Show Posts

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.


Messages - hoffa

Pages: 1 ... 14 15 [16] 17 18 ... 21
226
but it's really nice, why did you change the name to owl (i like it, just to know)?
I like owls and it's shorter, and somehow feels a lot less clumsy.

Looks quite nice so far. By the way although smooth scrolling cannot be implemented, have you tried 8 pixel scrolling or even 4 pixel scrolling?
No but I have tried some sort of smooth scrolling in the past. Way too slow for what it gives back, not worth the pain of implementing it. Well, at least not a this point, maybe if Lua gets a bit faster in the future, then why not.
Smooth scrolling for the character's sprite is easily possible... just a for loops over the coordinates from source to destination (maybe with actually a partial window:invalidate() to accelerate the specific screen part refresh)
But yeah, smooth scrolling for the rest (background and tiles) would indeed be slow.
My experience with partially updating the screen is that it is pointless. The thing is the TI-Nspire stupidly clears the whole screen before calling on.paint, which means I am required to "draw" (or rather, copy the stuff into some buffer) the whole screen every single time anyway. That's what takes a lot of CPU time, not the actual flipping of the screen. So, just scrolling the characters would be just as slow as scrolling the background (unless I had some blank background).

227
Looks quite nice so far. By the way although smooth scrolling cannot be implemented, have you tried 8 pixel scrolling or even 4 pixel scrolling?
No but I have tried some sort of smooth scrolling in the past. Way too slow for what it gives back, not worth the pain of implementing it. Well, at least not a this point, maybe if Lua gets a bit faster in the future, then why not.

228
It looks like his project is now named "Owl" :

https://github.com/Hoffa/Owl
It indeed is, haven't had the time to edit the thread, I'm working rather silently so I can get the most important things up. It'll also have a website and I'll use LuaDoc for the documentation.
Screenshot:
Spoiler For Spoiler:

229
Anyway joking aside, this looks nice. I will definitively have to give this a try when I have time. Will it support full screen or will it always just use a small portion of the screen due to limitations or something else?
Oh no, of course not. It's that small just to show off the scrolling (didn't bother to make a bigger map, maybe I should for the sake of a nicer demo). As I said it'll be a very flexible library, no restrictions.

EDIT: I updated the demo to a full screen one.

230
Thanks a lot! :)
BTW, is it me or is the formatting messed up?

231
I've been working on a tile engine I named Owl. I had tried it before, but it was generally quite slow and a pain in the butt to use and adapt. I tried it again, but this time a lot more seriously, and it's been progressing nicely. My goal is to make a fast (fast as in TI-Nspire Lua fast), clean, flexible and lightweight tile map engine that anyone can use. The engine currently supports arbitrary-sized maps with scrolling, easy tile, object (anything that can change state during the game), and event (detonate the nuke when Link reads that sign) management. To keep the games responsive, playable and frustration-free, scrolling and movement is blocky, i.e. no smooth scrolling or fancy walking animations (although there will be basic animation management).

As mentioned up there, graphics-heavy TI-Nspire Lua programs (read: programs that use the TI.Image format to draw images a lot) are usually rather slow. But because sprites with a lot of transparent pixels and primitive shapes can be drawn relatively quickly, to tackle the issue of slowness I decided that every tile is defined by an optional background color and and a (hopefully) partially transparent sprite that comes on top of it. That in most cases improves the speed quite a bit. Also I'm working on a map format that will increase the FPS by a good 10%—40%.

All I can give you right now is the current source code, which is kept and updated whenever I commit a change on github (I repeat, it's not ready for public use): https://github.com/Hoffa/Owl

I'll at some point write some sort of documentation and release a public version (when I feel it works and am generally pleased with it, might take some time), but until then you can play around with the code on github if you wish.

EDIT: on hold while I work on the SDL port.

232
Other Calculators / Re: Classic Pong
« on: December 06, 2011, 02:41:53 am »
Oh wow, and I can't even edit the download, it gives me an error (unwriteable directory). If possible, delete the file and I'll add it later.

233
Other Calculators / Classic Pong
« on: December 05, 2011, 09:56:45 pm »
Classic Pong



http://www.omnimaga.org/index.php?action=downloads;sa=view;down=756

This is the classic Pong game on the TI-Nspire. You can either play against a friend or against an opponent that adjusts its skill according to yours.

Controls:
1/0: move left paddle up/down
3/(-): move right paddle up/down
8: toggle game mode (i.e., one or two players)
i: invert colors
r: reset the game

234
TI-Nspire / Pong (the classic one)
« on: December 02, 2011, 02:35:51 pm »
Hey,

I wrote this Pong game so I can play it during boring classes with my buddies, nothing too fancy. You can either play against a friend or against an opponent that adjusts its skill according to yours.

