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Messages - jsj795

Pages: 1 ... 59 60 [61] 62 63 ... 76
901
TI Z80 / Re: Fall
« on: December 11, 2009, 01:24:26 pm »
Haha I'm having a major slump in trying to code the random map maker...
And the code for endless goes like this:

Code: [Select]
:2->R
:Repeat not(Y
:"_space_->Str3
:DelVar M
:Repeat M=16
:Output(O,P,"_space_
:Output(Y,X,"*
:16Y-16+X->_theta_
:getKey->K
:If Y!=8
:Y+(Str2!=sub(Str1,_theta_+16,1->Y
:16Y-16+X->_theta_
:If K=24 and X>1
:X-(Str2!=sub(Str1,_theta_-1,1->X
:If K=26 and X<16
:X+(Str2!=sub(Str1,_theta_+1,1->X
:M+1->M
:sub(Str1,112+M,1
:If Ans=Str2
:Then
:Str3+sub(Str2+"_space_"+Str2+Str2+"_space_"+Str2+Str2+Str2,RandInt(1,R),1->Str3
:Else
:Str3+sub("_space_"+Str2+"_2space_"+Str2+"_3space_",RandInt(1,R),1->Str3
:End
:End
:R+int(R<8 and sub(M->R
:Y-1->Y
:O-1->O
:sub(Str1,17,112)+sub(Str3,2,16->Str1
:End

I didn't put jumping sequence in, because I actually deleted the program to get a fresh start on random map generator.
Anyways, the jumping sequence was buggy too.

Hope this helps

902
TI Z80 / Re: text based adventure engine
« on: December 11, 2009, 10:10:21 am »
You can make a quick cut-scenes and stuff along the way. If you do that well, and the storyline is good enough, I'll play :)

And do they have battles? if they do, then it sounds a lot like non-linear text based RPGs

903
TI Z80 / Re: Fall
« on: December 11, 2009, 10:06:07 am »
I was trying to code endless falldown, but it was really slow...
I almost succeeded in eliminating impossible map, but then it wasn't 100% perfect.
I used this method:
I check the tile right above of the next line (eg: last line->  <b>O</b>OOOOO  OOOOO OO O
and if there is something, 3/4 of time will be filled and 1/4 of time will be blank
and if there is blank space there, 3/4 of time will be blank and 1/4 of time will be filled, etc.

It gave me a map that will usually be possible for about 20~30 rows or even more, but then sometimes it wasn't. :(
So I'm trying a new method that will make the map first (like what you did) but also checks to make sure that there is a winning path

904
TI Z80 / Re: the Tale of Lost Map
« on: December 10, 2009, 11:40:06 pm »
What do u mean by SACHII?? do u mean ASCII?

 ;D

905
TI Z80 / Re: Fall
« on: December 10, 2009, 11:38:56 pm »
I am trying to find a way so that it will be solvable, without getting stuck. I have a vague idea and will have to test it out on calc.

906
TI Z80 / Re: Monopoly v3.0 BETA
« on: December 10, 2009, 11:21:29 pm »
aaaahhh.
That's good, so the first time you run the program it installs?
Okay. I love the idea!
Nice job on title screen too. It looks very professional

907
TI Z80 / Re: Screenshot
« on: December 10, 2009, 11:08:47 pm »
I'm thinking about making better graphic TLM using Xlib or something either as a sequel or a remake ;D
Well, now that walking and event engine seems to be pretty much set, gotta work on my battle *groan

908
TI Z80 / Re: Fall
« on: December 10, 2009, 11:05:20 pm »
Okay here's the one with 9 framerate.
And I won this time!!! ;D

909
TI Z80 / Re: Screenshot
« on: December 10, 2009, 11:02:13 pm »
Since there will be many types of buildings, and the NPCs and their quest stories will involve in getting into random buildings in different cities, I think using symbols for each one of those will be pretty hard. I like the locked down door "H" tho, i guess gotta experiment with different characters and such. I realized that I never really tried using lower case letters and numbers :X

910
TI Z80 / Re: Fall
« on: December 10, 2009, 10:58:32 pm »
oh i was actually talking about output framerate.. yeah sorry about that.
Should I post 9 framerate one?

911
TI Z80 / Re: Monopoly v3.0 BETA
« on: December 10, 2009, 10:56:17 pm »
Does it use pic files or are they hardcoded??
 I don't see any pic file in your beta zip-file so I'm guessing it is hardcoded.
and if it is hardcoded, how long does it take to draw the title screen and the board?

912
TI Z80 / Re: Screenshot
« on: December 10, 2009, 10:52:49 pm »
yeah that's true... and I know about u r buildings from I13. The thing is that I think my maps will have many similar maps (since it will be side scroll) that i should define what each building is for. Using

FFFFF   FFFFF
FFFFF   FFFFF
LLLLL    LLLLL
LLALL    LLALL
EEEEEEEEEEEEEEE

might confuse people which building is which, especially if there are multiples of them in a row :P

I am still trying to find the combination to make the house look better :)

913
TI Z80 / Re: Fall
« on: December 10, 2009, 10:49:06 pm »
it's pretty fast, like 25 fps? It's the 2nd to right (next to 33 fps) in wabbitemu

914
Other Calc-Related Projects and Ideas / Re: Anti-RPG RPG
« on: December 10, 2009, 10:42:19 pm »
Yeah, it's also a drain on your archive...and if you don't use it for anything but one function
also, btw, it doesn't slow down the basic parser that much...it's not really that noticable
It is a lot during empty For( loops, though. For(Z,0,1000:End will take about 50% longer with xLIB installed and twice longer with Omnicalc installed.

Also, remember that if you use a big ASM lib that is stored in RAM, you can run out of RAM very fast

Wait... if you have Omnicalc installed, it will be twice longer? I have Omnicalc installed on my calculator for using the FastApp/small font/fast catalogue (pressing Vars twice), etc. I don't use them on programming, but does it affect the programs to run slower???

915
TI Z80 / Re: Screenshot
« on: December 10, 2009, 10:39:55 pm »
Well, I tried making the objects as realistic as possible using ASCII, and somehow using Ls and Fs for the house doesn't look like a house... Also that will make the name of the building harder to see, especially if the name of the building contained L or F. However I will test them out to see which one looks better and easier for recognition ^^

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