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Messages - JWinslow23

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346
Axe / Re: Axe 2048 help?
« on: April 16, 2014, 04:56:33 pm »
Bump.

I have some code with sliding, yet it STILL doesn't work.

Could someone give me some help? Basically, with making sure that tiles don't merge with tiles that have already been merged in that same slide.

The pastebin is at http://pastebin.com/ffrFGSjM .

347
TI Z80 / Re: 2048 (with animations) !
« on: April 16, 2014, 09:56:10 am »
Bug report !
I had on the bottom row, in that order, 2, 8, 256, nothing, and when I pressed right, I had nothing, nothing, 2, 8 and the 256 was offboard.
I don't remember what I had on the other rows though.

J'avais dans cet ordre là sur la dernière ligne, 2, 8, 256, rien, et quand j'ai appuyé sur droite j'ai obtenu rien, rien, 2, 8, et le 256 était à côté du plateau.
Je ne me souviens plus de ce que j'avais sur les autres lignes par contre.

Well, help? :/
I'd say that you should just try to make something really stupid, not something geniusly optimized fast and small.. Like a If for each directionnal key and 4 times "the same" code. Then, you'll optimize that if you want.
Let's take the left key as an example. What you do is go through your board from left to right, and move the tiles you encounter to the left if they can move. I'd suggest you actually have two boards, one being the board before the movement, and the other one being the board after the movement (and then you store the "after" in the "main").
Same for the right key, except that you go through your board from right to left this time, and you move your tiles to the right, obviously.
Having two boards...I never thought of that...that could help later, too, with animations (possibly)... ^-^

348
TI Z80 / Re: 2048 (with animations) !
« on: April 15, 2014, 10:11:19 am »
Same, and 0 is no block. The only problem is the animations aren't smooth like nikitouzz's version :/
Well, help? :/

The first person to help me will have first access to the game prototypes and all other of my games afterwards.

(Except you, Hayleia. You got that privilege already. :P)

349
TI Z80 / Re: 2048 (with animations) !
« on: April 14, 2014, 07:41:45 pm »
Area you using a tilemap? How do you store what your tiles are on? I used the first 16 bytes of L1 to store the blocks.
So do I. I store a 2 tile as 1, 4 as 2, 8 as 3, 16 as 4, etc.

350
TI Z80 / Re: 2048 (with animations) !
« on: April 14, 2014, 04:43:11 pm »
Your French is better than mine. :P
Well I am French, so... :P

And I might put that in my port...if I had one. :/
I STILL need help with the basic SLIDING! :mad:
Can someone please help? None of my implementations are working! :/
Are you talking about animations or "just" detecting where a tile should go and whether it should merge with another one ?
I'm having trouble with the actual detection and sliding itself, not the animations. For some reason, all my slides either rotate the board or delete tiles (and don't actually merge, mind you). Help with a basic implementation?

I swear, I am trying SO hard.

351
TI Z80 / Re: 2048 (with animations) !
« on: April 14, 2014, 04:18:11 pm »
Could you implement game saving ? Like, I quit the game then come back and I continue the previous game and don't have to start over ?
__

Tu pourrais implémenter la sauvegarde ? Genre je quitte, je reviens et je continue ma partie au lieu d'en recommencer une ?
Your French is better than mine. :P

And I might put that in my port...if I had one. :/
I STILL need help with the basic SLIDING! :mad:
Can someone please help? None of my implementations are working! :/

352
TI Z80 / Re: 2048 (with animations) !
« on: April 14, 2014, 01:41:34 pm »
There are some indeed :
-La instead of le in the first paragraph.
-Votre instead of ton, vos/tes, vous/tu, that's like thou instead of you. :P
-Petite is better before suggestion than after, since it's more common that way.
-Pas de tuiles se déplaceront => aucune tuile ne se déplacera.
-Encore shouldn't be there.
-Il n'y avait pas de glissière => il n'a a pas eu de glissement.
-Suggestion finalE. A ton of French people make this mistake too. :P You don't have gender differences for objects though, that's why.
-Les 0 et 8 graphiques => les graphiques du 0 et du 8.
-ça ne semble pas naturel
-ne ressemble pas AU
-bon COMME il est
-graphismes is better than graphiques (actually the meanings are way different, graphique = graph (yes, the math thing)).

That's about it.
Gagné and Perdu mean Won and Lost.

And I got it now, pardon is a French word originally. :P

No, people say "Pardon My French" if they swore. As in, cuss.

