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 - meishe91
Pages: 1 ... 69 70 [71] 72 73 ... 207
1051
« on: September 21, 2010, 10:26:45 pm »
Ya, I know it'd be smaller without the list collision detection and I didn't want to do it with a string because I knew _player had mad one like that (which is kinda what gave me the idea to make a tunnel game). I just wanted to make something that was as fast and as small as I could do it in pure TI-BASIC, which using Disp I thought would be the ticket. Edit: Well there is some good news, and then some bad new. The good news is that I shaved five more bytes off of it and solved that previous bug. The bad part, however, is that if you move either direction before you actually start moving it will end Edit: Ok, well fixed the bug. Should be bug free now. Only bad thing is that I had to fill in that five bytes and now am back at 295 bytes. Also, new high score of 3246 It gets really hard when you get to two spaces
1052
« on: September 21, 2010, 10:16:14 pm »
That'd be cool. I think if it just had the date, language, and what the challenge was would be enough to differ between them That's what I think anyways.
1053
« on: September 21, 2010, 10:13:57 pm »
Good luck with this It sounds cool. Calc84maniac might be able to help a little to since he has F-Zero, it's a 3D game but some things should still apply.
1054
« on: September 21, 2010, 09:56:43 pm »
Ya i agree. Good luck on getting everything worked out though
1055
« on: September 21, 2010, 09:44:09 pm »
I don't know. Well...actually I do now that I think about it. It checks the list element that lines up with the first row. So since those are zero at first it is saying it is larger than the right wall point, therefore ending the program.
1056
« on: September 21, 2010, 09:35:45 pm »
Well actually it isn't as simple as that apparently
1057
« on: September 21, 2010, 09:30:40 pm »
Oh, hmmm, never even thought of that Ya, that would fix it. Thanks I'll post a updated version soon.
1058
« on: September 21, 2010, 05:55:03 pm »
Welcome and hope you enjoy your stay here at Omnimaga.
1059
« on: September 21, 2010, 05:23:03 pm »
Hopefully qazz doesn't give anymore counterfeit ones, I'd hate tase him again
1060
« on: September 21, 2010, 05:18:09 pm »
Welcome to Omnimaga! Hope you enjoy your stay. Should be getting some peanuts shortly.
1061
« on: September 21, 2010, 05:14:07 pm »
When the tunnels shrink there could be a spot that looks like this: XXX______XXXXXXX XXXX______XXXXXX XXXXX______XXXXX XXXXXXX_____XXXX ← ... In theory you might be able to get into that extra "X" but it wouldn't really give you any advantage, or at least not in the long run. I don't think it's really big enough to fix but if people really want it to be I can. There is actually an example of that type of wall in the monochrome screenshot. Edit: By the way, for those of you who were wondering what the levels are: Six: 0-50 Five: 51-200 Four: 201-800 Three: 801-3200 Two: 3201-12800 One: >12800 Also, my high is 2441, who can beat it?
1062
« on: September 21, 2010, 05:10:03 pm »
I realized that the elements that I needed to test were getting overwritten by the row that was yet to be created. So I just extended the list by two elements and that solved the problem.
1063
« on: September 21, 2010, 03:01:45 pm »
Thanks guys @DJ Ya, the road is generated as it goes. On another note, I realized there is one possible bug, but not very likely to happen.
1064
« on: September 21, 2010, 04:03:58 am »
This isn't anything to spectacular or anything, just thought it might be a cool little thing to make real quick. To see what I could come up with and how small I could make it on a "just go with it" type of thing. I think it turned out pretty well. But like I said, it's nothing special. Just another homescreen tunnel game. Object of the game is pretty simple: don't hit the walls. As you progress the walls continually get closer together. Shouldn't be any bugs that I know of. Only thing is that don't try to go off screen before you reach the tunnel I have no edge code built in since it really isn't needed (I don't think you can reach the edge anyways). Um, ya. Think that's about it. Score is at the bottom. Have fun and enjoy Tell me what ya think. Oh ya, it's only 304 bytes. Tried to keep it under 300 but failed to do so. I optimized it the best I could but if anyone sees any, if you go looking through the code, let me know and I'll change it Note: Just noticed that in the screenshots you can see the score on the seventh line just barely. On a calculator you can't see it, or very barely can.
1065
« on: September 21, 2010, 02:05:51 am »
Yesterday, my time anyways, I got bored so I started working on a Tunnel game. I have an idea for how I'm going to do this all and everything but I can't get it to detect the edges correctly. I'm either detecting the row that hasn't been created yet or one row to far ahead. I can't figure out what I'm doing and I've been messing with this thing for like two hours just trying to get this to detect right. "**************→Str1 \\14 Asterisks DelVar L116→dim(L1 6→S 5→A 8→X 10→W 1→L For(F,0,6 Disp " \\Just a quote, no space. End Repeat 0 getKey→K X+sum(⌂List(K={24,26→X Disp sub(Str1,1,A)+sub("______",1,S)+sub(Str1,1,W-A \\6 Spaces min(W-1,max(1,A+randInt(-1,1→A A→L1(L 17-W+A→L1(L+1 Output(1,X,"V If X=L1(L+2-14(L=13)) or X=L1(L+3-14(L=13 Stop L+2 Ans-14(Ans=15→L Pause \\This is just here to help testing/debugging. End This is not completed or optimized nor has all the things I want it to do. I just can't figure out what I'm doing wrong So far I've tried modifying that check line to: If X=L1(L+2-14(L=13)) or X=L1(L+3-14(L=13If X=L1(L) or X=L1(L+1If X=L1(L-2+14(L=1)) or X=L1(L-1+14(L=1All to no avail. I thought that would check all the spots that it would be though because one would test one place ahead, one would test the uncreated line, and one tests some other line (either the last line created or two lines ahead, depending on the placement). Anybody see where I am going wrong? Thanks in advance. Edit: By the way, sorry that I keep coming to you guys lately to help me debug a few things. Edit: I think I might have just figured out what my problem was, and I feel like an idiot for not figuring it out sooner. Edit: Woo! Figured it out! Thanks anyone who tried to solve this mystery! Sorry for wasting your time though
Pages: 1 ... 69 70 [71] 72 73 ... 207
|