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Messages - chattahippie
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76
« on: February 17, 2012, 09:16:24 pm »
Okay, I found it Here it is, strait from TI-BASIC Developer:
:4→A :8→B :Repeat K=21 :getKey→K :If Ans :Output(A,B," // 1 space :min(8,max(1,A+sum(Δlist(Ans={25,34→A :min(16,max(1,B+sum(Δlist(K={24,26→B :Output(A,Ans,"X :End
Now, it is time to speed crunch!
Okay, here are my results: DJ, your code is a little faster than theirs, and is 87 bytes (the version I made had no ClrHome and Stop) The ∆List trick is 96 bytes, but also calculated if the character was at the border for almost no speed difference (slightly slower)
So, I would go with your version for without edge testing, but if you want to have testing for almost no speed drop, use the ∆List code
77
« on: February 17, 2012, 09:11:16 pm »
Cool! I was messing around with ∆List (I looked it up in TI-BASIC developer), trying to figure out said trick, and although I couldn't figure it out, I did manage to make a start to a snake game (the kind where you eat pellets to grow) Not really anything significant (I've seen the game millions of times ), but I was amazed how easy it actually was to make (I had no clue beforehand how to make the tail)
78
« on: February 17, 2012, 08:36:58 pm »
I'm betting someone will come up with that one Δlist trick in response to this, but I coded BASIC mostly years before that trick was made popular, so I don't know how it works and if it's any faster.
What is this trick? I've never heard of it
79
« on: February 16, 2012, 10:46:57 pm »
Ooh, that would be cool, but I do like how simple it is now
80
« on: February 16, 2012, 10:42:33 pm »
This looks amazing! Honestly, when you talked to the innkeeper, I was expecting that awesome battle scene to appear
81
« on: February 16, 2012, 07:06:01 am »
Hmm, Grammer can use assembly programs... But I could add it as a fill option as well.
That would be awesome!
82
« on: February 15, 2012, 11:02:49 pm »
I thought of a challenge... The Super Flat Challenge! Spawn a super flat world with structures on, then let people survive the massive slime invasion The villages help, trust me (the only place to get resources for swords and easy food)
83
« on: February 13, 2012, 04:49:19 pm »
Looks good! I like the sprites you made!
84
« on: February 13, 2012, 06:54:02 am »
To import appvars don't you just need to drag them on the LCD like programs? That's what I always do in my copies of Wabbitemu
Didn't work for me I will get one uploaded tonight, I have an idea of how to make it work EDIT: I managed to make a screenie with an outdated level, but it uses the same engine, so it shows it off well (I think )
85
« on: February 12, 2012, 11:22:07 pm »
To start this off, this is not the same as leafy's The Slime, but is a similar concept, and based off of the same idea as his. The Slime is the game I have been working on, and is based off of Super Meat Boy. It is in 4 color greyscale, and really is my first real game in axe I plan to include disappearing blocks, and anything else I think of later on. For the controls, use the top row of buttons (Y= to Graph) as follows: [Y=] - left [Window] - right [Trace] - Run / quick movement / confirm on level select [Graph] - jump / confirm on main menu They are odd controls, but I think they fit better for this game than normal ones If you find any bugs, please tell me, I know they are numerous, and I would like to squash them all Also, the last level, level 4 from the level select screen, is just an area to play around with (no exit) This is compiled for no-shell, btw, and will create another appvar, SAVE, so be warned, it will try to read old appvars named SAVE and go to junk ram levels Now with a screenie!
86
« on: February 05, 2012, 08:31:03 pm »
The Game of LifeIt follows the ruleset 3/23, but a customizable ruleset would be amazing
87
« on: January 30, 2012, 11:09:45 pm »
It's just your opinion. You really don't have to be sorry for what you think
88
« on: January 30, 2012, 09:07:18 pm »
Here is a nice raycaster for beginners... you only have to store a picture to the OS var Pic3 (draw a pic on graph screen, then use StorePic 3) Right here!This is Squidgetx's raycaster, I could never make such a program Good luck with your project
89
« on: January 29, 2012, 11:11:56 pm »
This works but it also changes the program slightly. The tilemap will move noticeably slower (well maybe not since you're not smoothscrolling) with this since it will be drawing a tile for every 8x8 juncture on the screen. Before, the tilemap would be drawn faster or slower depending on how many tiles are on screen. Both methods have their advantages/disadvantages- basically it's speed vs consistency.
Ah, okay, that makes sense. That must have been the way I saw it at first, and it just stuck. Thanks for explaining it
90
« on: January 29, 2012, 10:01:42 pm »
I like this, it's very well explained But to make it simpler, When you use If T T-- Pt-On() End to check if the space is not a zero, you could instead delete that loop and instead define Pic1 as [0000000000000000]->Pic1 [FFFFFFFFFFFFFFFF] [F0F0F0F0F0F0F0F0] so it's just Pt-On()
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