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Messages - LincolnB
Pages: 1 ... 58 59 [60] 61 62 ... 77
886
« on: September 05, 2011, 11:19:52 pm »
Feel free to add my explosion tutorial - it's not that good though
I beg to differ. It was simple but very nice, not necessarily because the concept itself was that advanced (it wasn't), but without it I wouldn't have thought of that way to do things.
887
« on: September 05, 2011, 11:17:18 pm »
Perhaps you should learn asm? I just got into coding it myself.
Sadly, I don't have access to a computer whenever I want, as long as I want. My parents limit my computer time (but not calculator time MWAH HAH HAH) so I can't get into computer programming like I'd like to...Basically, that's why pretty much everything I program is on-calc.
888
« on: September 05, 2011, 11:14:37 pm »
To make a CAS, you'll probably need to first make some kind of custom input function, with menus/keyboard chortcuts, basically something that will let you type in something like 2X=6. Then, you will need to make a function that sorts through whatever input string/system you've come up with, identifies what steps it needs to take (probably through a bunch of if statements), and takes the steps necessary, and displays the output on screen. If it's a Complete CAS you're after, it'll be a considerable amount of work (not that it won't be worth it, I'm sure it will be), because you'll need to implement a buttload of features. You might be interested in this thread: http://ourl.ca/12563 (this was a thread I started because I too was once interested in making a CAS but won't get around to it for quite some time, or not at all if you make one ) (also, the thread may look somewhat intimidating, but if you're determined it should really be no problem) Good luck.
889
« on: September 05, 2011, 07:39:45 pm »
2103: Are your base are belong to us
890
« on: September 05, 2011, 07:38:16 pm »
Oh wait a second, is this in ASM? I don't know ASM, but I'm pretty good with Axe.
891
« on: September 04, 2011, 11:18:21 pm »
Unfortunately, if it's better jumping physics you're looking for, you won't find it in Spacky 2, but you will probably be interested in my next platform game, Fantastic Sam (working title, subject to change)
893
« on: September 04, 2011, 08:39:26 pm »
2082: You are referred to as the 'Human Computer' (true) 2083: Not because you're smart (even though you are). They call you that because you have no feelings. (true)
894
« on: September 04, 2011, 07:02:55 pm »
Great. What exactly do you need help with, concerning smooth scrolling? What exactly it is?
895
« on: September 03, 2011, 07:50:06 pm »
My opinions: 1. Would tiled motion (a player or enemy moves one tile at a time) or smooth motion (a player or enemy moves one pixel at a time) be preferred? Please note, if I go with the smooth system, I will need some conceptual advice on how to work collision detect with a tiled map system.
DEFINITELY smooth-scrolling, IMO. You can still go tile-by-tile if that's what you want but please make it smooth. I can help with this part, I'm pretty good at this. 2. Should one or more classes of enemies have ranged attacks (like the bow)? I added a bow to your equipment, but I do not know how to code a ranged attack for either player or AI while the game is going. Help?
3. Should enemy classes be able to launch a ranged magical attack with their element? I know this is not really classic Zelda, but it could make gameplay harder. And, that is basically what the ice/fire keese do.
Not a bad idea, ranged weapons are nice. They're also good for adding puzzle elements, like shooting a switch across a bridge and stuff like that. Again, I can probably help here as well. 4. Should the shield be auto-use or press-a-key to use?
I would personally go for press-a-key to use. Keep in mind it's still your decision, do whatever. Also, I am having a dilemma. I need a way to extract the map data from the app and put it somewhere where it can be kept. I first decided to try an AppVar that gets archived when the game is not in use, but that is a problem as there is not enough RAM to hold the data. Other ideas I am looking at are a separate appvar for each map, or to create a group file. Any thoughts?
You could use a similar technique to what I'm doing in my current project - I have a massive appvar, or two or three, permanently in the user archive (unless I decide to unarchive it to edit levels and such). This/these appvar(s) holds all the levels for the entire game. When I get to a level, it copies 768 bytes (the size of one level) into ram where I can access it and whatnot. In your game, you might want to copy data from this appvar into ram whenever you move screens and such.
896
« on: September 03, 2011, 07:35:56 pm »
Holy crap.
897
« on: September 02, 2011, 05:04:00 pm »
As a programmer, I am in love with Axe Parser on my TI-84+ (wish I had an SE ) (note that I don't really do a lot of computer programming, everything I do right now is all on-calc, so take that into account here) As a mathematician, TI-89T is the freaking bomb dot com. As a gamer, the TI-Nspire and Casio Prizm have the most potential (not that there's tons of great games for it quite yet, but it's getting there) The kind of calculator you want depends on what kind of a person you are, and what you're looking for.
898
« on: September 02, 2011, 03:04:22 pm »
that looks amazing.
899
« on: August 31, 2011, 11:15:41 pm »
This is going to be a fabulously epic game.
900
« on: August 31, 2011, 11:12:32 pm »
I'm sure it's a token, but the question is, which TI-OS token does it replace?
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