16
Introduce Yourself! / Re: Hello.
« on: March 13, 2012, 12:01:20 pm »
Hey friend!
Have some peanuts!
Have some peanuts!
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 16
Introduce Yourself! / Re: Hello.« on: March 13, 2012, 12:01:20 pm »
Hey friend!
Have some peanuts! 17
Minecraft Discussion / Re: Minecraft« on: March 10, 2012, 08:17:16 pm »Like chattahippie noted, the limit in 1.2 is 256. You should see the view from up there! Oh wait, everything is so tiny... Yeah, you really can't see anything unless you put the graphics on Far 18
Minecraft Discussion / Re: Minecraft« on: March 10, 2012, 08:13:06 pm »
They changed the height limit to 256 in 1.2
Moar reasons to upgrade! 19
TI-BASIC / Re: TI-BASIC Q&A« on: March 10, 2012, 07:53:21 pm »You could also use nDeriv( to find slope of the tangent line. The syntax is nDeriv(<expression>,<real>,<number>), where <expression> is the original curve (which you used for Tangent(), <real> is the independent variable (here X), and <number> is the X-value of the tangent. So if you wanted to find the tangent equation of Y=X2 at X=3, the slope would beThanks! The nDeriv trick seems handy (reduces the amount of lines drawn )! 20
TI Z80 / Re: The Slime« on: March 10, 2012, 05:51:08 pm »But, since it is grayscale, I have to be constantly updating the screen for all 3 frames. If you are using buffers, you don't have to. The buffer is solid data, but the screen only displays a fraction of that, in the appropriate greyscale 21
TI Z80 / Re: The Slime« on: March 10, 2012, 05:43:52 pm »
Yeah, sounds alright to me
But I would suggest only drawing the level when you start the stage, and only checking pixels and drawing the character every frame So, At start of level - draw the entire level Then, Every frame - Check movement/death, Draw player, update screen, erase player 22
TI Z80 / Re: The Slime« on: March 10, 2012, 05:37:38 pm »for some reason when I try to play your game it says "error: memory." It says that when I select a level and on wabbitemu it says that even if I just press play. You should clear your memory first, and make sure SLIME and ZSLIM are in RAM, and also appvLEVELS should be archived 23
TI Z80 / Re: The Slime« on: March 10, 2012, 05:29:13 pm »How does it use pxl-test if the killing blocks are light gray? Axe uses only two buffers, the main and the back buffer When the main buffer is on, the pixel appears dark grey When the back buffer is on, the pixel appears light grey When they are both on, the pixel is black But since there are only two buffers total, I check collision against the main buffer for actual collision and I use the back buffer for death collisions To get around black blocks killing the character (they also use the back buffer), I test outside the character sprite for main collision, and inside the sprite for death collision (the player sprite resides only on the front buffer) Hope that made sense 24
TI-BASIC / Re: TI-BASIC Q&A« on: March 10, 2012, 02:07:15 pm »
When I use the Tangent command (2nd, Draw, 5), is there any way to store the equation it generates to a Y= variable?
Also, is there an easy way to find the angle between two lines that intersect? EDIT: I was searching around, and it seems that Tangent changes the values in X and Y, so I can do the first question by using algebra 25
TI Z80 / Re: The Slime« on: March 10, 2012, 09:13:12 am »Hm, are you just Pt-Changing the character then? Yes, and it makes the game much faster, and also allowed me to make the trail It only draws the tilemap when switching levels 26
TI Z80 / Re: The Slime« on: March 09, 2012, 11:29:29 pm »
No, just the main front and back buffers (L6 and L3)
27
TI Z80 / Re: The Slime« on: March 09, 2012, 11:15:44 pm »Oh, that seems more complicated than just waiting a certain amount of time. Yes, it slows down the entire game a little bit, but is unnoticeable due to the pause being so small 28
TI Z80 / Re: School Pi day game/effect ideas?« on: March 09, 2012, 10:05:51 pm »I'd say make a clock program and somehow work pi into there. You can make it tell time by the radians of the minutes/hour hand So for hours, pi/2 = 12 o'clock pi = 9 o'clock etc 29
TI Z80 / Re: The Slime« on: March 08, 2012, 10:43:31 pm »True, but if you updated three times per loop, it could look like nothing is happening at all if there is not a delay between the third and first update: 1st update: 001001001 2nd update:010010010 3rd update:100100100 1st update: 001001001 With two updates per loop, even if the second update is close to the 1st, it will always change every loop of the engine: 1st update: 001001001 2nd update:010010010 1st update: 100100100 It really just depends on how fast/slow your engine is... If you are still having problems, I would suggest making a new thread so that other people can help you, because I've seen people make 4 scale even better than me 30
TI Z80 / Re: The Slime« on: March 08, 2012, 10:32:47 pm »But there are 2 threads, not one.Not necessarily - sometimes that will break the greyscale even further Basically, the way to get it perfect is just to mess around with the number of screen updates and time between updates -- I spent an hour just playing with different places for the second screen update, how long the pause in between the updates should be, and just getting everything set up nicely |
|