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Messages - JWinslow23

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421
The Axe Parser Project / Re: [Axiom] Floating Point Math (and other stuff)
« on: February 28, 2014, 12:47:29 pm »
My savior! ;D

However...I don't see a way to display the numbers in FP format (complex or not), and I need that before I use this. :P

422
Computer Projects and Ideas / Re: Quadratic Burd Solver
« on: February 28, 2014, 12:25:50 pm »
I'll take a look and refactor my code later on. Thanks ^_^
Thank you for considering. It works perfectly on my calc; it should work for you, too. ;)
Why do you need a quadratic solver? The equation is simple enough.
Floating point numbers in Axe Parser is not supported. :P I know how to do one; I just need help with actually "supporting" floating points (it's not possible in pure Axe). Otherwise, I got the game engine down if I wanna do it on-calc.
EDIT: Found a solution! It'll be in development soon.

423
Computer Projects and Ideas / Re: Quadratic Burd Solver
« on: February 28, 2014, 12:11:43 pm »
Genius! :D
Now, if only it prompted you "Positive or Negative?" in the beginning of each round and "Is this value correct?" at the end... ^-^
-Acceleration is a work in progress (if someone could supply me with getting the physics nailed down, that's be amazing)
Pseudocode I used for my game (assuming Y_Pos=0 is on the top):
Code: [Select]
Y_Pos = 0
Accel_Value = 0
bool Bird_Is_Flying = false
Repeat (collision(bird,pipe)) or (quit_game = true) or (Y_Pos < 0) or (Y_Pos > (max_y_pos))
//Replace (max_y_pos) with an actual maximum y position, i.e. the minimum y-value needed in order for the bird not to be visible
   If Bird_Is_Flying = true
      Y_Pos = Y_Pos - Accel_Value
      Accel_Value = Accel_Value - (constant1)
      //Replace (constant) with any constant, tweak to taste (and it must be bigger than (constant2) shown later)
      If Accel_Value <= 0
      //Less than or equal to 0
            Accel_Value = 0
            Bird_Is_Flying = false
      EndIf
   Else
      Y_Pos = Y_Pos + Accel_Value
      Accel_Value = Accel_Value + (constant2)
      //Replace (constant) with any constant, tweak to taste (and it must be smaller than (constant1) shown earlier)
   EndIf
   If (flap_button_pressed = true) and (flap_button_held = false)
   //Debounce it, or else you would fly higher than expected
      Bird_Is_Flying = true
      Accel_Value = (constant3)
      //(constant3) must be WAY bigger than the other two constants; the bigger it is, the higher the jump
   EndIf

//drawing, scrolling, and other stuff here

EndRepeat

//dying code goes here
Hope it helps!
Lol, now someone should do this for calcs. :P
If I could only get a quad solver for Axe, I'd already be ahead of everyone...

424
TI Z80 / Re: Flappy Bird by Josiah W
« on: February 28, 2014, 11:37:33 am »
Delays = bad. Seriously, when I'm playing a game I like it when it's fast.
* Streetwalrus slaps Need for Speed on the PS3 :P

I know. In my latest update (1.6, check the original post), I have no delays, except when holding ENTER after losing.

425
TI Z80 / Re: Flappy Bird by Josiah W
« on: February 27, 2014, 09:42:41 pm »
Suggestion: Make it so that the same key is used to fly/jump as to confirm, else it can get a bit annoying to have to switch back and forth between 2nd and Enter. :P

And yet, if I try, and I press ENTER just as I'm dying (as often is done by people who don't time jumps), I won't see my score. :P

I've actually been trying to work out something with a "falling" animation at the end in order for there to be a delay, but I just can't do it, try as I might. I plan to have Pic2+8 as the picture of the bird (I didn't store Pic3 for optimization), and for the bird not to overwrite to background/pipes (yet, try as I might, it always does so). If anyone can help me, let me know.

Oh, and update tomorrow with updated pipe generation and graphics!
You could do what I did in Super Sonic Ball and add a 0.5 second delay when the Game Over screen appears. That way people won't spam ENTER through the score screen.

