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Messages - Ranman

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226
Other / Re: Robotics Competiton!!!
« on: January 22, 2011, 08:13:22 pm »
That is really cool Ashbad! Congratulations on doing so well!

We never had anything cool like that in my high school or college. :(  I feel cheated. :D

227
Computer Projects and Ideas / Re: My first C++ Project
« on: January 22, 2011, 07:50:27 pm »
It responds 5 is 0 in base 5 with this code
EDIT: I changed rem to start with the value of num it now says five is 1 in base 2 and 50 is 0 in base 2

In your example... conv is initialized as 1 and num is set to 5 at runtime. Hence, power will be 0 when you begin your last while loop (the first thing you do there is power--). DO you really want a negative value for power?

Also... you have this variable called ten, but you initialize it to 0. Does that makes sense? Consider your line of code place = pow (ten, power).

228
Casio Calculators / Re: Getting started in Casio-Basic? You can ask here.
« on: January 22, 2011, 02:37:03 am »
I learned how to program Casio BASIC (FX-6300G and FX-7700G) probably 5 years before I bought my first TI graphing calc.

229
TI Z80 / Re: Isometry
« on: January 20, 2011, 05:56:52 pm »
Another amazing looking project.

Just imagine all of the games that could be made with this engine -- wow!

230
Computer Projects and Ideas / Re: Trio and Niko: Falling
« on: January 20, 2011, 02:44:25 am »
This project looks absolutely amazing!

Wow! Just wow!!

231
News / Re: Launching WabbitEmu from a PRIZM
« on: January 20, 2011, 01:46:58 am »
Sweet!

232
Jumpman 68K / Re: Jumpman
« on: January 18, 2011, 06:19:50 pm »
Are you the one who controls the guy in the main screen?

Thanks for the question. By "main screen" do you mean the titlescreen where "Jumpman" is spelled out one letter at a time? If so, you do not control the Jumpman during the titlescreen... It is all done automagically via a set of scripted moves.

For the title screen, I have two independent lists of moves -- one list for Jumpman and one list for the letters. Each list is an array of the following user defined data type:

typedef struct
{
   uint1 count;
   uint1 direction;
   uint1 action;
} SCRIPTED_MOVE_Type;

Where 'count' is the total number of steps in the specified 'direction. I use the 'action' field for Jumpman jumping and for the switching to the next letter. When the total number of steps reaches the 'count', I move to the next element in the array of moves.

This is kind of a brute force method that utilizes a relatively small amount of RAM. It took a few attempts to get the letter movement's synced up to the Jumpman's movements. T'was a fun task to implement.

For those interested, here is the lists of moves:

Code: [Select]
SCRIPTED_MOVE_Type* scripted_jumpman_move;
SCRIPTED_MOVE_Type  scripted_jumpman_move_list[] =
{
         // go get the "J"
{38, DIR_Right, false},
{74, DIR_Left,  false},

         // go get the "u"
{74, DIR_Right, false},
{64, DIR_Left,  false},

         // go get the "m"
{64, DIR_Right, false},
{54, DIR_Left,  false},

         // go get the "p"
{54, DIR_Right, false},
{44, DIR_Left,  false},

         // go get the "m"
{44, DIR_Right, false},
{34, DIR_Left,  false},

         // go get the "a"
{34, DIR_Right, false},
{24, DIR_Left,  false},

         // go get the "n"
{24, DIR_Right, false},
{14, DIR_Left,  false},
{14, DIR_None,  false},
{14, DIR_Up,    true},
{14, DIR_Right, false},
{14, DIR_Left,  false},
{14, DIR_None,  false},
{14, DIR_Up,    true},
{14, DIR_Right, false},
{39, DIR_Left,  false},
{39, DIR_Right, false},
{14, DIR_Left,  true},
{25, DIR_Left,  false},
{99, DIR_None,  false},
{14, DIR_Up,    true},
{0,0,0},
};

SCRIPTED_MOVE_Type* scripted_letter_move;
SCRIPTED_MOVE_Type  scripted_letter_move_list[] =
{
// "J"
{38, DIR_None,  false},
{72, DIR_Left,  false},
{17, DIR_Down,  false},
{ 1, DIR_None,  true},

// "u"
{58, DIR_None,  false},
{62, DIR_Left,  false},
{17, DIR_Down,  false},
{ 1, DIR_None,  true},

// "m"
{48, DIR_None,  false},
{52, DIR_Left,  false},
{17, DIR_Down,  false},
{ 1, DIR_None,  true},

// "p"
{38, DIR_None,  false},
{42, DIR_Left,  false},
{17, DIR_Down,  false},
{ 1, DIR_None,  true},

// "m"
{28, DIR_None,  false},
{32, DIR_Left,  false},
{17, DIR_Down,  false},
{ 1, DIR_None,  true},

// "a"
{18, DIR_None,  false},
{22, DIR_Left,  false},
{17, DIR_Down,  false},
{ 1, DIR_None,  true},

// "n"
{ 8, DIR_None,  false},
{14, DIR_Left,  false},
{14, DIR_Right, false},
{28, DIR_None,  false},
{14, DIR_Left,  false},
{14, DIR_Right, false},
{28, DIR_None,  false},
{49, DIR_Left,  false},
{37, DIR_Right, false},
{17, DIR_Down,  false},
{ 1, DIR_None,  true},

{0,0,0},
};

233
Computer Projects and Ideas / Re: Nightmare
« on: January 18, 2011, 02:15:48 am »
keep up the amazing work Builderboy!

