thread« on: September 07, 2015, 03:45:44 am »
That's right, I'm making another calc game. It will be a port of none other than:
(title screen above just a mockup at this point, is not in this version of the game) As of now, this is an extremely early pre-pre-alpha v0.0.0.0.1.0 version of the game, so do not expect anything more out of it than what it gives as of now. For those who don't know what that is, it is an NES game featuring the mascot of 7-Up, Cool Spot, which takes on a style similar to that of Othello (Reversi for some people). You can duplicate spots on the board by placing them 1 square away, or move spots on the board by placing them 2 squares away. If there are spots of the opponent's color directly around the ending square, it flips them to your color. Fun concept, and interesting to play. What I hope to do is to make the magic of that game (yes, even the animations Spot does during moves) appear on my TI-84+ calculator. Sure, this would be simple to program in TI-BASIC, and I may do that at one point as well, but I don't simply want it for the gameplay. I want to test myself to see if I can recreate the stunning visuals in 3-level grayscale on a 96x64 pixel screen. So far, I think I did a good job with the "spot selected" animation. (I swear, grayscale looks fine on-calc. I don't know how to Wabbitemu settings ) ARROW KEYS - Move your cursor 2ND - Select spot and destination spot CLEAR - Exit at any time I have implemented a semi-playable 2 player version (one player takes a turn, then the other, etc). There is no spot flipping yet. Game over and "winning" is also not handled at all, so you must quit out if the board gets full or you cannot move any pieces. Source code is in ASPOT.8xp. Compiled program is in SPOT.8xp. With that, it's back to sprite editing and coding. Give me feedback, tell me what you think! 14
Community Contests / Re: Code Golf - The Reboot #9« on: July 28, 2015, 08:01:34 pm »Do we have to backslash? I don't know how to backslash on TI-OSYou can use a forward slash if a backslash isn't an option. 15
Community Contests / Code Golf - The Reboot #9« on: July 27, 2015, 03:34:37 am »
I can't believe I've gone about a month without posting another challenge. Time to set things right
Hello Omnimaga/CodeWalrus/Cemetech/friends/Romans/countrymen/lend/me/your/ears, and welcome to the ninth installment of... Code Golf: The Reboot As you can see, I am @JWinslow23 , the guy who started this idea in the first place. You may recall my weird fifth challenge I devised, and if you do, I'm doing something just as sinister. Don't know what code golf is? Check out this contest thread OR this really old contest thread for an explanation. Don't know what code is? Then you will not understand this website in general Without further ado... Challenge 9 Problem Family Feud is a game show where you try to guess the most popular responses to survey questions, such as "Name something people often steal from the office to use at home", "Name something that gets hard when it gets cold", or "Tell me a famous Dennis". This, of course, has been adapted into many video game ports, including one in 1993 on the Super Nintendo Entertainment System (SNES). Now, the SNES version has one glitch that makes the game that much more funny: as long as there are the right letters in the right order, the game counts it as correct. This can lead to some rather interesting answers being counted, as seen in this video. Based on this, here is your challenge: Create a program that, given a string containing a typed-in answer, and another string containing all the accepted answers (encoded in a format explained below), tells the user the answer they matched, and if no answer was matched, tells the user they got a strike. Let me explain: The string with the possible answers the game will accept will be encoded and interpreted as follows:
Code: [Select] Input: "CLEANER FLUID:CAR\AUTO:CLOTH_ES_:_KITCHEN_ FLOOR:BODY:TOWEL^S:BATHROOM:DISH_ES_" If any more clarification is needed, contact me. I'll try not to give you COMMANDS FOR US INVASION... (whoops, I mean CONFUSION ) Scoring All non-calc languages will be scored with this counter. Assembly programs will be scored on binary size (minus the header), and TI-BASIC and Axe will be scored on on-calc source size (again, minus the header). For Axe, the entire first line (for example, ".PROGNAME") does not count. Submission PM me over on Omnimaga, Cemetech, or CodeWalrus with the code, or make an unlisted YouTube video and PM me the link. (If you take the latter option, then congrats for you ) Good luck! I wanna see if Feud come up with clever answers! SysRPL
Java
C
Language Ranking
Here is the code for the SysRPL, C, and Java entries, respectively. I guess the contest died, even I didn't notice it was already over. But hey, it was fun. Code: [Select] :: Code: [Select] #include<stdio.h> Code: [Select] class G{public static void main(String[]c){c=c[0].split(":");for(int n=0;++n<c.length;)for(String s:c[n].split("\\\\"))for(int x=0,y=0;x<c[0].length(){if(y>=s.length()){System.out.print(c[n]);return;}switch(s.charAt(y)){case 94:++y;case 32:++y;break;case 95:y=s.indexOf(95,y+1)+1;break;default:if(c[0].charAt(x)==s.charAt(y))++y;else++x;}}System.out.print("STRIKE!");}}
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