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Messages - Nathonion
1
« on: February 01, 2017, 02:57:14 pm »
Thanks. What is it supposed to do? What part is being left out?
You should just be able to compile the CSSRC file and it automatically combines it with the CSTILE file. It is suppose to be the beginnings of a top-down shooter (hence CS, short for CounTI Strike). I'll include the already compiled version that I compiled with an emulator.
2
« on: January 31, 2017, 04:25:02 pm »
I'm not even sure what that is, so I assume I don't have it. The source code is linked to this comment. CSSRC is the main game, and CSTILE is the tile info.
3
« on: January 28, 2017, 01:09:55 pm »
Maybe it's something to do with the fact that i'm using a TI-83 plus rather than 84. Do you think?
4
« on: January 27, 2017, 09:07:13 pm »
But do you know why this is happening? Can I prevent it?
5
« on: January 27, 2017, 08:55:37 pm »
So I'm making a game that is pretty large, but whenever I try to compile it, the code gets changed around slightly, and messes it up. Is there some way to upload the source code to some program on my computer and compile it there? Or maybe there's something wrong with my calculator?
6
« on: January 18, 2017, 03:22:46 pm »
I just tried that, but it didn't seem to work. It does the same thing as before.
7
« on: January 17, 2017, 03:54:27 pm »
I wish I could show you a video of what's happening, because I have no idea why it is doing this. I've tried to convert the xy coordinates to tile coordinates, and many other things, but it never works!
8
« on: January 16, 2017, 08:37:21 pm »
I tried to implement this, but it didn't seem to line up right. The player would stop moving in random spots, and in some places you could still walk through walls. Could you maybe explain what the code means exactly?
9
« on: January 16, 2017, 06:21:15 pm »
Mind adding the important parts in [code]-tags?
Sure! To draw the room (the data for the room layout/tile sprites are in prgmCSTILE): For(B,0,11 For(A,0,19 {B*20+A+GDB1}->T If T T-- Pt-On(A*8-(X//4)+44,B*8-(Y//4)+28,T*8+Pic2 End End End
Moving/rotating: If getKey(55) (Controls speed of movement/rotation) 11->S Else 22->S End If getKey(2) (Turn Left) Z+S->Z If Z>255 0->Z End End If getKey(3) (Turn Right) Z-S->Z If Z<<0 254->Z End End If getKey(4) (Move forward) -sin(Z)//(264/S)+X->X -cos(Z)//(264/S)+Y->Y End If getKey(1) (Move backward (slower)) sin(Z)//(528/S)+X->X cos(Z)//(528/S)+Y->Y End
Note: All this happens in a Repeat loop.
10
« on: January 16, 2017, 05:43:08 pm »
So I'm making a game and for the life of me, I can't figure out how to implement collision. It's a game inspired by counter-strike (and will eventually actually BE more like it later on) with a top-down view of a person with a gun, and when you press left or right, the player will rotate, and when you press forward or back, the world moves away, making it seem that the player is moving. I made it so that a tilemap will draw relative to the x,y of the player as well. Now all I need is collision with the walls. Every way I go about it doesn't work. So I need help, or some sort of tip or something. I'll include a file with the source code and game if you want to see it. Thanks!
11
« on: January 04, 2017, 06:30:55 pm »
Ok, well then I'll go with the first option. Thanks for the advice! Though it is a shame that I won't use vector rotation, as a game engine like that would be helpful for other people's games. Maybe I'll figure that out making it look good to rotate a sprite when I know more math in the future. Either way, I'm exited to finish this game, and really appreciate the help!
12
« on: January 04, 2017, 03:07:31 pm »
The reason I ask is that I want to make a top-down shooter game, where if you press left and right, the player rotates. I have two options: one, use a LOT of sprites, and two, use math to draw it in any direction. In the first option, it takes up a lot of memory but I don't have to do much math, and in the second option it uses a lot of math that I'm not good at, but it would take less space, and generally be cleaner. (This is why I made that other subject, for rotating points around an axis) Which do you think would work better? Or maybe I should make a new subject primarily about this.
13
« on: January 03, 2017, 09:31:42 pm »
So I want to rotate a group of points, and so far I've used this formula:
x′=xcosθ−ysinθ y′=ycosθ+xsinθ
x′,y′=new rotated coordinates x,y=old coordinates of point I want to rotate θ=angle
And I know that in order to rotate around a center point rather than the origin, I need to subtract the center point from the point I want to rotate, do the math, then add it again. But because Axe doesn't have negative numbers, (unless somehow I completely missed that, though I highly doubt that's the case) it instead looping back to the highest number, I think that messes with the math.
How did anyone else do it?
14
« on: January 03, 2017, 07:16:47 pm »
The appearance of different contrast (shade) values varies from calculator to calculator. There's no fixed good number. Many programs/games just rely on the user to set a good contrast value beforehand in the OS.
Some may also implement a tuner in their program that allows the user to adjust the contrast for their program, distinct from the OS. GrayLib provides such functionality with the GTune() function. If you're going to use this part of GrayLib, though, you should probably consider just using the whole thing.
I'm having too much trouble understanding GrayLib, so I think I'll just stick with doing it manually. Thanks anyway! Also, thank you for the help overall! You've been a lot of help! EDIT: While I'm talking to Runner112, I might as well ask, whatever happened to that program you were making that upscaled a sprite, rotated it, then downscaled it again? Did you finish it? Because it'd be really helpful for this one game I want to make. I couldn't find it when I was reading the forum you talked about it on.
15
« on: January 03, 2017, 04:45:00 pm »
Do you have a suggestion for a shade value I could use? I tried using it, and it made my screen blank.
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