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Messages - Michael_Lee

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586
TI Z80 / Re: Compat8x
« on: January 02, 2011, 06:23:46 pm »
I am utterly ignorant of the finer nature of Assembly mechanisms and terminology, and because I cannot tell from context, I'll ask a noobish question:
Will Compat8x handle TI-Basic programs or Assembly programs? (or both?)

587
nDoom / Re: nDOOM - Work in progress
« on: January 02, 2011, 12:28:47 pm »
That's awesome!

* Michael_Lee looks sadly at his 96x64 pixel screen...

588
Axe / Re: Axe drawing questions
« on: January 02, 2011, 02:29:48 am »
Careful with bitmaps -- if you try to draw them outside of the boundaries of the screen, you get RAM clears.  With sprites, you can draw them wherever you want -- it`s safe.
For number 5, I usually just use Microsoft Paint.  Tokens also has a good one, although I don`t know if it can handle gray.

589
Axe / Re: How do you store to and read from Appvars?
« on: January 02, 2011, 02:23:14 am »
Basically --

"appvMYDATA"->Str1
Unarchive Str1
!If GetCalc(Str1)
Getcalc(Str1,10)->A
End
1->{A}

Attempts to unarchive the appvar MYDATA, then if it doesn't appear to exist, creates a 10 byte long appvar.  The pointer for that appvar is stored to the variable A -- use it like L1 (except smaller).

590
Official Contest / Re: [BULLETIN] Cage Matches
« on: December 31, 2010, 01:58:17 pm »
Finished mah engine -- now gotta design levels + add plot.

591
News / Re: DJ returns to admin, sort-of, and admin position updates
« on: December 31, 2010, 01:10:38 am »
I would definitely check something like that.  Granted, I don't know enough about the workings of the forum to do any deep-level maintenance, but I would be willing to help in any way that I am able.

592
News / Re: DJ returns to admin, sort-of, and admin position updates
« on: December 31, 2010, 01:07:25 am »
Perhaps for requests, you could set up a sort of mailbox which all the admins can read from and attempt to fulfill as many as they are able?

Edit: Damn it, that was a sort of request, wasn't it :P

593
Miscellaneous / Re: What did you get for X-Mas?
« on: December 30, 2010, 09:58:27 pm »
I got Pentago, a couple books (nothing special), and money, some of which I used to buy a V-Cube 7, which I have had the courage to scramble once, and I did solve it :)
I'm wondering what to do with the rest of the money...

Coincidence!  I too, received Pentago.  I was thinking of making a calculator game for it, although I probably wouldn't try making an AI.

594
Official Contest / Re: [BULLETIN] Cage Matches
« on: December 30, 2010, 09:43:45 pm »
Yes, I'm doing grayscale.
I think my problem doesn't have to do with that though.  I wrote my engine in a rush using code that looks very bizarre and kludgy as I'm looking at it right now...

@ Raylin: When are the programs due?  Could we have a date and approximate time?

595
The Axe Parser Project / Re: Axe Parser
« on: December 30, 2010, 09:25:55 pm »
...since a stable version still isn't out yet.

Eh?  Methinks Axe is quite stable, indeed. 
Congratulations on your win, btw!

596
Official Contest / Re: [BULLETIN] Cage Matches
« on: December 30, 2010, 09:24:21 pm »
*Conflicted feelings*
I hope you do better?
I hope you don't?

My engine appears to work only selectively, which is pretty bizarre.

597
TI Z80 / Re: Light - Progress
« on: December 30, 2010, 04:51:55 pm »
Its an awesome increase :D I also had an idea.  Might it be possible to have a beam of light (possibly 90 degrees) instead of a full circle?  This would drastically reduce the amount of raycasting needed, and also might be used as a further game element.

Yah, I guess I could do this, but I'm slightly worried about the possibility that the player might then just be lost because they lack enough info to know where they're going and they'll end up just stumbling around in the dark... (which is actually more realistic then I have now, but not as fun :P)

Out of curiosity, how are you casting your rays? Are you using a trig-based method, or the bresenham algorithm you posted in the routines thread a while back?
I'm using the bresenham algorithm, except much more optimized.  I'll actually post what I have in a minute (although there aren't many improvements yet), as soon as I back up my calc...

598
Official Contest / Re: [BULLETIN] Cage Matches
« on: December 30, 2010, 04:44:21 pm »
Btw, I've finished the basic framework of the engine already >:D
* Michael_Lee applauds

Good luck to everybody!

599
The Axe Parser Project / Re: Axe Parser
« on: December 30, 2010, 12:33:39 am »
Question:
If I have a string, is there a way to get it to display only a set number of characters from that string?
For example, if I have
Code: [Select]
"Hello World Foobar"->Str1
is there a way to display only 6 characters at a time, so I can separately display
Code: [Select]
"Hello "
"World "
"Foobar"
depending on a numerical input I give in?

600
Official Contest / Re: [BULLETIN] Cage Matches
« on: December 30, 2010, 12:13:08 am »
* Michael_Lee splutters
I was challenged?

A puzzle game, no problem, but with a plotline...?
Maybe I can reuse my minesweeper game but with the plot from Minesweeper, the movie!  ...jk.

I accept, but I want to be exactly certain of the rules:
a) By no point-and-click, do you mean that I cannot use anything cursor-like in the game?  Or do you mean that I am not allowed to make any kind of selection through explicitly using the arrow keys?  Or is this just a countermeasure to prevent us from taking the easy way out and making a point-and-click/escape-the-room type adventure game?
b) By puzzler, does any kind of logic-based or pattern-finding game count?

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