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TI Z80 / Re: Tamagochi
« on: November 12, 2009, 10:10:59 am »
Oh... Well, I hope (if I make this) that this will spark more interest for girls in coding the programs ^^
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. 976
TI Z80 / Re: Tamagochi« on: November 12, 2009, 10:10:59 am »
Oh... Well, I hope (if I make this) that this will spark more interest for girls in coding the programs ^^
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TI Z80 / Re: the Tale of Lost Map« on: November 12, 2009, 10:06:44 am »
No, I think the beginning of the subprogram does that for you.
Ans->R which means if you entered :2 :prgmROT prgmROT stores 2 that's in Ans to R variable. 978
Miscellaneous / Re: Future History« on: November 12, 2009, 09:52:56 am »
Well, I'm reading them too. I love how North Korea is sooooo much involved, despite its land so small right now ^^
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Other Calculators / Re: Drifter« on: November 12, 2009, 09:42:00 am »
Wow! I beat the whole game. I love it!!!!!! I hope there are more levels. I can't seem to make good levels
Anyway, it's fun! Good Job! 980
Other Calculators / Re: Drifter« on: November 11, 2009, 08:05:46 pm »
Wow I love the idea!!! The video looks promising too.
I'll try ASAP!!! 981
TI Z80 / Re: the Tale of Lost Map« on: November 11, 2009, 06:42:34 pm »
lol I have all of these printed out. I pretty much have all the printouts from tibasicdev. haha
Right now, I'm just making many subprograms, because it's easier to see where the error lies. When I'm finished with the game, I'll organize them into whatever subprogram usage I want them to be. 982
TI Z80 / Re: Tamagochi« on: November 11, 2009, 06:17:39 pm »
There's life in my way, and I am kinda slow in developing a program. I usually code like crazy when I'm on a roll, and stop coding for like a week, and repeat the cycle. Sometimes the roll goes on for long, and sometimes not
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TI Z80 / Re: the Tale of Lost Map« on: November 11, 2009, 06:12:00 pm »
What I like to do is put the subprograms in a loop, and so they go back. I usually don't use Lbl or Goto at all, or very few, because I hate getting caught up in memory error. I might use something where you recall the main prgm, and the beginning of prgm has subroutines in them.
You know what I mean??? like put X=1.3214 and write code, return. X=34.35234 write code, return. and when you need to call the subroutine, 1.3214->X:prgmMAIN something like that... And I plan to use small ASM program that copies the archived program into temporary program. 984
TI Z80 / Re: the Tale of Lost Map« on: November 11, 2009, 05:32:11 pm »What will be the new battle system like?I want the battle to be real-time, and since I will incorporate crafting the weapon (by user) to be in game, each weapon will have the timer, and if you use the timer, you can't do anything (move, use other weapon, etc...) 985
News / Re: Eeems goes away for a while« on: November 11, 2009, 05:29:50 pm »
haha I think a real-time SC is pretty hard to port, even in ASM. I don't think BASIC will be able to achieve such a high goal
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News / Re: Eeems goes away for a while« on: November 11, 2009, 12:00:03 pm »
yeah Blizzard probably have gone bankrupt in 1990s if Koreans didn't play starcraft. At least now, they are rich from all the Americans playing WoW.
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TI Z80 / Re: Tamagochi« on: November 11, 2009, 11:59:02 am »
Uh huh, I probably won't even touch on this until I get the main engine done in TLM.
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TI Z80 / Re: the Tale of Lost Map« on: November 11, 2009, 11:58:15 am »yeah many people tend to judge the book by its cover. There are also the people who label a game as horrible, bad and not worth the download if it's large in size, even if it should be the opposite for many gamesyeah especially for RPG, you can't expect to get really good game if the game size is less than 10k. Especially if they claim it to be graphic, which will probably be because it's graphic opening screen and text game play. Well, I at least try to optimize the code as much as possible, so that I wouldn't need to make the game 50 subprograms and 1 main program. After I'm done with the main engines, like walking and recognizing events, battle engine, and some other quest-related things, it would be fairly easy to finish, just entering some data, like map, weapons, etc... BTW, the battle system will be totally different from what I was thinking before ^^ 989
TI Z80 / Re: the Tale of Lost Map« on: November 10, 2009, 07:38:37 pm »
Okay, the new screenshot... I have put Omnimaga for the name first, deleted and put Joshua, my real name.
There was invalid dim at the end, but oh well.... That's because I am messing with the code to put the event thing. It's easy to fix, just change list dim. Anyway, I think the screenshot is 50% slower or something like that. So what do you guys think of the opening??? 990
TI-BASIC / Re: Events detection« on: November 10, 2009, 07:18:42 pm »
Well, I'm not that worried about speed, and that's what I'm doing. It's just the huge amount of memory needed to see what kind of things need to be executed, like one of the opening thing is to get to the city. When you get to the gate, the guard says that the gate is closed because it's too late. So you worry about where to sleep, and then the door pops up where there once was a tree and you can get into there, which is a cave. Since the maps and matrix are hard-cored, how do I go changing matrix in smallest memory possible? There will be too many events to check up and change individual matrix number, since this will be pretty large game. T.T
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