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Messages - Nick
1186
« on: November 08, 2011, 07:04:59 pm »
can somebody tell me what's wrong with the code below? it has to erase the upper line of a tablematrix if all the entries on the first row are 0 and replace it with a {0,0,0,0} entry on the 4th place of the table... transpon is the table that holds the values 1 and 0 like this: transpon = {{0,1,0,0},{1,1,1,0},{0,0,0,0},{0,0,0,0},..and yet some other stuff here}
count = 0 for i=1,4 do if transpon[1][i]==0 then count = count + 1 end end if count==4 then table.remove(transpon[1]) table.insert(transpon,4,{0,0,0,0}) count = 0 end
1187
« on: November 08, 2011, 11:02:25 am »
I just solved the problem, it all works nice, i have add the marathon function: every 5 lines you go a level up, and you get a higher score when erasing multiple lines at once. I used 2*numberoflines if linescleared>1, so 1 line gives 1 point, 2 lines gives 3 points, 3 lines gives 7 points and so on... Oh, and that's really nice to know, it might be very handy to know, merci om 't met andere woorden te zeggen
1188
« on: November 08, 2011, 12:52:12 am »
i'll have a try on that button cause it's nice to have.. i also have a problem with the turning of the blocks it seems. i thought i only had to transpose the matrix, but in fact, it doesn't work, cause you only have two positions then. how can i fix this?
1189
« on: November 07, 2011, 07:04:13 pm »
they're really nice, like the keypad usage could be very useful Well, the dropdown button might need a bit of time, cause i don't know directly how to implement it, but i'll certainly have a look at it. untill now, you can speedup with + and -, it doesn't go atuomatically, but it can go to level 20 with a really nice speed, the block is totally down in about 3 seconds, so... and i've also implemented that it checks if the calc has a colorscreen, if not, it uses white and black as background colors, otherwise pink and grey
1190
« on: November 07, 2011, 06:35:24 pm »
i finally got it working..and in the meanwhile, i changed the graphics a little bit, now there is a little 3D-piece effect like the real tetris here's a screenshot, but never mind the numbers on the left side, they are only to know some values to debug it.
1191
« on: November 07, 2011, 04:27:39 pm »
yeah, i'm belgian.. i didn't even notice that you could see it on the screenshot thanks, well it's the purpose to make it that way, but it just the beginning to make everything work, and then the lay-out will follow... and for the code, yeah it is to check if that blocks[][] (that's the matrix that includes the total field) is not 0, i've tried it with ~=0, but it didn't work properly, it wouldn't move anymore...
1192
« on: November 07, 2011, 04:16:56 pm »
voila, and here's a screenshot, thanks to DJ_O
1193
« on: November 07, 2011, 04:13:41 pm »
thanks, i think it will be necessary, wuase it's only my second game..
well, while you're about it, i have a problem, but it might be fised fast. It's in the detection of the obstacles. Every piece has a different color, and i store them in a table (with subtables so you get a kind of matrix), but when i fill 1 in if it's full (that means a piece is on that place) everything goes well, but when i fill in a number of 1 to 7, each number for a different color, it doesn't work anymore. The code below is for that 1-7 colorcheck... on.checkleft checks if the left side of the block is free to move to the left
function on.checkLeft() for i=1,fallingblock[9] do for j=1,4 do for k=1,7 do if blocks[i+1+fallingblock[6]-fallingblock[9]+1*(fallingblock[9]-2)][j+fallingblock[5]-2]==k then stopleft = true end end end end if stopleft then return 0 else return 1 end stopleft = false end
1194
« on: November 07, 2011, 04:01:33 pm »
the purpose is to clear 5 lines in the first level, and then 6 and.. is it right?
yeah, but i've seen it al quite a lot, and that's what i'm trying to avoid, but i'll certainly put it into it, it's a standard to tetris, so it would be a lack in the game, thanks...
1195
« on: November 07, 2011, 03:55:48 pm »
hello i'm quite new to Lua programming (about 1 month, since i had to buy a TI-Nspire CX CAS for school ) and i'm making a Tetris game in color. I've already finished the general gameplay, but i want to know if someone has some special ideas to put into it. It might be nice if it wasn't just a standard tetris, but i haven't got the inspiration yet so if someone likes to help: you're welcome! and can somebody please tell me how to put a picture in this forum, cause i don't really get it xs thanks
1196
« on: June 05, 2011, 02:21:15 pm »
Hello i'm having some problems with the game i'm making. I'm developing a bubble trouble for the TI 84 plus and it runs very smooth. I've compiled it to play without a shell, and it works. But from the moment i open a random game from mirageOS, some parts of the game (the collision detection) suddenly don't work anymore. It also happens when i compile it to mirageOS, Ion or an app.. I really don't know what's wrong, so please help me... btw, i'm using GDB1 as data storage and about 10 other variables, maybe this is the problem? Thx
1197
« on: June 05, 2011, 02:09:40 pm »
hello there
i hope this site is going to help me out of some programming problems, you know..
bye
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