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Messages - chattahippie

Pages: 1 [2] 3 4 ... 25
16
Introduce Yourself! / Re: Hello.
« on: March 13, 2012, 12:01:20 pm »
Hey friend!
Have some peanuts!
!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 :P

18
Minecraft Discussion / Re: Minecraft
« on: March 10, 2012, 08:13:06 pm »
They changed the height limit to 256 in 1.2 :P
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 be
Quote from: TI-BASIC
nDeriv(X2,X,3)
For your second question, here is a nice guide. Basically, since you know the slopes, you can find the tangents of the two angles, and since you can find the tangents of the two angles, you can find the actual angle difference.
Thanks!  The nDeriv trick seems handy (reduces the amount of lines drawn :P )!

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 :P

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.

EDIT: So chattahippie does that delay to slow down player movement?

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. :P

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 »
???
That doesn't make sense. Why would it only update twice if there are 4 colors? Shouldn't it update 3 times?? Because 4 level grayscale has 3 pictures.
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.
And also wouldn't it have to update the screen 3 times since it is 4 lvl grayscale?
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

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