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Messages - LincolnB
Pages: 1 ... 59 60 [61] 62 63 ... 77
901
« on: August 30, 2011, 07:09:25 pm »
I have a zero gravity mode planned, where you use a jet pack to push yourself around.
That's pretty awesome...about the graphics change, you might want to consider having some of the levels more suited to it having 8*8 graphics, and others with 4*4.
902
« on: August 28, 2011, 10:15:04 pm »
still the same size tho, right? you're not going to go and change the graphics to some radical 8*8 smooth scrolling deal?
903
« on: August 28, 2011, 09:38:49 pm »
Dang those look good. I'm looking forward to this game
904
« on: August 28, 2011, 09:23:11 pm »
I totally agree with TravisE.
Here's what we need to do. We need to go through ticalc.org and look through the file names. If you see a game that you have played before, (or know the reputation of (Mario)), rate it. It doesn't matter what the rating is, just rate it. Using this method if at least 5 of us do this, by tomorrow, all of the decent games will have a rating.
I honestly believe that our 10 minutes of rating could help >1000 desperate kids find a good game.
Will do. Anyone else commit?
905
« on: August 28, 2011, 06:44:50 pm »
I have to put all the sprites in an appvar →huge work !
Why do you have to do that? EDIT: Fail on my part, just read the last few pages.
906
« on: August 28, 2011, 06:40:26 pm »
Yep. Let me know how it turns out.
907
« on: August 28, 2011, 06:39:56 pm »
I, unfortunately, cannot view this video, as youtube is blocked on my computer (long story). Could you post a direct download link here or somewhere else?
908
« on: August 27, 2011, 07:47:14 pm »
Or (or perhaps 'and), a faster, better version of basic or an implementation of python/some similar interpreted language...
909
« on: August 27, 2011, 07:46:17 pm »
May i ask how did you lose your source code >_>?
My hard drive died last year and I lost all of my TI-Nspire projects
Ouch. That bytes. No backups?
910
« on: August 27, 2011, 07:45:20 pm »
I don't understand why the default line drawer would not work, could you please explain? Do you need to just have a line drawer that toggles pixels rather than sets them?
Yes, I think that's it. Anyways, here's the subroutine: Lbl LN r3-r1->A r4-r2->B r1*256->C r2*256->G If abs(A)>abs(B) abs(A)->Z Else abs(B)->Z End Repeat r1=r3 or r2=r4 or getkey(15) A*256//Z+C->C B*256//Z+G->G pxl-change(C//256,G//256) End Return
I'm 95% sure this will work. You'll probably want to look through it yourself. The routine accepts four arguments, called like so: sub(LN,X1,Y1,X2,Y2) ; and the function draws a line between (X1,Y1) and (X2,Y2)
911
« on: August 27, 2011, 07:39:06 pm »
like what?
I think he means screenshotting the desktop with all the icons, then hiding the icons and setting the screenshot as the desktop background, so you can't click on any of the desktop icons or anything As limited users, we can't do much at my school, so I used powershell to upgrade myself to an admin.
How on earth did you do that?
912
« on: August 27, 2011, 05:42:51 pm »
All 15 Mhz calculators have at least one extra ram page, 16 KB. Elimination requires just that one. (Out of 48 KB of RAM, Elimination needs 24 KB)
All 15 Mhz calcs? really? because I would love that. TI-Boy doesn't work on my TI-84+BE, if that means anything concerning extra ram pages...
913
« on: August 27, 2011, 05:41:43 pm »
Why don't you try Bresenham's line algorithm, but use pxl-change instead of pxl-on? I wrote a subroutine in Axe that does that, you can have it if you want it. I'll upload it as soon as I can, if you want.
914
« on: August 27, 2011, 03:16:16 pm »
I have only written one, the buffer one, but feel free to copy it to your site (with credit to Butts Fredkin, of course )
915
« on: August 26, 2011, 05:18:13 pm »
I don't mind at all ^^ And probably the biggest question is; Do you only have objects colliding with the map, or do they also collide with eachother?
Just one character to deal with the physics-based collisions is all. There will be enemies that walk around, but I can use a different method for those enemies. Basically what I've come up with is this: every cycle of the main game loop, after drawing the map (with smooth-scrolling - you'll see why that's a problem in a sec) but before drawing the main character (who is effectively one pixel in size), check to see if the byte below you (found in L6) equals 255 (a straight line of 8 bits). If it is, bounce. So the code goes something like this: (X and Y are the main character's coordinates, inflated by 256) Repeat getkey(15)
.Game Logic, movement engine, et cetera. A bunch of crap that works, basically.
ClrDraw .Draw the tilemap only, not the character or anything .After that is done... .set some temporary variables.
Y/256->A X/2048->B .X is divided by 256 and then by 8 (256*8 = 2048)
If {A*12+B+L6)=255 or ({A+1*12+B+L6}=255) or ({A+2*12+B+L6}=255) or ({A+3*12+B+L6}=255) or ({A+4*12+B+L6}=255)
.bounce End
End
The code works well, however, not with the concept of smooth-scrolling (which I absolutely cannot do without). When I check the byte below the character, to see if it's 255 (which means all bits in the byte are set, thus causing 8 consecutive filled in pixels below the character), it doesn't work unless the horizontal offset (for the smooth-scrolling) is divisible by 8. When it's not divisible by 8, the byte(s) below the character are split between two bytes, and I'm only checking one byte. My two solutions (I don't like either of them): 1 - use a boatload of Pxl-Test() commands (which I don't really want to do - it'd be slow and a pain in the neck) or 2 - check two bytes below the character, although that would also be a pain and it wouldn't necessarily work all the time (with the way I'm thinking of doing it. Any other solutions? Also Qwerty, Builderboy : Could you explain a little more in depth what you posted (reffering to the PM)?
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