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Messages - meishe91

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2956
TI-BASIC / Re: Lots of Questions (I'm a newb ^_^)
« on: March 13, 2010, 05:59:28 am »
But, couldn't you techinically rig the lists so you could use them for multiple games as long as your defining everythign correctly?

2957
Axe / Re: Physics help
« on: March 13, 2010, 02:07:04 am »
*Meishe thanks Builderboy for starting said tutorial* O0

2958
TI-BASIC / Re: Lots of Questions (I'm a newb ^_^)
« on: March 12, 2010, 11:34:54 pm »
Ya I know it's easy to get ninja'd...but I wasn't paying attention to who was viewing :P

For those I'm pretty sure you're best bet is using lists. I could be wrong though.

2959
TI-BASIC / Re: Lots of Questions (I'm a newb ^_^)
« on: March 12, 2010, 10:54:15 pm »
The 0, 1, and 2's are what lists and matrices can store, they can't hold actual characters like a string. So basically what he is doing is that putting those in and then code later interprets the numbers and places a character where those would be (either an 7, 8, or = in this case). Each number is also a specific character. The For( command is used to display this information. It is running along the string with the help of sub( (you should learn that command, its quite useful if you don't know what it does). I have actually written a couple detailed explanations on movement and collision detection here (collision detection) and here (movement). They might help explain some things too. :)

Dang, I was ninja'd.

2960
TI-BASIC / Re: Lots of Questions (I'm a newb ^_^)
« on: March 12, 2010, 10:32:06 pm »
Ya, I didn't mean to spread that. I just meant a big time project that you have said you shouldn't start out with. What was TLM though?

2961
TI-BASIC / Re: Lots of Questions (I'm a newb ^_^)
« on: March 12, 2010, 10:19:02 pm »
Ah ok, well I'm sorry. Wasn't aware. I should play those...been meaning to.

2962
TI-BASIC / Re: Lots of Questions (I'm a newb ^_^)
« on: March 12, 2010, 10:05:54 pm »
Oh, sorry. I didn't mean for it to sound like that. I just meant not to start with a big time RPG (since you were asking about maps and such that is what it sounded like you were thinking). Sorry about that.

2963
Introduce Yourself! / Re: Howdy
« on: March 12, 2010, 09:58:15 pm »
Welcome, you came to a great place to learn :D I'm sure you will be getting some peanuts shortly :P

2964
TI-BASIC / Re: Lots of Questions (I'm a newb ^_^)
« on: March 12, 2010, 09:55:19 pm »
1. TIBD has a few different places for map making here and here.

2. Matrices, from what I understand so far (I'm not an expert like some of these guys), is one way of storing data for a map. I'm sure there are other uses but that is what I know.

3. Can't help ya there.

4. Yes, if you push [2nd][ + ][2][7] you can see how much memory each program takes up. RAM is your unarchived stuff (the stuff without a asterisk next to it) and you can run that directly. Archived things (archive is a much bigger piece of memory in your calculator) are things you need to un-archive first. In that screen you can just push enter to archive/un-archive programs.

5. Well there are a few things that go into that. There is setting the dimentions for the list and then the actual data. Both of which are found here. They do a lot. Store highscores, saved games, items, maps, etc.

6. Strings can be used for a lot of things too. Mostly, from what I've seen, for making maps and storing text.

Everyting can probably be answered on TIBD if you just look hard enough. I would advise not start with a big RPG though, bad idea for a beginner (believe me, I know haha). Hope this helps. I also probably got ninja'd by the time I post this. I didn't get ninja'd O0

2965
Axe / Re: Physics help
« on: March 12, 2010, 09:41:11 pm »
I'm just going to take a guess and what part of the engine's could be (I have no idea and could be very wrong :P). But it could be something like testing the number of pixels that it is touching/going through/etc. and then just simply applying that to a physics equation (like applying something that calculates gravity). Just a guess :)

2966
TI-BASIC / Re: Pxl-On troubles
« on: March 12, 2010, 05:06:35 pm »
Ooooooooooook, I see what I did now. I wasn't increasing C by one each time like it should have been. But ya, you're right, C isn't needed. Thanks :D

2967
TI-BASIC / Re: Pxl-On troubles
« on: March 12, 2010, 04:22:10 pm »
Grrr, I can't figure it out! I keep coming up with the same things :P
I'm just gonna show all the code and see what you guys see. Maybe that will shed some light on it.

Code: [Select]
PROGRAM:CNVRTSP
ClrDraw
AxesOff
FnOff
Input "WIDTH: ",W
Input "HEIGHT: ",H
Input "SPACE CHARACTER:",Str2
For(A,1,H
1→C
For(B,1,W
If sub(Str1,AW-W+C,1)≠Str2
Pxl-On(A-1,B-1
End
End
StorePic Pic1

I realize this is probably not optimized, I'm just getting the programs so they work and then going from there.

2968
TI-BASIC / Re: Pxl-On troubles
« on: March 12, 2010, 04:10:56 pm »
Ya because you enter it manually. It's not something that is preset. But thanks you guys. I'll go over it and see what I come up with.

2969
TI-BASIC / Re: Pxl-On troubles
« on: March 12, 2010, 03:41:32 pm »
Haha ya, Nyrax you probably do. It has to do with a String►Pic program. I'm just trying not to release to much...yet :P
Str1 is your map.
Str2 is your the character you can move over (space for example).
W is the width of the map.
A is the y-value.
B is the x-value.
C helps locate the location in the String.

2970
TI-BASIC / Re: Pxl-On troubles
« on: March 12, 2010, 03:23:52 pm »
Well it isn't that it is displaying in the wrong place, is that it is recognizing everything as being true (therefore turning all pixels on and not skipping any). Sorry for not specifying.

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