Look it up. :P

353
TI Z80 / Re: 2048 (with animations) !
« on: April 14, 2014, 01:23:32 pm »
If there were translation errors, pardon my French (pun intended). I blame Google Translate. :P
There are tons of 'em. :trollface:
Also I didn't get the pun. ???
1. Are there? Because if I took each paragraph separately in Google Translate, it translates about right. :P
2. Pardon my French? You don't get that? :P

354
TI Z80 / Re: 2048 (with animations) !
« on: April 14, 2014, 01:19:06 pm »
Je voulais dire, vas-tu pour poster la code source? :P

Sérieusement, je suis coincé sur un mécanisme coulissant pour mon jeu de 2048, et je pourrais probablement utiliser le vôtre (j'ai besoin de votre permission d'abord, bien sûr ;) ).

Aussi, je tiens à signaler un bug, et donner une suggestion petite.

Il est possible d'appuyer sur une touche de direction et pas de tuiles se déplaceront. Lorsque cela se produit, une nouvelle tuile encore peut apparaître. Cela ne devrait pas se produire, cependant; il n'y avait aucune glissière, et la tuile ne doit pas apparaître.

La suggestion final est pour vos graphiques sur les tuiles, en particulier les tuiles 1024 et 2048. Les 0 et 8 graphiques sur le tuile 2048 sont exactement les mêmes; il ne semble pas naturelle. En outre, le 4 qui est sur les tuiles 1024 et 2048, à mon avis, ne ressemble pas du nombre 4 par toute effort d'imagination.

Ne vous inquiétez pas, cependant; votre jeu de 2048 est le meilleur que j'ai vu! Ces deux suggestions, ainsi que le fait que je ne sais pas comment dire "Perdu!" et "Gagne!" en anglais, sont mes seuls problèmes. Prenez mes suggestions à la légère; votre jeu est bon car il est.

Excusez-moi si mon français est mauvais; si c'est le cas, je blâme Google Translate. :P

Spoiler For English Translation:
I meant, are you ever going to post the source code? :P

Seriously, I've been stuck on a sliding mechanism for my port of 2048, and I could probably use yours (granted I get your permission first, of course ;) ).

Also, I want to report a bug, and give a small suggestion.

It is possible to press an arrow key while still having no tiles move. When this happens, a new tile may spawn. This shouldn't happen, however; no slide had happened, and so the tile should not yet spawn.

The last suggestion is for your tile graphics, specifically on the 1024 and 2048 tiles. The 0 and 8 graphics on the 2048 tile appear exactly the same; it looks unnatural. Also, the 4 on the 1024 and 2048 tiles, IMHO, doesn't look like a 4 by any stretch of the imagination.

Don't worry about it, though; your 2048 game is the best I've seen! Those two suggestions, as well as my not knowing how to say "Perdu!" and "Gagne!" in English, are my only problems. Take my suggestions with a grain of salt; your game is good as it is.

If there were translation errors, pardon my French (pun intended). I blame Google Translate. :P

355
Axe / Re: Axe 2048 help?
« on: April 13, 2014, 08:49:07 pm »
And test it? :P
But yeah, I really have been waiting for a working implementation. The sliding, for some reason, DOES NOT WORK, no matter how I try.

356
TI Z80 / Re: 2048 (with animations) !
« on: April 13, 2014, 07:42:27 pm »
Post the source? :o

357
Axe / Re: Axe 2048 help?
« on: April 11, 2014, 10:18:24 am »
I am honestly trying SO hard figuring out where the fault in my code is. Honestly, so hard. :\


I don't know if I'll be able to finish it (let alone get it off the ground), so hopefully someone can help.


My board data is stored as the power of 2 that the tile is (1 is 2, 2 is 4, 3 is 8, etc.). It starts at {L1} and ends at {L1+15}.

358
TI Z80 / Re: Flappy Bird by Josiah W
« on: April 09, 2014, 10:36:00 am »
I'll try the new version, but you should make a new screenshot showing its new features, since the one in your sig is outdated (although make sure the new one is small too)
First of all, I only added an Easter Egg; my 2.0 screenshot is pretty much how it looks now. :P
Second of all, I'll change my sig and avatar screenie later. It's just that v1.10 is a petite implementation (I mean, 2KB vs 4KB? 2KB wins. :P ), and I still want IT in my sig, at least.

359
TI Z80 / Re: Flappy Bird by Josiah W
« on: April 08, 2014, 12:02:42 pm »
Well, here it is, because you're all super friendly. ;)

360
Axe / Re: Axe 2048 help?
« on: April 08, 2014, 11:56:07 am »
I only ask Caustic: did you compile and test the code before giving it to me? Because no matter how I use it, it doesn't work.

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