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Messages - Nick
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1171
« on: November 10, 2011, 08:11:30 pm »
thanks 1. math.random(1,7) changed into math.random(1,6), strange, but it did.. and nr 7 is the red block, so it couldn't be chosen anymore -Fixed 2. never saw that one, found it too, i used timer.start(2/level) instead of timer.start(1/level), and on the initialisation of the game it was timer.start(1/level), understood? xp shouldn't i remove the '-' function? cause in most games you can't change to easy while playing, but changing to hard must be possible i think, or not? -Fixed 3. serious? never encountered that problem, but i never played really long.. but as i watch the code, there couldn't be any interference with the timer, as it is a total different function xs here's the code (for those who understand it): function on.tabKey() if holdfull==false then hold = fallingblock hold[5]=5 hold[6]=1 holdfull=true on.newBlock() else nextblock = fallingblock fallingblock = hold holdfull = false end end
function on.newBlock() for i=1,10 do if blocks[1][i]==1 then done = true end end if done == false and pause == false then lastchoice = chooseblock repeat chooseblock = math.random(1,7) until chooseblock ~= lastchoice
fallingblock = nextblock if chooseblock == 1 then nextblock = Tblock elseif chooseblock == 2 then nextblock = Lblock elseif chooseblock == 3 then nextblock = LLblock elseif chooseblock == 4 then nextblock = Iblock elseif chooseblock == 5 then nextblock = cublock elseif chooseblock == 6 then nextblock = Lstairblock elseif chooseblock == 7 then nextblock = Rstairblock end fallingblock[5] = 6-math.floor(fallingblock[8]/2) fallingblock[6] = 1 platform.window:invalidate() end end
i'll try to find out, hope you don't have to give me too much work btw, there goes my idea of a perfect working function like the hold function... the unexpected can always happen it seems --edit-- sorry, id didn't update the program, how can id do this instead of reposting it? --edit-- I updated the zip file, so no the right one is there and no sorry, i'm happy you're wanting to help --edit-- Highscore works, with var.recall(), not with on.save(), cause it seems to not be working with me bon, anyway, it works...
1172
« on: November 10, 2011, 06:55:23 pm »
@BalancedFury check your inbox
1173
« on: November 10, 2011, 02:18:06 pm »
Here it is: the first version of ColorTetris in lua. THIS IS STILL A BETA VERSION, so do not expect it to be perfect, you will find some (small) bugs in it, but they surely won't crash your calc in any way... Please report any bug to [email protected] or on this forum. Most likely to the email adres, so this forum will not be filled with stuff that's not that necessary. I want to thank everyone who contibute(s/d) to this project, and of course omnimaga.org. Special thanks to AzNg0d1030, adriweb, jimbauwens, DJ_O and ralphdspam for their help. Possibilities -marathon (kind of ndless playing, score as many lines as possible without dying) -hold function (tab key) -instant dropdown button (enter key) -multi line detection -and of course COLOR xp i've tested it with a real CX CAS, CX CAS emulator and CAS touchpad emulator. When the calc is a CAS (not cx), greyscale pictures a B/W background is used for a better overview. Known bugs: -hard to insert blocks from beside (it works sometimes) -at the end (when reached the above line), a 2nd block is placed over the already standing block -I think this is it, but that's why i need you; to find them (if there are any) Future plans: -improve coding (it's really a mess, but i can still follow it ) -increase speed a little bit, cause it has to be really hard on level 20 -implement more gametypes (timerace, clear 40 lines, .. any ideas.? ) -improve graphics -insert a guideblock that shows where the block is gonna fall (but it will be possible to switch it off of it works) a screenshot can be found at this page, a little more above --edit-- The hold block is the rectanglecombination beneath the next-block-box, for those who didn't get it.. --edit-- redesign: comment if you want to for the newest version of ColorTetris, go to page 4 and download it there, to avoid bugposts that are already fixed
1174
« on: November 10, 2011, 01:47:01 am »
well, at where i am with coding it isn't really possible to test it, te bug's just too big to play it, cause you can only shoot at one row. But as soon as i fixed it i'll put in online
1175
« on: November 10, 2011, 01:44:53 am »
the direct down button is what I was talking about . What do you mean by hold function?
