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Messages - chattahippie

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61
TI-BASIC / Re: BASIC movement
« on: February 18, 2012, 01:41:02 pm »
IT WORKS! Thanks so much! any way to make it so it tests certain 'tiles' ?

Just check sub(Str1,(X-1)16+Y,1)
It will return the character you are standing on
and from there, you can have them do different things

But note, the code provided to check for collision will not allow you to stand on anything other than spaces, so you will have to adjust for that

62
TI-BASIC / Re: BASIC movement
« on: February 18, 2012, 12:48:13 pm »
getting rusty on my TIBASIC

That's why I practice TI-BASIC XD
* TBO_Yeong is rusty on his Axe. D:

[dramatic music backing]lol, the thing is, I still practice TI-BASIC too! D:[/dramatic music backing]

I'm making a (simple) snake game as well as my axe game
but the thing is, Im not using sub( yet :P

63
TI-BASIC / Re: BASIC movement
« on: February 18, 2012, 12:43:34 pm »
chattahippie got his sub( argument mixed up XD

I just noticed as well D:
getting rusty on my TIBASIC

64
TI-BASIC / Re: BASIC movement
« on: February 18, 2012, 12:35:20 pm »
Set them both to 2

65
TI-BASIC / Re: BASIC movement
« on: February 18, 2012, 12:31:05 pm »
my ASCII world use something like that, I think.
However, mine has a 3 walkable tiles :D (And it's kinda slow :\ )

That sounds like more fun to program :P

66
TI Z80 / Re: ASCII World
« on: February 18, 2012, 12:29:15 pm »
For the
Code: [Select]
U+(θ=26 and U≠16)-(θ=24 and U≠1→U
you can change it to
Code: [Select]
min(16,max(1,U+(θ=26)-(θ=24→U
and likewise for V.

I am not sure if it will go faster, but it is smaller :)

67
Axe / Re: Axe Q&A
« on: February 18, 2012, 12:22:09 pm »

68
TI-BASIC / Re: BASIC movement
« on: February 18, 2012, 12:18:41 pm »
Here is a way to do that:
Code: [Select]
"
0ANYTHING000000  //Take out the newlines, of course, so the interpreter doesn't freak out
0             0
0             0
0     :)      0
00WORKS!!!1!100 ->Str1  //You can make the map bigger for more space to move

ClrHome
2->X
2->Y
Output(1,1,Str1
Repeat G=45
Repeat G
getkey->G
End
Output(X,Y,"
Y-(G=24)(sub(Str1,1,(X-1)16+Y-1) = "_")+(G=26)(sub(Str1,1,(X-1)16+Y+1) = "_->Y
X-(G=25)(sub(Str1,1,(X-2)16+Y) ="_")+(G=34)(sub(Str1,1,16X+Y+1) = "_->X
Output(X,Y,"@
End
ClrHome
Stop

I just kinda threw that together, but it should work.  It looks into Str1 to check if the space it is moving to is empty :)
It uses DJ's code, so you can easily modify it to this

69
TI Z80 / Re: Flashlight Demo
« on: February 18, 2012, 12:27:08 am »
But seriously, you could make a pretty cool game out of this, because you do not know what is behind you, like in 3D FPS's.

He is using the same principles that raycasters use, except he is not rendering the image from the player's perspective (as FP games do), which is why it seems so similar :)

70
TI-BASIC / Re: BASIC movement
« on: February 17, 2012, 10:51:58 pm »
Note that this is only for collision on the screen sides, though.
Yes, but it should work for any sized rectangle (aka no walls in the middle of the screen :P )

71
TI-BASIC / Re: BASIC movement
« on: February 17, 2012, 10:42:12 pm »
Code: [Select]
ClrHome
4->X
5->Y
Repeat G=45
Repeat G
getkey->G
End
Output(X,Y,"
min(16,max(1,Y-(G=24)+(G=26->Y
min(8,max(1,X-(G=25)+(G=34->X
Output(X,Y,"@
End
ClrHome
Stop
There you go! :)

EDIT: if you need me to, I can explain it for you

72
TI-BASIC / Re: BASIC movement
« on: February 17, 2012, 10:14:42 pm »
Where it has either A+(getKey stuff)->A and B+(getkey stuff)->B, or the x and y versions,

just add
Code: [Select]
min(8,max(1, to the Y axis variable
and
Code: [Select]
min(16,max(1, to the X axis variable
should work :)

73
Axe / Re: Calling one axe program from another
« on: February 17, 2012, 09:58:13 pm »
Woah, that's pretty nice. I knew that you could do it from an app, but I didn't imagine that it could work from program-to-program.

Incidentally, where is 33912?  Does it corrupt any other data? And would using Return in the called program return to the homescreen or return to the parent program?

According to thepenguin77, 33912 is the location of OP1

74
TI-BASIC / Re: BASIC movement
« on: February 17, 2012, 09:54:07 pm »
Maybe, I think they would stay about the same.  The List code really doesn't have much collision detection anyways, just the min max trick

Anyways, I'm starting to understand just how brilliant this code is... it is amazing how it works :)

But isn't it faster to do Repeat Ans:getKey:End:Ans->G ?

75
TI-BASIC / Re: BASIC movement
« on: February 17, 2012, 09:31:16 pm »
Okay, I removed the min max from the List program, which shaved it down to 83 bytes, and they are both so fast, it's hard to tell which one is faster D:

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