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Messages - chattahippie

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121
TI Z80 / Re: [Contest] Action Man
« on: December 12, 2011, 10:14:53 pm »
The sprites remind me of Karate man from Rhythm Heaven
Looks sweet! :D

122
Computer Usage and Setup Help / Re: Mouse choice
« on: December 09, 2011, 10:31:21 pm »
The Magic Mouse that comes with the iMac is pretty awesome.
:D
Yes.

MagicPrefs ftw

123
Axe / Re: Axe Q&A
« on: November 29, 2011, 09:09:16 pm »
Try putting a * in there
change (M-1)768
to
(M-1)*768
Hope that helps

124
Axe / Re: Axe Q&A
« on: November 26, 2011, 05:06:23 pm »
Which of these is faster?
Code: [Select]
:C>0+C->C
or
Code: [Select]
:If C>0
:C++
:End
Basically it comes down to an If statement, versus an expression evaluated each time.

If you are using negative numbers, use the >> operation.  If you just use >, every number except 0 will execute the code

125
TI Z80 / Re: Untitled Grappling Hook Game (for now)
« on: November 25, 2011, 01:35:07 pm »
Try drawing the line twice as far away when you are doing multiple jumps, it looks like the character is catching up to where you draw it too fast

126
TI Z80 / Re: Tile map helper
« on: November 23, 2011, 11:41:06 pm »
Instead of putting sub(), you are able to use DSP(arg1,arg2) and so on

127
TI-BASIC / Re: nooboish prgrammer
« on: November 23, 2011, 10:04:54 pm »
oh well maybe if I  learn axe you guys could help me more
I think that Basic is more suited for RPGs and games that need large amounts of easily accessible memory and variables, and not necessarily speed, but Axe is all about speed, good for arcade games and similar things.

128
TI-BASIC / Re: nooboish prgrammer
« on: November 23, 2011, 07:31:32 pm »
You have to have a predefined order of items that your list is arranged by (ex: Potions, then apples, then feathers for simplicities sake) then you change the length of the list to the exact new item, like I previously said.
And if you want to have Potions and feathers, but no apples, it would be much harder to code, and would probably be a lot slower
Good luck! :D

129
TI Z80 / Re: Statues
« on: November 23, 2011, 10:11:29 am »
You will have to do collision checks in a total of 8 times.
When you code  it, instead of checking for all eight possible collisions, only check the two in the direction you are going in

By the way, the collisions are on each side, and the two are right next to each other(11) or one space apart (1_1)

130
TI Z80 / Re: Statues
« on: November 22, 2011, 11:28:01 pm »
Thanks! :D
You really had it, I just changed some numbers around and moved all of the A-- in the code that moves the character to a more efficient spot

131
TI-BASIC / Re: nooboish prgrammer
« on: November 22, 2011, 11:26:56 pm »
Yeah, that should work... as a new item is introduced to the game, just increase the size of length(L1) and make sure you have EVERY item built into the game so that when the length increases, it knows which item to add to the menu.
For instance, at the beginning, maybe the character can only use potions
Code: [Select]
1->length(L1
2->Y
0->G
Output(1,1,"Inventory
If length(L1)
Output(2,2,"Potions
If length(L1)>1
Output(3,2,"Apples
"Then the menu code I already posted, the basic menu one, just modified to use the Y+()()-()()->Y line I posted above
Then, to add apples to the menu, all you have to do is
Code: [Select]
2->length(L1or for all three items, store 3 to the length.

Then to remove items from the menu, if you had all three items, but didn't want feathers anymore, just use 2->length(L1) and the feathers are gone

132
Introduce Yourself! / Re: Hi guys
« on: November 22, 2011, 11:17:17 pm »
Wait do I actually get Peanuts.......................

If you mean a picture of some, yes.
Have some more
!peanuts

133
TI-BASIC / Re: nooboish prgrammer
« on: November 22, 2011, 11:15:57 pm »
It would be a lot harder than just having them preset, but something like
Code: [Select]
1->L
"L is length of list
1->length(L1
Then, code a menu like I showed, but include something like
Code: [Select]
If length(L1)=1
Output(2,2,"Potions
If length(L1)=2
Then
Output(2,2,"Potions
Output(3,2,"Apples
End
And instead of checking y against constants (Y+(G=34)(Y=/=4)), you should check against the length of the list
Make sure Y starts at 2 (2->Y)
Code: [Select]
Y-(G=25)(Y=/=2)+(G=34)(Y=/=(length(L1)+1)->YThe +1 on the length is due to Y starting at 2 instead of 1

134
TI Z80 / Re: Statues
« on: November 22, 2011, 11:05:53 pm »
Okay, I fixed the wall collisions for you... here you go
Oh, and good luck with the statue collision, I don't think it will be very easy

135
TI-BASIC / Re: nooboish prgrammer
« on: November 22, 2011, 10:08:35 pm »
output allows you to display something at a certain point
for example:
:output(1,1,"hi"

will make it appear at point 1,1 on the screen, or the upper left corner!

AND DON'T DOUBLE POST!

and read this  http://www.ticalc.org/programming/columns/83plus-bas/cherny/
Yeah i looked there but It didn't help that much also another person said to double post so........
Here are the official rules
Quote
4: The only time double-posting is allowed (posting two messages in a row in the same topic) is either if there has been 6 hours since your last post, 3 hours if your thread has been bumped out of the New Posts page, 1 hour if it's a project update or immediately if you need to upload more than 10 file attachments at once. Otherwise, update the last post using the "EDIT" button. It will be marked as unread for all members (altough it won't bump the thread).

EDIT:  Yes, if you want the numbers to be displayed, I suggest using all the getKey stuff.  It will look much nicer than the default menu, and is more customizable
And the zero is expected. With that code, it is what it is supposed to do

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