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Messages - Speler
Pages: 1 ... 55 56 [57] 58 59 60
841
« on: October 05, 2006, 02:32:00 pm »
Ok, but to be clear while I have nothing against using xLib, I just don't want to use it in this game.
Answer to offtopic: It was origanally going to be animated and keep inversing itself but... I decided not to cause seizures.
842
« on: October 05, 2006, 02:24:00 pm »
I don't use xlib... I don't know why, I just have no real desire to. Maybe one day I will, but first I want to master pure basic. Anyway, the system I have would be fast enough for the graphics. Don't base your vote on that.
843
« on: October 05, 2006, 02:17:00 pm »
I'm thinking about doing a version of the classic game space invaders, but I have a few questions? I'd be doing it in pure Basic for 84+ and it would be completely graphical. Is this game done to death? If so I won't bother, I want this to be game that will actually be used and if this game is overmade, it obviously would not be.
844
« on: October 03, 2006, 03:07:00 pm »
Anytime, sorry is there any chance you backed it up anyplace else? I can keep searching if you'd like.
846
« on: October 02, 2006, 02:28:00 pm »
Dragon__Lance, I think he said on IRC it only took him 1.5 hours, which, at least in my opinion, makes it even more impressive.
847
« on: October 02, 2006, 02:24:00 pm »
Nice to see you here SCK, and nice work on this game, I expect alot from you :].
848
« on: October 02, 2006, 02:19:00 pm »
Yeah... but that would be better then clearing them wouldn't it?
849
« on: October 02, 2006, 11:38:00 am »
xlibman, next time rather then clearing inactive projects completely, why don't you you back them up so in case you made a mistake you can get them back? Ok? This may help to avoid some unforseeable stuff in the unforseeable (wow that couldn't of been speled right) future which a have, so contradictorally, forseen.
850
« on: September 30, 2006, 03:55:00 am »
Of coures, you could just set a moving picture as your background, maybe...
851
« on: September 27, 2006, 03:15:00 pm »
Alot of people feel that way, that's why we have you.
*Super Speler
852
« on: September 26, 2006, 09:15:00 am »
Mac only, sorry, maybe (*hint*) someone with nice coding skills can make something similar but geared specifically for TI's.
I would but umm... I lack the coding skills, if anybody wants to I'd be glad to help in any way that you may need.
853
« on: September 25, 2006, 10:43:00 am »
http://www.opensword.org/Pixen/This may be one of the most useful things I've seen in a while (if it can do what it says). I'm downloading it now and will update you guys on how it works later. * Super Speler
854
« on: September 24, 2006, 04:02:00 pm »
Written for the 83/84/SE From an earlier conversation today I noticed that alot of people have trouble with lists (Ok, I admit it, actually I just got really bored and decided to do something, but the conversation did occur). Well here we go, feel free to post with comments, corrections and your own uses: First of all, a list is a set of numbers with the ammount of numbers in the list accessable with dim( . This can be altered with [New number]->dim( . You may access each individual variable in a list using (location of the value to be accessed.
Now, many people are annoyed with the lack of useful commands available for lists, but with some creativity you can do anything. For example, if you want to do something like inlist( just do seq( [First Value],[Last value] (pretty straitfoward) and for say inlist( you can do something like max(([value]= )seq(X,X,1,dim(.
One of the nice things about lists is that they are the only variable that is actually user defined and is therefore very useful in highscores, storeing stats, levels, items and just about anything (in a game I am working on I store the levels to user defined lists and then archive them for use when they are necicary).
Rather then use unarchive always use setUpEditor ,,etc, which will not only unarchive it will also create the list if it does not exist (you can then test if it existed before by using dim().
Another important command augment( which will put the two lists end to end.
seq( is a command that is very useful in optimizing (as Weregoose demonstrated to me a while back). Instead of writing something such as {1,2,3...,9,10 you can write seq(X,X,1,10 and instead of writing something such as {1,1,1... you can write seq(1,X,1,10. Also you can make stuff like {1,1,1,1,2,2,2,2,3,3,3,3... with creative use of iPart(
One common question of beginners is how to 'shuffle' a deck of cards stored to a list. The following code is a common answer:
rand(52->L1 SortA([Deck],L1
Yeah... umm...
*Super Speler
855
« on: September 19, 2006, 03:11:00 pm »
That is often how it will work, but more often it will be a snare, bass drum, high hat, crash cymbal, and one or two toms. My brothers drum set also has cowbell, woodblock, 4 or 5 toms, 4 or 5 cymbals, several different bells etc. so as you can see they range alot but all that is really necicary for you to play is a bass drum, snare, high hat (these first three are most important), crash, toms are not necicary but ussually come with the set (and do help greatly for many songs), everything after this is GREAT, but that's really the bare essentials, without the above you won't be doing much.
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