well, that's that instant down you told me The hold function is when a block appears tht you can't use for the moment, you can 'save' it in the hold function and call it back later. It's used in the original one, and i think it's possible --edit-- i think i found how to implement the dropdown button, woehoew xp i'll try it asap --edit-- instant dorpdown button is implemented and works perfect --edit-- hold function is implemented and works perfect
1176
« on: November 09, 2011, 07:10:16 pm »
So, here is the moment everyone waited on (i hope so xp): The beta edition of ColorTetris has been completed! some bugs are still in the game, eg. it's sometimes hard to place a block between two other blocks when coming from the side (as you can see in the screenshot with the yellow and the pink block), but they're not that significant (the one i told here is the most important). I'll put the .tns file online tomorrow, but now, you already have the screenshot oh and on the screenshot, the block sometimes doesnt fall that fluently, that's because i cut some parts to save space, i don't know why but i did. In the real game they fall 1 block down every time now i'm trying to insert a hold function, and maybe the direct down button, but i'm afraid that won't succeed
1177
« on: November 09, 2011, 05:09:10 pm »
well, i was looking for that link system, isn't it possible in any way in lua?
1178
« on: November 09, 2011, 04:58:02 pm »
it looks really amazing, it's wonderfull.. i already downloaded it
1179
« on: November 09, 2011, 04:48:27 pm »
dude, why you guys know the game too xp Ok then, it's nice to hear that speed isn't a problem here and i might change that levelup condition if it's not only you who thinks it goes to fast but if i change it, it will take loooong to finally reach level 20, but if you agree, i do too
1180
« on: November 09, 2011, 03:44:44 pm »
I think they are all separate screenshots, which aren't exactly the same.
true, i didnt know how to make it in one time, so i printscreened it to gif's and compiled it to have an animated one and for the double posting, i'll watch it, you're right
1182
« on: November 09, 2011, 02:43:48 pm »
hmm, i tried asm once and got to the sprite moving part of asm in 28 days, but i never got further than that
1183
« on: November 09, 2011, 02:40:03 pm »
well, it is a game that wasn't possible for black and white screen (unless you make it with textures xs) so i thought, let's try it out and see how far i can get. Well, i came here, but now i'm stuck and if i have to advise something: buy you one, they're really nice, but i noticed that a nspire cas (NOT cx) with OS 3.0 has a faster render of images due to it's black and white screen...
1184
« on: November 09, 2011, 02:32:47 pm »
Hello i'm making a bubble shooter game for nspire cx cas, and i have already quite a lot of coding, but i'm quite a while looking for the right code to find the place where the ball has to fit into the upper collection of balls. for those who dont know bubble shooter, here's a screenshot: any help is greatly appreciated btw, in the screenshot you can see that i can shoot balls to the first row, but not to a second one. as soon as a ball takes place on the row, i just cannot shoot to that place istead of taking the next row btw, did you notice this: watch the time, that's nice
1185
« on: November 09, 2011, 01:20:02 pm »
yeah, that's it, thanks, now everything works as it should be, the only problem is that if a block turns when it's next to a wall, they dissapear like half into it, so i'll just have to fix that and the first "official" beta edition of ColorTetris will be finished. The only challenge included now is marathon, but this will be my next adjustment... btw, if you have a cool name for it, shoot! cause ColorrTetris doesn't sound that explosive or atractive or...so if you know one, tell me and maybe only one thing: what is the shortest code to execute for the calc (to gain speed): gc:setColorRGB(R,G,B) gc:fillRect(x,y,10,10) gc:setColorRGB(R,G,B) gc:fillRect(x,y,10,10) gc:setColorRGB(R,G,B) gc:fillRect(x,y,10,10)
or gc:drawImage(image,x,y)
with image a picture of a block of 10x10 (same as fillrect) Every 5 lines? I went up to level 20 and saw how fast it was. Are you sure 5 lines? :O Or maybe it should be like steps, where level 1 is # of lines, then level 2 is # of lines + 1, level 3 # +2 or something. Or else for some it might get too hard too fast...
are you being sarcastic or is it true that it goes quite fast? --edit-- but it's like 3 time setcolorrgb and fillrect, is it still faster than one drawimage?
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