234
News / Re: Welcome back in 2005
« on: January 17, 2011, 09:30:03 pm »
I'm old enough to remember that theme. ;)

235
Jumpman 68K / Re: Jumpman
« on: January 17, 2011, 07:50:54 pm »
Thanks for the encouraging comments! :)

236
Jumpman 68K / Re: Jumpman
« on: January 17, 2011, 09:55:26 am »
Some Jumpman action and updates...



Updates include:

 - Rewrite of main game loop
 - Titlescreen now loops infinitely until a timeout occurs or user input
 - Added an intermediate title screen for each level
 - Can now actually complete a level (by collecting all bombs)
 - Can transition from a completed level to the next level
 - 5 levels currently implemented
 - Speed can be adjusted before a level actually begins (5 speeds)
 - Contrast can be adjusted at any time
 - Implemented bonus points based upon how fast a level is completed
 - Jumpman can now shoot diagonally
 - Implemented reset button to go back to main titlescreen
 - Jumpman can now shoot up to 3 bullets at a time

237
Miscellaneous / Re: Sniper 101... SCAMMED?
« on: January 15, 2011, 11:03:45 am »
I don't mind IMHO.  If he were o take it up as a project he might be able to make it fun.  He changed some things that i really liked (I liked the changes, not i liked the things he changed... I hate my poor grammer and me spelling)

he made cheat mode remove points.
He made it so when you run out of amo, a new clip in inserted (at a price)

That's fine... At the very least, make sure you are listed as an author.

238
Miscellaneous / Re: Sniper 101... SCAMMED?
« on: January 15, 2011, 10:56:52 am »
Gabotbon?

oh well.  No I did not give him permission.  I talked to him.  He seemed sorry for not asking. Happybobjr said all is well and no hard feelings.  Happybobjr then gives him permission.

It was strange seeing it appear.  I am kinda glad to i never posted my updated version as it was too bulky.
He is trying to learn axe by looking at the code :P

Spoiler For Spoiler:
On 01/14/2011 07:09 AM, James Oldiges wrote:
> Yes i have abandoned sniper 101.
> I would of, however, appriciated you telling me before you change the game,
>
> I am not angry, but I could have given you a more resent version to work with.
>
> warm regards,
>     James Oldiges
>
    My apologies for not contacting you about that. I had been tweaking it a bit for some time and wasn't originally going to upload it, but on a spur of the moment thing did and realized today I probably should have asked permission. As you may have saw, I tried to give as much credit as possible to you since it really was you who made the game. It you want me to change anything or want to merge my tweaks into your recent version I would happy to help in anyway

Thanks again for making such a great program,
Steven Ryan

Spoiler For Spoiler:
On 01/14/2011 04:47 PM, James Oldiges wrote:
> I made this game open source for a reason. I was thrilled someone else enjoyed the work that i did.
> I have no hard feelings about the lack of consulting me before you did it.  I was just surprised this morning when i saw sniper 202
> I decided a while ago that the features made a simple fun game into mess of options, if you know what i mean.
>
> A few side notes:
> * I will be checking your revision out today or tomorrow. I was surprised to see you had zooming (which i thick is quite a cool  idea you had there)
> * I would like to stay in contact with you for a while.
> * Are you planning more features such as different mode types.
> * what made you decide sniper 101 as a game to edit.  (I am curious as i am the only programmer at my school)
> * Do you wish for me to optimize the code?
>
> Very warm regards,
>      James Oldiges

    I'll admit, the zooming function at the moment is just your cheat mode with the ability to shoot turned off. I plan on making in three levels of zoom once my Axe knowledge becomes better: Zoomed in all the way, partially zoomed in, and not zoomed at all. Hitting the target would count for less points in partially zoomed mode. I would be happy to stay in contact. Right now the only things I'm planning on adding are the aforementioned zooming and better reloading, such as setting manual reloading instead of automatic. I just happened upon your game on ticalc and saw it was written in Axe and figured I would try it out. I was impressed with it and wanted to fix the limits I saw. Personally, I think optimization should be worried about either after features are finished or if the game becomes to slow down too much.

Still impressed,
    Steve Ryan
--
about.me/bit101

I would ask Ticalc to have it removed. It just doesn't seem right to leave it up.

239
nDoom / Re: nDOOM - Work in progress
« on: January 02, 2011, 08:06:30 am »
Wow... uh welcome to Omnimaga. That's one hell of a first post! Please excuse me while I go remove the bricks from my pants. ;D

Bricks? Oh yeah... LOL :D

I think Mrakoplaz deserves an immediate promotion to utilize omnomirc. ;)

240
ASM / Re: [Routine] Monospaced Text
« on: January 02, 2011, 02:34:49 am »
Pretty nifty Eeems!

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