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Messages - JWinslow23

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376
TI Z80 / Re: Flappy Bird by Josiah W
« on: March 20, 2014, 07:16:45 pm »
Bump.


Version 1.10 released; check the original post.


I have one last idea...should I include a title screen, or should I work on a floor, or anything else? Tell me a post below.


Also, thanks for 999 page views! :thumbsup:

377
TI Z80 / Re: [AXE] 2048
« on: March 20, 2014, 05:11:23 pm »
((please view the image close up; I'm too lazy to enlarge it :/ ) rotate to get how the other sides should be processed (same starting point); I'm to lazy to do so myself :/ )):

You can "enlarge" it by yourself with just some more bbcode. Replace [img] with [img width=200] for example to get this:

Hayleia, once again, you have my blessing. :)

But yeah, use that. :/

378
Axe / Re: [Controversial] Better Axe Documentation Could Be Needed
« on: March 20, 2014, 02:05:36 pm »

Instead of fighting about this, can we just agree that although the current documentation is complete, more could be desired?


For instance, if we compare the axe commands to the android documentation we can see that the android documentation is very thorough to the point that after reading it, you really shouldn't have any questions. (this is the documentation for Camera.open()).


But, if you look at the android documentation, you'll see that it takes more than half of your screen for one command. The purpose of commands.html is to put everything in front of you in a concise way so sometimes the 100% complete explanation isn't given.


Whatever happened to that axe wiki? I feel like that's probably the best place for the kind of information you want. A wiki can be as verbose as you like and can provide the actual 100% explanation.
+1'd. What happened?

379
TI Z80 / Re: [AXE] 2048
« on: March 20, 2014, 01:20:14 pm »
Thanks for the replies.
I will post the source soon, I just have to optimize it.
The animations are difficult because the algorithm first checks the complete board as one, not each block individually which is diffcult to do on a calculator.
I don't know what you mean by that. :/


I, however, have an idea on the order in which the blocks should be processed (slide the blocks in the direction specified in this order ((please view the image close up; I'm too lazy to enlarge it :/) rotate to get how the other sides should be processed (same starting point); I'm to lazy to do so myself :/ )):

Also, I think that you should have two boards stored: one for the visible board, and one initally similar to that board to process the sliding. That way, animations are possible.

380
TI Z80 / Re: [AXE] 2048
« on: March 19, 2014, 09:39:12 pm »
I think I was the last of all of us to hear about 2048 (I first heard about it in this thread)...yet nobody in my school has heard of it. :/

381
TI Z80 / Re: [AXE] 2048
« on: March 19, 2014, 04:48:05 pm »
First of all, welcome to Omnimaga!
Second of all, I've never heard of this game before I played the online version. This seems like it's a good port of the original game (minus the sliding animation, and the bulging animation whenever two blocks meet; I'm sure you'll work on that, though ;) ).
Third, just a tip: Always include the Axe source in your post, at LEAST. You seem to have only put the compiled result in there, and it's customary to have the source there as well. :P


Overall, I'd say this is great! However, this can be improved...give us the source, and we could probably help you.

382
Axe / Re: Axe Pseudo-physics help?
« on: March 19, 2014, 04:39:29 pm »
Well yes, you'll have to handle that. It's pretty easy as soon as you're familiar with binary trigonometry.
I am not. :(

383
TI Z80 / Re: [Axe] Tiny Bird, a compact Flappy Bird
« on: March 16, 2014, 08:30:19 pm »
No highscores. :P

384
TI Z80 / Re: Flappy Bird by Josiah W
« on: March 16, 2014, 12:43:51 pm »
(Also this Flappy clone is my favorite so far for the 84+. Hayleia's next mainly due to the motion blur and ClrDraw's third)

Wow. That...I don't know what to say about that. Thank you, DJ Omnimaga, founder of Omnimaga, and prolific calculator programmer, for saying that about my game! :)