Controls:
  • 1/0: move left paddle up/down
  • 3/(-): move right paddle up/down
  • 8: toggle game mode (i.e., one or two players)
  • i: invert colors
  • r: reset the game




Note: if you have the TouchPad and can't see the ball very well, play around with the brightness settings.

235
TI-Nspire / Re: [Lua] Tactical Wars CX
« on: November 11, 2011, 03:00:13 pm »
Voilà, there's 0.2 with a few fixes and stuff. I fixed many small things and added some basic things that were missing, so the changelog is really a lot of text for not that much. The better updates will come in the following versions (A* pathfinding for unit moves (and the range thing for shooting), saves, maybe some basic AI for single player, etc.).

236
TI-Nspire / Re: [Lua] Tactical Wars CX
« on: November 09, 2011, 04:47:06 pm »
Amazing game and graphics!  Hope you fix the bugs soon.  Is it possible to implement an AI  or is that kind of much?  D:
Yeah as adriweb said, making an AI for such a game is pretty hard. As mentioned in the first post, I certainly will look if I could implement at least some kind of single player that eventually uses some sort of AI. I haven't really looked into that yet; it'll come later.

237
TI-Nspire / Re: [Lua] Tactical Wars CX
« on: November 09, 2011, 02:46:18 pm »
Amazing game Hoffa! I know that the code to show where the units are able to move to must have been a nightmare. (I once tried to remake a fire emblem game and I tried to understand that part. It's what killed the project before I even started) :P
Don't tell anybody, but it actually uses a very dumb way of detecting where a unit can move or not. Actually a unit can magically jump over water and shoot through a mountain, but it rarely happens in the game as the range of the units is fairly small. I'm working on it though, there will be a real algorithm for finding the positions a unit can move to soon.

238
Là ce n'est pas un lien vers chez vous :
http://www.ti-bank.fr/index.php?mod=news&ac=commentaires&id=1331
?

Après évidemment, nous regardons les mêmes sites du web (musée datamaths, maths & tiques, ...). Faut arrêter de voir le plagia. Oui, je regarde aussi évidemment TI-Planet.
Vous me reprochiez d'évoquer l'usurpation dans quelques news mais chez vous, toutes vos news (c'est incessant !) contiennent des pics très nauséabondes qui font fuir certains de vos visiteurs même (j'ai l'honneté et la gentillesse de vous le dire).

Faut vraiment arrêter cette gueguerre ridicule. Faut avoir conscience les mecs, qu'on parle que de calculettes, hein !!

Pour tactical wars, on pourrait avoir au mins juste un petit récap des touches ? J'ai testé vite fait et je n'ai réussi qu'à placer qu'une unité.
En ce qui concerne TW sur TI-Bank, je t'ai envoyé un e-mail. En gros, quelque soit la raison, le jeu a été mis en ligne sans permission, j'ai pas forcément envie de faire de la pub en ce moment, et je préfère que mes fichiers viennent directement de moi pour pas avoir des anciennes versions éparpillés sur la toile.
Pour le reste, allez vous disputer autre part.
Sinon pour un fichier d'aide, je vais en ajouter un prochainement.

239
TI-Nspire / Re: [Lua] Tactical Wars CX
« on: November 09, 2011, 12:09:11 pm »
Alrighty I've updated the first post, check it out. (note that I removed the background image, as it was painfully slow to navigate in the menus)

comment puis-je retourner au menu après un partie quand ça dit: "blue is victorious"
For non-French speakers: "how do I return to the menu after a player wins the game?"
Well, I have to admit I was in a hurry when I submitted the game for the TI-Planet contest, and had at 23:45 (it was due for midnight) still not written any code for when a player won a game. I decided to deal with it a very quick and dirty way ("player won? Accept no further input, stop everything, just show the goddamn win screen and make sure it takes up the whole display!") and consequently you cannot do anything once a player won. It's like when you finished Super Mario Bros., you get that fancy "The End" screen and all you can do is press the reset button. Press Ctrl+w to close the document, and you should be able to open it again. I will fix it in a future version, don't worry.

Bug report: if red wins, the game crashes O.o
Thanks for reporting that, I'll look into it.
EDIT: Oh wait, it's probably what Alex just asked (it may seem like it crashed, but it's the dirty way I implemented it, for now). Read my answer above.

240
TI-Nspire / Re: [Lua] Tactical Wars CX
« on: November 07, 2011, 02:43:17 pm »
You still have ≈ 3.4 hours, so make sure you do the most important things :)

Also, don't worry about speding too much time for the translation, use google translate for the often used words ;)
Yeah, I'm pretty sure I'll have the time. What translation are you talking about? Have I missed something?
EDIT: Just reread the rules. I'll  translate what I can, then.

Pages: 1 ... 14 15 [16] 17 18 ... 21