Or you could help me with the falling animation. :P

426
TI Z80 / Re: Flappy Bird by Josiah W
« on: February 27, 2014, 06:18:01 pm »
You don't need to. :P It's my fault for not being clear enough.

Yeah, I thought that you meant upon inputting the jumps. :P

427
TI Z80 / Re: Flappy Bird by Josiah W
« on: February 27, 2014, 05:12:20 pm »
What I mean is that my code is nice to put between two menus or between the actual GAME and the "You lost" screen, etc. to avoid an "OK" key to be detected by the next one without letting the user any time to read/change options.

Oh.

Well, I feel stupid right now. :-\

I'll do that.

428
TI Z80 / Re: Flappy Bird by Josiah W
« on: February 27, 2014, 01:42:15 pm »
...what does that even mean? ???

I already have it all taken care of!
The game must update itself each frame with the next scroll/bird movement, and this does that.
The game must have a fixed jump height no matter how long the key is pressed for, and this does that.
The game must make sure nothing else (except for the quit key) does anything, and this goddang does that!

429
TI Z80 / Re: Flappy Bird by Josiah W
« on: February 27, 2014, 01:34:13 pm »
First of all, that would conflict with the grayscale, and the general "movement" of the game. :P

Second of all, my definition that I use here (and also, the original guy used) for debouncing is "making sure an action does not happen multiple times while holding a key". And that does just that. :P

430
TI Z80 / Re: Flappy Bird by Josiah W
« on: February 27, 2014, 01:24:09 pm »
It's all in the getkey -> A:A-B?A -> B lines. ;)

431
TI Z80 / Re: Flappy Bird by Josiah W
« on: February 27, 2014, 12:18:34 pm »
You can also add denouncing.
de·nounce
/diˈnouns/
verb
publicly declare to be wrong or evil

OK. I publicly declare Flappy Bird to be wrong and evil! :P

JK, I know what you meant ("debouncing"), and I have that already.

432
TI Z80 / Re: Flappy Bird - JacksonML
« on: February 27, 2014, 12:00:48 pm »
Looks nice, but I was wondering if you could make it so that pipes don't disappear instantly at the end of the screen and instead gradually disappear into the edge? JWinslow's game had the opposite problem: Pipes appeared instantly to the right. :P Also maybe make it scroll at 2 pixels intervals so it's faster.

I concur with the DJ.

Seriously, are you redrawing the screen each frame still, or did you change that? Because if you did change it, you can just add some If conditionals in order to draw only part of the pipe as it's leaving the frame. That's what I did with mine.

Also, it just seems a little slow to me, too. Scroll it faster, maybe?

433
TI Z80 / Re: Flappy Bird by Josiah W
« on: February 27, 2014, 11:52:31 am »
Suggestion: Make it so that the same key is used to fly/jump as to confirm, else it can get a bit annoying to have to switch back and forth between 2nd and Enter. :P

And yet, if I try, and I press ENTER just as I'm dying (as often is done by people who don't time jumps), I won't see my score. :P

I've actually been trying to work out something with a "falling" animation at the end in order for there to be a delay, but I just can't do it, try as I might. I plan to have Pic2+8 as the picture of the bird (I didn't store Pic3 for optimization), and for the bird not to overwrite to background/pipes (yet, try as I might, it always does so). If anyone can help me, let me know.

Oh, and update tomorrow with updated pipe generation and graphics!

434
TI Z80 / Re: Flappy Bird by Josiah W
« on: February 26, 2014, 09:04:19 pm »
Thanks!

Oh, and anyone with optimization and/or feature suggestions, let me know. :D

435
TI Z80 / Re: Flappy Bird by Josiah W
« on: February 24, 2014, 04:35:53 pm »
On an off-topic note, you should remove the game gif from your avatar and signature, because it's 1.5 MB large and many users use 3G or slow Internet to access the website. Try to get one that is like 100 KB or less (set capture to 1x scaling instead of 2 and frame rate to 9 FPS, then die on the second pipe and stop GIF capture).

I got one in 200 KB.

Oh, and v1.5 is now here! Check the original post.

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