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Messages - Raylin

Pages: 1 ... 91 92 [93] 94 95 ... 98
1381
TI Z80 / Re: Lemonade Tycoon... in 48 hours.
« on: February 07, 2010, 07:06:51 pm »
Currently using xLib and BASIC.

1382
TI Z80 / Lemonade Tycoon... in 48 hours.
« on: February 07, 2010, 04:58:23 pm »
I don't know if I can do it but starting now, I am going to make Lemonade Tycoon in 48 hours.
I'll post screenshots later. Wish me luck.

1383
TI-BASIC / So... how 'bout that 68k BASIC programming?
« on: February 03, 2010, 07:36:09 pm »
So, my Physics teacher gives me a broken TI-89 Titanium.
I sent it in to get it fixed (screen broken) and I'm learning up on my 68k.
Any differences I should know about?  ???

1384
TI Z80 / Re: Screenshots
« on: February 03, 2010, 06:21:30 pm »
Excellent work, sir! I like it!

I tried making an 8x8 Axebeak sprite.
I failed. D:

1385
General Calculator Help / Re: Calculator purchase
« on: February 01, 2010, 07:52:13 pm »
Lies and slander!
The 84+ SE is just an amazing start-off calculator overall.

1386
General Calculator Help / Re: Calculator purchase
« on: February 01, 2010, 07:37:11 pm »
Get it. It's the fastest incarnation of TI-83's and much, MUCH easier to program.

1387
TI Z80 / Re: Crystal Defenders
« on: January 31, 2010, 10:56:46 am »
I shall rise up to the task! Hopefully...  :-\

1388
TI-BASIC / Re: Can I throw my calculator at a wall yet?
« on: January 31, 2010, 01:05:09 am »
Thank you, sir. And, yeah. That's the basic premise of the game.

1389
TI-BASIC / Re: Can I throw my calculator at a wall yet?
« on: January 30, 2010, 09:27:35 pm »
Basically, I'm thinking about making a dungeon crawling game. But, I want to be able to corner-peek around walls and stuff. And, yes, it's going to be a top-down.

1390
TI-BASIC / Re: Can I throw my calculator at a wall yet?
« on: January 30, 2010, 04:58:07 pm »
Dungeon crawling. Rogue-like, if you will.

1391
TI-BASIC / Can I throw my calculator at a wall yet?
« on: January 30, 2010, 08:29:06 am »
I'm trying to make a game. It involves:

  • A single player.
  • A single wall.
  • Raycasting.  >:(

Question: How do you simulate line of sight on the homescreen?

1392
TI-BASIC / Re: The best list compression method?
« on: November 29, 2009, 05:50:05 pm »
Hmm.
Intriguing.

I will definitely use that method in the game.

1393
TI-BASIC / Re: The best list compression method?
« on: November 29, 2009, 11:18:06 am »
However, what about the exceptions?
Like 9999 HP?

I mean, you can only put 14 digits in a displayed line.

1394
TI-BASIC / Re: The best list compression method?
« on: November 29, 2009, 09:21:56 am »
Use also the fraccional part of imaginary part?
You can save 4 integer numbers in every element.

Other thing to compress is if you use number smaller than 1000 you can save like this:
E3A+B

To decompress:
int(L1(1)/E3)->A
L1(1)-E3A->B

where the E is the small E. A and B to numbers to save and are smaller than 1000.

This could allow easily 8 numbers in one element...

The only exceptions I would see with this is the values for HP, Max HP, SP, and Max SP.
Any way to get around that?

1395
TI-BASIC / Re: The best list compression method?
« on: November 28, 2009, 06:56:57 pm »
This is true, unfortunately.
In my other game, Shin Megami Tensei, I made a list considerably smaller with complex numbers.
Guess I'm just using what used to work.

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