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Messages - JWinslow23
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106
« on: November 29, 2014, 11:45:30 pm »
Wow, this looks really great, i love how you organized everything! It would be nice to have a pack with several puzzles in it, though. Downloading immediately
I also love your 2048 clone. Your games are filling up my calc
Thank you. This layout was actually the reason I made it, because every other Sudoku clone I saw either had no pencilmarks, showed them poorly, or was on the 89. The final game will hopefully have a random puzzle generator. I'm getting to work on that. Also, do you just have my Axe games, or my BASIC games as well? I have more BASIC games than are on ticalc.org, but it would take a clever search to find them...
107
« on: November 29, 2014, 09:01:27 pm »
Hey guys, I'm back! I made a new game demo, this time of Sudoku! Use the arrow keys to move the selection cursor. Press a number key (0-9) to enter a number in a square (0 means erase). In each empty square, pencilmarks have been added to show the possible candidates for the square. If there are no candidates, you made a wrong step in filling a square and have to try again. The program quits if all squares are filled in correctly or you press CLEAR. There is a sample puzzle coded in, but if you want to change the puzzle, change GDB1 in the source file and recompile. The setup should be obvious for a puzzle, but please let me know if you have any questions. Source file (ASUDOKU.8xp) and program file (SUDOKU.8xp) attached. Tell me your opinions so far.
108
« on: November 25, 2014, 08:07:23 pm »
Thanks!!! Sorry typed wrong...I just like both the calcs, but do you have any for the TI 83+? ?
TI-83+ Pros: - Good for high school purposes - Runs at tolerable speed (most of the time during calc functions) - Great for writing programs Cons: - Runs sluggishly (most of the time during programs) - Awkward "square-ish" design (personally, I like the TI-84+'s curves better. feels great in the hand.) - Has no support for some TI-84+ programs like TI-Boy There are mine ^^ Also, the TI-84+ comes with some built-in apps! Now includes PuzzPack!
109
« on: October 21, 2014, 07:52:25 pm »
Aw heck, I'll try for another round! But for sake of convenience, it is starting on Sunday.
110
« on: October 21, 2014, 06:49:02 pm »
Considering Omni now averages at 10 posts a day every weekend (which is even lower than in 2008), I guess I am not surprised, but again perhaps the idea didn't interest many people or the deadline is too short. Perhaps try to make them bi-weekly or monthly during the rest of the school year? It might also be the fact that it's the 13th contest so inevitably interest die down after a while.
I would say extend the deadline for now, especially that the Months of Trolling have started.
IMHO the contest is quite hard because I can't seem to figure out how someone can compress a PNG under 140 bytes unless it's a ridiculously small sprite image or Atari-like material. >.<
It's not compressing a whole image, you can reduce the quality, or perhaps divide the image into triangles of color...eh, it was based off a popularity contest on StackExchange...bad idea.
111
« on: October 21, 2014, 06:17:48 pm »
...literally NO ONE submitted. Not even me. (then again, this was a bad idea for a contest) Should I shut down the contest, or should we cross this one out from our history?
112
« on: October 21, 2014, 12:26:42 pm »
7.5 times 14
'Nuff said.
113
« on: October 16, 2014, 04:21:14 pm »
The quality of the compressed image should be an important scoring metric, but it cannot really be quantified according to a formula. I'm familiar with this kind of contest being categorized as a "popularity contest" rather than a code golf contest. If you really do want to run with this contest idea, you might need to re-evaluate how scoring is done.
Also, this contest has basically be done before on another site, only with the requirement that the 140 characters be printable ASCII (0x20-0x7E).
Again with the bad contest...but why didn't you warn me two contests ago, when I freaking announced it?
114
« on: October 14, 2014, 05:49:32 pm »
Bump.
Remember, you can lower the quality of the image, use CJK and emoji, etc.
115
« on: October 12, 2014, 05:58:55 pm »
It shouldn't be too hard, you just add an animation counter and draw a different sprite every so many frames. Or do you mean hard to draw? Animating the propeller really shouldn't slow down the game at all.
It's looking really nice, i especially like the menus and the font!
What menu? Do you mean DoorsCS? But thanks, those are all custom bitmaps! And by that, I meant the propeller and the bird are one entity, and this makes it easier for collision detection. I thought that, by Art's comment, he implied me splitting the bird and the propeller into two different "objects" in-game, which would make some stuff harder. I know a good way to do it now, thank you
116
« on: October 12, 2014, 12:37:06 pm »
Hmm. Something that compresses a whole image to 140 bytes. Unless your image is small that might be impossible.
Umm...Actually, we're not compressing a whole image. You can reduce the quality before compressing. Or turn it into polygon shapes.
117
« on: October 12, 2014, 12:08:00 pm »
May luck be with us. NEXT: HerePREVIOUS: HereChallenge 13: A Picture's Worth 140 CharactersProblemTwitter has just disabled their picture upload system! You accept the change, but still want to tweet pictures to everyone. But how are you going to do that? By image compression, of course! Your mission, if you choose to accept it, is to write two programs (both counting towards your size): one that takes a .png file as input and outputs a compressed version in a string that is 140 characters or less, and one that takes that string and converts it back to a .png file. The converted image must at least be recognizable. You may use any character set, so long as it can be tweeted. Test images will be uploaded later. DeadlineOctober 26, 2014, 1:00 AM EST If any further clarification is needed, contact me. I will try to make you get the picture. N/ARank | User | Size | Date | Code | 1 | N/A | N/A | N/A | Language RankingRank | Lang | User | Size | Date | Code | 1 | N/A | N/A | N/A | N/A |
118
« on: October 11, 2014, 11:57:50 am »
Looks good. Are you going to add animation to the propeller at some point?
That'll be hard to do, but I'll do it.
119
« on: October 10, 2014, 07:04:49 pm »
Bump. Update! Highscores are implemented (saved internally), and the bird falls, among other changes.
120
« on: October 10, 2014, 10:07:49 am »
Now this is looking pretty awesome!
Thanks. In other news, I will post an update later today. I have made a whole lot of progress! But I have a problem with externally saving and loading highscores. Whenever the appvar is archived, it causes instant death upon gameplay start. So I'm saving highscores internally.
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