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Messages - JWinslow23

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301
TI Z80 / Re: [Axe] Towers (or some other name)
« on: May 28, 2014, 04:43:46 pm »
I've been working on this project, however sporadically. Finals are not fun. :|
Anyone know a good way to store data for my tilemaps in different levels? I originally used one big tilemap, but it got too painful when I decided to check for the value of a specific section of the tilemap. However, Axe does not recognize GDB2 as a token. Is that a bug report or an understood problem?
1. Tilemap? You mean, level layout, or sprites? Use Pics for sprites, and L1 for the other one. You are able to use 768 (or so) bytes from L1, and that's more than you probably need.
2. That's a bug. GDB2, as well as all GDBs, can be used for storage. These are data that is part of the program, though, so data put there will "save". Also, don't edit farther than you need to from any GDB, you may get a RAM clear.

302
TI Z80 / Re: (Pure TI-Basic) Source Seekers [TI-82 & up]
« on: May 26, 2014, 07:43:53 pm »
I won't announce anything more to you until I'm finished. :P

303
TI Z80 / Re: (Pure TI-Basic) Source Seekers [TI-82 & up]
« on: May 26, 2014, 12:32:28 pm »
I am announcing that I will make another version of Source-Seekers once I have all of the game information. I plan for it to also be cross-compatible with the 84+ and +C (not sure about the regular 83, though). I already have the text engine done.

There is also a download for my test program. It displays "THE QUICK BROWN FOX, JUMPED OVER THE LAZY DOG." And it should also work on the +C.

When I know everything that's going into the game, I'll get to levels and stuff.
So are you working as a team with 123outerme for your version or are you just making your own project?
We're working on a team, but he's also making his own version, to both test out his copying skills (without source code) and to get inspiration for optimization, etcetera.
^^ That
Plus, I thought the levels would be better as lists if a level editor were ever made. That's what I use: Lists with 14-digit numbers.

So far, I have level 1 functioning. My level interpreter supports the player spawn point, and the collectible spawn point, and even has an optional argument for a background of = signs (for the bridge level later). I'm now working on items and enemies.


304
TI Z80 / Re: TI-2048 by Josiah W.
« on: May 26, 2014, 12:15:45 pm »
My game isn't fully optimized yet. Usually, I hold a release on ticalc until my games are working and my code is the smallest possible. Heck, I waited until version 2.2 to release my Flappy Bird clone! :P

So, anybody that can help with optimizations, please do if you want this on ticalc!

305
TI Z80 / Re: (Pure TI-Basic) Source Seekers [TI-82 & up]
« on: May 25, 2014, 12:24:34 pm »
I am announcing that I will make another version of Source-Seekers once I have all of the game information. I plan for it to also be cross-compatible with the 84+ and +C (not sure about the regular 83, though). I already have the text engine done.

There is also a download for my test program. It displays "THE QUICK BROWN FOX, JUMPED OVER THE LAZY DOG." And it should also work on the +C.

When I know everything that's going into the game, I'll get to levels and stuff.

306
TI Z80 / Re: TI-2048 by Josiah W.
« on: May 25, 2014, 12:10:52 pm »
Well, thanks! :)

BTW, I have a section of code that I'm having a bit of trouble optimizing. The code to display whether or not you win or lose is the same, except for a few minor differences. The problem is, I've never been able to combine them. Help? :/

307
TI Z80 / Re: TI-2048 by Josiah W.
« on: May 24, 2014, 06:52:28 pm »
Runer, that was the fix for the problem, yes. But personally, I preferred the smoother animation.
Hayleia, the anim looks fine to me on-calc. Because everyone was asking for fast animations, it now moves 4 pixels at a time. Happy now, everyone? :P

308
Gaming Discussion / Re: Your best video game pickups.
« on: May 24, 2014, 02:46:23 pm »
My best video game pickup: a Retro Duo Portable for about $74.
Including the games I wanted for it (genuine NES and SNES cartridges), I spent $200.84.

309
TI Z80 / Re: TI-2048 by Josiah W.
« on: May 24, 2014, 12:07:30 am »
Why did you direct me to http://games.usvsthm.com/2048/masterrace-edition/ , bb010g? :P But yeah, I worked on the animations a LONG time. O.O

310
TI Z80 / Re: TI-2048 by Josiah W.
« on: May 23, 2014, 07:42:10 pm »
Well, I'm not done yet...there's still some stuff I wanna add... >:D
But yeah, tell me what you think of the gameplay and stuff like that.

311
TI Z80 / Re: TI-2048 by Josiah W.
« on: May 23, 2014, 12:47:10 am »
That's OK, Hayleia. I can wait.
Meanwhile, time to try some things of my own...

312
TI Z80 / Re: TI-2048 by Josiah W.
« on: May 23, 2014, 12:32:14 am »
Thanks, both of you. :)
Now for some optimization... *cough*MatrefRunerHayleia*cough*

313
TI Z80 / TI-2048 by Josiah W.
« on: May 22, 2014, 08:15:13 pm »
I have worked for months on this game, and it is FINALLY ready for a release! ;D
Click the gif image to jump to the latest version!

TI-2048
Join the numbers and get to the 2048 tile!

HOW TO PLAY: Use your arrow keys to move the tiles. When
two tiles with the same number touch, they merge into one!

NOTE: This is not the official version of 2048; it is simply a port.
You can play the original at http://git.io/2048. All other apps or
sites are derivatives or fakes, and should be used with caution.

Port created by Josiah Winslow, with help from the Omnimaga
community. Original game created by Gabriele Cirulli. Original
based on 1024 by Veewo Studio and conceptually similar to
Threes by Asher Vollmer.

Please help me with optimizations and play testing, everyone! Give me any suggestions you can! Seriously, my code is kinda hackish right now. XD

NOTE: This requires A2048 and LIB3BYTE on your calc to compile properly. I'll compress it soon, I promise.
This also saves your highscore in an appvar called "TI2048". It is automatically archived upon exit.

Spoiler For Credits:
Hayleia for providing tile graphics, and moral support.
Runer112 for general support, a library giving me access to 3-byte numbers, and giving me the sliding algorithm that eluded me for SO long! I know I told you this before with another project, but this would only have been an idea without you!
willrandship for...something I forget. Optimization? :/ I swear, this project is really taking a toll on my memory.
The whole Omnimaga community for giving me support along the way!

Spoiler For Version History:
v1.0: 5,761 bytes. Initial release.
v1.1: 5,845 bytes. Fixed score display bug upon win.

314
Humour and Jokes / Re: Omni meme compilation !
« on: May 20, 2014, 04:38:41 pm »
"pulling a Winslow"
making up phrases nobody understands
"toe up"
really suckish
"we got a big mean dookie on deck"
looks like someone's a mr (or mrs) crabby-pants
"long live potatoes"
bye bye
"GUR TNZR"
rot13.com
"ohai pplz"
hey there
 :P

315
TI Z80 / Re: [Axe] Towers (or some other name)
« on: May 16, 2014, 01:42:23 pm »
Nah it was axe. But haha, I guess :P
Best of luck ordelore, I look forwards to playing the finished product
Wait...you said you wouldn't do grayscale in that game because it would be "too hard"...well, simply using DispGraph^^r^^r is easy enough, right? :P

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