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Messages - Xeda112358

Pages: 1 ... 101 102 [103] 104 105 ... 317
1531
TI Z80 / Re: [2012 apocalypse contest] The War of the Elements (Demo)
« on: November 25, 2012, 12:54:30 pm »
Plus, since this contest is going to be over in a few weeks, you might want to focus on making the game awesome with fewer graphics as opposed to less awesome and more graphics :D

Do you have any walking code done yet or some kind of map system?

1532
TI Z80 / Re: [2012 apocalypse contest] The War of the Elements (Demo)
« on: November 25, 2012, 12:49:51 pm »
Hmm, so it will be a real time kind of thing? That would be interesting >.> Which language do you plan to use?

1533
TI Z80 / Re: [Axe] [2012 Apocalpyse Contest] EndGam3
« on: November 25, 2012, 12:48:15 pm »
Hmm, I am not good with sprites, but one piece of advice I have is not to get hung up on sprites! I typically make graphics my last priority. Once the game is mostly done and playable, then you should add in the graphics :D

1534
TI Z80 / Re: [2012 apocalypse contest] The War of the Elements (Demo)
« on: November 25, 2012, 12:45:24 pm »
I won't be able to help, I am also in the competition XD I don't mind helping with some stuff, though, if it is allowed :D I am more interested in seeing a cool game made :D

1535
News / Re: 2012 Apocalypse TI-83+/TI-84+ Programming Contest
« on: November 25, 2012, 12:43:42 pm »
Cool, thanks yeong!

1536
TI Z80 / Re: [2012 Apocalypse Contest] Battle 4000
« on: November 25, 2012, 12:42:57 pm »
Complex numbers are of the form a+bi, where i is located at [2nd][.]. If you aren't familiar with complex numbers, here is a quick rundown:

i^2=-1
So if you do (3+2i)(2+i)=6+3i+4i+2i*i=6+7i+2(i^2)=6+7i-2=4+7i. On the calculators, complex numbers can be used and they use 9 more bytes than a real number. Likewise, complex lists use about twice the memory as a real list. However, the advantage is that you can store multiple pieces of data in one var. real(4+7i) will return 4 and imag(4+7i) will return 7.

1537
TI Z80 / Re: [2012 Apocalypse Contest] Battle 4000
« on: November 25, 2012, 11:18:10 am »
That was the same issue I had XD I thought it was working until I realised my string was still 64 long as well XD

Also, I edited my post above if you are interested in using a list or number for your sprite. It would also be pretty easy to create a tool to give you value for the sprite, too. An example list or number is:
{2172731964,1010991489
or
2172731964+i1010991489

This means you could store a bunch of 8x8 sprites to a complex list and each element is its own sprite.

1538
TI Z80 / Re: [2012 Apocalypse Contest] Battle 4000
« on: November 25, 2012, 10:58:06 am »
Code: [Select]
For(A,0,7              ;Changed
For(B,1,2              ;Changed
inString("0123456789ABCDEF",sub(Str2,2A+B,1))-1   ;changed to 2A, not 4A
For(E,1,4
Ans/2
If fPart(Ans
Pxl-On(Y+A,X+4B-E
iPart(Ans
End
End
End
That's it :D
EDIT: Forgot to change the 4A to a 2A :P
EDIT2: Just for a bonus, though the sprites are kind of a bother to make for this method, this will let you draw 8x8 sprites using two elements in a list:
Code: [Select]
For(A,1,2
L1(A
For(B,4A-4,4A-1
For(C,0,7
Ans/2
if fPart(Ans
pxl-On(Y+B,C+X
iPart(Ans
End
End
End
Or if D is a complex number, with the real part being the upper 4 rows and and the imaginary part being the lower four rows:
Code: [Select]
For(A,0,1
real(Di^A
For(B,4A,4A+3
For(C,0,7
Ans/2
if fPart(Ans
pxl-On(Y+B,C+X
iPart(Ans
End
End
End

1539
News / Re: 2012 Apocalypse TI-83+/TI-84+ Programming Contest
« on: November 25, 2012, 10:21:24 am »
Should we post updates and screenies, or should we avoid that? I posted a screenie and I notice that the others have, too, but I am wondering if I should not post anymore?

1540
TI Z80 / Re: [Axe] [2012 Apocalpyse Contest] EndGam3
« on: November 25, 2012, 10:17:41 am »
Matrefeytontias: That looks quite beautiful for the opening scene o.o

1541
TI Z80 / Re: [2012 Apocalypse contest] CATACLYSM
« on: November 25, 2012, 10:14:31 am »
TheMachine02, that is awesome O.O It looks like I am going to have to do something crazy if I want to top that o.o

1542
TI Z80 / Re: [2012 apocalypse contest] The War of the Elements (Demo)
« on: November 25, 2012, 10:11:29 am »
>.> That backstory could make for a very interesting game with plot twists. I wish you luck!

1543
TI Z80 / Re: [2012 Apocalypse Contest] Battle 4000
« on: November 25, 2012, 09:01:07 am »
Feel free to use it and modify it (you can change it to do different sized sprites).

1544
TI Z80 / Re: [2012 Apocalypse Contest] Battle 4000
« on: November 24, 2012, 09:01:14 pm »
:D Like this:

If Str2 is your 16x16 hex sprite and the coordinates are (X,Y):
Code: [Select]
For(A,0,15
For(B,1,4
inString("0123456789ABCDEF",sub(Str2,4A+B,1))-1
For(E,1,4
Ans/2
If fPart(Ans
Pxl-On(Y+A,X+4B-E
iPart(Ans
End
End
End
It isn't too fast, but it works well enough. In this way, a 16*16 sprite takes 64 bytes, but if I had used a list instead, it would have taken 72. It would probably be faster using an 8 element list (where each element handles two rows of pixels), but the hardcoded data would be larger in many cases.

1545
TI Z80 / Re: [2012 Apocalypse Contest] Battle 4000
« on: November 24, 2012, 07:57:14 pm »
Each element in a matrix uses 9 bytes, so I would suggest storing multiple pieces of data per element. Maybe you can use a list of 18 elements for the tilemap and each element has a 31-bit number for the data in each row. I might have to do that myself >.>

EDIT: Also, my sprite drawing routine is pure BASIC, so it takes about 5 seconds to draw a 16x16 sprite using hexadecimal.

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