I'll definitely include that quote in the file description on ticalc. XD

Now for a list of credits (in alphabetical order by username):
Spoiler For Credits:
ClrDraw for making a Flappy Bird game, inspiring mine.
DJ Omnimaga for pointing out a small graphical mistake I made, complimenting my game, and suggesting a half-second pause between the game and the GAME OVER screen.
Hayleia for optimizations, and some "creative motivation". :P
LDStudios for suggesting graphical changes, and providing moral support.
matrefeytontias for a bunch of optimizations, explaining strGet() and string storing in general to me, and a highscore routine. :)
Runer112 for many optimizations along the way. This game wouldn't have been more than a demo without you! ;D
Streetwalrus for suggesting a small debounce between the actual game and the GAME OVER screen. (Of course, I didn't use it...) :/
TheMachine02 for suggesting some speed optimizations.
willrandship for explaining Bitmap() to me. :D

Xeda112358 for suggesting a small optimization for medals.

385
Humour and Jokes / Re: Funny #omnimaga quotes (NSFW)
« on: March 15, 2014, 04:57:55 pm »
bb010g   Is anyone doing Maverick Bird?
matrefeytontias   Nope
JWinslow23   No, but maybe someone can start.
matrefeytontias   JWin I can add parallax in <200 bytes I think
JWinslow23   *cough* Runer *cough*
Runer112   hello
matrefeytontias   XD
JWinslow23   As if on cue. Roll Eyes
matrefeytontias   JWin summoned the Runer
Runer112   pretty sure it was on cue

matrefeytontias   Mever
matrefeytontias   *never
JWinslow23   * never
JWinslow23   Ninja'd, goldarn it! Mad
matrefeytontias   Ninja
matrefeytontias   Ninja
JWinslow23   I Ninja you!
JWinslow23   Grin
matrefeytontias    o/
bb010g   ExtendeD: Is it safe enough to upgrade and keep, or is there a chance of breakage?
Eeems   bb010g: http://omnimaga.org/files/
matrefeytontias   One does not simply Ninja matrefeytontias
JWinslow23   Yes...one GETS Ninja'd and then FIGHTS BACK!
JWinslow23   Evil Laugh
matrefeytontias   x)

386
TI Z80 / Re: Factorials in TI-BASIC
« on: March 15, 2014, 12:29:22 pm »
One problem: How did you display 171! if it didn't fit on the screen?
I squished the numbers together, like this:

(that is 135!, BTW)
That's an original idea, but it makes the digits hard to read.
Yes, but YOU try to display 310 digits on one screen at one time any other way. :P
Maybe I'll make a custom font thing...
The challenge asked to display only up to 135!
And regularly, only up to 134! could be displayed. That was my workaround. :P

387
TI Z80 / Re: Factorials in TI-BASIC
« on: March 15, 2014, 12:09:35 pm »
One problem: How did you display 171! if it didn't fit on the screen?
I squished the numbers together, like this:

(that is 135!, BTW)
That's an original idea, but it makes the digits hard to read.
Yes, but YOU try to display 310 digits on one screen at one time any other way. :P
Maybe I'll make a custom font thing...

388
TI Z80 / Re: Factorials in TI-BASIC
« on: March 15, 2014, 11:28:41 am »
One problem: How did you display 171! if it didn't fit on the screen?
I squished the numbers together, like this:

(that is 135!, BTW)

389
TI Z80 / Re: Factorials in TI-BASIC
« on: March 15, 2014, 11:00:57 am »
yeah but the main idea of JWinslow23 was to make a factorial program which could display all numbers
Actually, he does have a point. :P

Maybe your algorithm and my display routine can go together....

390
TI Z80 / Re: Flappy Bird by Josiah W
« on: March 15, 2014, 12:23:21 am »
Oh dang XD I'll see what I can do!
LOL. XD
No, seriously, this means WAR!!! :evillaugh:
Well, a War on Bytes. :/

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