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Messages - Speler

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781
TI-BASIC / New Tricks For Pure Basic Coders.
« on: November 16, 2006, 03:08:00 pm »
Everything here uses ZoomStandard.

Lately I have done alot of experementing with using Y functions for full screen graphics.  I found that you can actually make very fast and fairly memory efficiant graphics using nothing but Y commands (Y1, Y2 etc).  Here is a list of several things that can be done:

Brick Wall:
First set to mode Simul and store 8 to xRes, now store -10(X-20 to Y1 -10 to Y2 and -10 to Y3.  Select the graph style that looks like an upside down staircase.  Hit graph.  You have a Brick Wall.  This can be used in program.

Grayscale Bug
This can be used in a program but I can't see any real way to... anywho:  use all the same settings as for the brick wall (including the upside down staircase's) except graph different things.  -10(X-20)/(X<8 to Y1 and -10(X<8 to Y2.

782
TI Z80 / The Game
« on: November 14, 2006, 03:50:00 pm »
xlibman, you asked how it works?  Here it is:

There is a list which stores all data involved in locating levels which acts as an index.  The level sets (as many as the designer made) have names up to 10 characters long which are contained in the index list.  The first 4 characters in the name and a number (starting from 0 and getting progressivly larger) represent each individual level in the level sets.  These values are stored to a list by the creator of these levels with a corosponding name (the four characters and one number).  The levels are read with a number based scriptish thing stored to a list (I've made it as easy to understand and use as possible).  Now... the creator of the levels creates a group containing all of the levels and a installer.  The installer does something very simple.  It adds a the names of the levels to Str1 and stores pi to L1(1) and the ammount of levels to L1(2) (making sure to use SetUpEditor) and then runs the game, inside the game if the ans variable is pi it immediatly jumps to the installation which is adding information to the index list.  The list is then called with expr([string generated using index]).

While this seems like it may cause a tremendous ammount of crashes I've thought this through and decided it will not.  A player is not likely to delete individual lists which is the only cause for problems, especially when you consider that I will be setupeditor-ing the index list.

783
TI Z80 / The Game
« on: November 13, 2006, 09:18:00 am »
It now detects levels, and when there are know levels detected it gives the option of reinstalling the main ones.

784
TI Z80 / The Game
« on: November 12, 2006, 02:44:00 pm »
It started working again, and nothing was lost.  I wrote alot of the menu system today and I'm coming up to the part I've been lazy about... the level detector...

785
TI Z80 / The Game
« on: November 12, 2006, 05:39:00 am »
I have been having a large ammount of trouble with my calc lately.  First it's been crashing ALOT lately.  Not a problem since I soon learned to group after every minor change.  Now it won't turn on, but once it does there will be some screenies :)smile.gif.  I'm very optimistic about it turning on.

On a side note (assuming I can recover what was in archive when my calc will turn on) this will be in a demo (Anything with a + is done):

+Animated water.
+Stuff that blows up and kills you.
+Basic engine.
+Rising ground and falling roof.
-Switches.
-10 levels.
-Menu's.
-Information on how to create your own levels, this is the first Pure Basic game (that I know of) that will not only allow the user to make there own levels, but allow them to make as many as they want without hardcoding (no knoledge of TI-Basic necicary)).

Expect my first release some time this week by the way as I will demonstrate the first EVER case of grayscale (very limited grayscale...) in pure basic.

786
News / Kinda back but...
« on: November 12, 2006, 05:23:00 am »
Yeah, I've been gone a few days due to tech issues and will be for the next few days (don't worry, only a few days).

787
News / Kinda back but...
« on: November 12, 2006, 05:08:00 am »
I am going to be here at least until I finish several games and make sure that I have left a lasting mark on the community (i.e. my masterpiece).

788
Other Calc-Related Projects and Ideas / STOP or STRP (or something else)
« on: November 06, 2006, 05:08:00 pm »
I see no reason to change it from STOP, as a matter of fact this is the type of thing that stands out in ones mind when learning a language and personally would help me to memorize easier.

789
General Discussion / TI-Band
« on: November 04, 2006, 07:21:00 am »
On calc... hmm...

790
Humour and Jokes / Some MTG cards... well, almost
« on: November 04, 2006, 04:58:00 am »
necro then it would suck really... you want to win as early as possible, when I played if you hadn't done anything by turn three or four you'd already lost.

791
TI Z80 / The Game
« on: November 03, 2006, 10:40:00 am »
Basically you would store a couple numbers to a list and run the program, eventually I'll make a true level editor that does it for you though.

792
TI Z80 / The Game
« on: November 02, 2006, 03:31:00 pm »
I'm currently re-writing a large section of the level display code so that it will support a larger veriety of in game effects, such as falling roofs and rising floors and switches that will do more then display a new map.

793
Art / Pixel Art Tutorial #2: Preface Pt 2
« on: October 31, 2006, 04:02:00 pm »
Add Pixen, I swear by it...

794
Official Contest / TI-Basic Contest: Movie
« on: October 31, 2006, 09:40:00 am »
Hmm... I have a level displayer made for "The Game", with a few modifications it could easilly be used as a fast way to create movies...

795
Site Feedback and Questions / Wtf?
« on: October 30, 2006, 12:02:00 pm »
*Super Speler

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