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Messages - nemo

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661
Art / 8x8 monochrome explosion request
« on: October 22, 2010, 09:35:51 pm »
hello all. i'm looking for an 8x8 monochrome explosion sprite. i need just 4-8 frames. however, i'd prefer a smooth animation with just 6 frames, if possible. i need this by tomorrow night. probably should've asked earlier, but if i can't get the sprites i'll compensate (: thanks

662
TI Z80 / Re: Secret Project Teaser
« on: October 22, 2010, 09:31:25 pm »
any idea when we'll be able to try it for ourselves?

663
Official Contest / Re: [BULLETIN] Cage Matches
« on: October 22, 2010, 06:06:49 pm »
how should we turn these in? i have it almost done and may finish tonight.

664
TI Z80 / Re: [Project] Sniper 101.
« on: October 22, 2010, 05:11:44 pm »
i like it! only problem is you can see the target sometimes when he's walking on the top row (the top of his head appears through the bullets)

665
TI Z80 / Re: Secret Project Teaser
« on: October 22, 2010, 03:42:21 pm »
would this be like an object oriented axe parser off-calc? and would it have all (most) of the features of an oop language?

666
TI Z80 / Re: My First Quantum Translocator
« on: October 21, 2010, 09:43:35 pm »
another way you could do it:

3 bytes
1 byte = starting location
1 byte = current location
7 bits = distance of the gap being traversed
1 bit = direction

667
TI Z80 / Re: [Project] Sniper 101.
« on: October 21, 2010, 08:38:02 pm »
DS loop?

668
TI Z80 / Re: My first game-Cannonball
« on: October 21, 2010, 03:56:17 pm »
having the text being displayed every frame severely slows down your program. i *think* that axe might even use TI OS' routines for text display on the graphscreen.

669
Other Calc-Related Projects and Ideas / Re: [Suggestion]: Exit Path
« on: October 20, 2010, 06:09:58 pm »
this is freaking amazing. i got 16 min. pacing Okay. and then i tried again and got 7:45. "impressive time"

670
The Axe Parser Project / Re: Axe Parser
« on: October 19, 2010, 09:14:34 pm »
"getting used to it" is going to be a part of it no matter what programming language you choose, whether that's TI Basic, Axe, C, Java, ASM or any other language. i'd be lying if i told you it's easy to learn axe. but it's probably a hundred times easier to learn than assembly, no offense to the ASM coders on here. however, if you're "used to" TI Basic, and want some speed/fancier graphics, you could use Xlib or Celtic.

671
The Axe Parser Project / Re: Axe Parser
« on: October 19, 2010, 09:05:43 pm »
it's never really "easy" to make an RPG. no matter the language, it's a lot of work. granted, i'd think it's safe to say it's easier to make a better (in terms of speed and graphics, not gameplay) RPG in axe than basic. of course it takes awhile to get used to Axe, though

672
The Axe Parser Project / Re: Axe Parser
« on: October 19, 2010, 07:40:33 pm »
quigibo, i noticed that
Code: [Select]
3->{L1}
->{L1+1}
->{L1+2}
is more optimized than
Code: [Select]
3->{L1}
Fill(L1,3)

when is the point where the latter becomes more optimized?

673
Axe / Re: How to tilemap?
« on: October 19, 2010, 07:22:04 pm »
Code: [Select]
.PROG
[0000000000000000]->Pic1
[FFFFFFFFFFFFFFFF]
[FF818181818181FF]
[0101010101]->GDB1
[0100000001]
[0102020201]
[0101010101]
For(Y,0,3
For(X,0,4
Pt-On(X*8,Y*8,Y*5+X*8+Pic1
End:End
DispGraph
Repeat getKey
End
Wait, wouldn't using X and Y just return random gibberish?  How does the code know that X and Y refer to GDB1?

oops. fixed.

674
Axe / Re: How to tilemap?
« on: October 19, 2010, 07:14:08 pm »
first, i'll define what a tilemap is. a tilemap is usually a 2-dimensional list (like a matrix) of numbers that map a tileset into a graphical map. what's a tileset? a set of graphics to use. the tilemap in axe is just a list of bytes. so the following could be a tilemap:
[0101010101]
[0100000001]
[0102020201]
[0101010101]
say we wanted to display this tilemap. the tile 00 will be a white square, the tile 01 will be a black square, and the tile 02 will be a white square with a black outline.
here's the code.
Code: [Select]
.PROG
[0000000000000000]->Pic1
[FFFFFFFFFFFFFFFF]
[FF818181818181FF]
[0101010101]->GDB1
[0100000001]
[0102020201]
[0101010101]
For(Y,0,3
For(X,0,4
Pt-On(X*8,Y*8,{Y*5+X+GDB1}*8+Pic1
End:End
DispGraph
Repeat getKey
End

this is very, very simplistic. note that each tile number takes up a byte. meaning you can have 256 different tiles. some tilemappers use half-bytes, or nibbles. you can then have only 16 different tiles, but your map is twice as compressed. many others also use RLE compression, which is a compression technique that instead of storing each tile as byte, would store the frequency of the tile in a byte, and then the tile in the next byte. so our example would become the following:
[06010300020103020601]
which would be read as "6 tile number 1's, 3 tile number 0's, 2 tile number 1's, 3 tile number 2's, 6 tile number 1's."

675
Miscellaneous / Re: Jokes
« on: October 18, 2010, 09:32:20 pm »
Use BlueJ, right?

i use JCreator but it shouldn't really matter.

haha well you need to compile it first... and it really wouldn't do much harm. it DOES create an infinite loop, but you can press ctrl+b to break out of it. it displays a window and then displays the string "LOL" over and over, each time in a different color. but the colors change so fast you can't really tell

CTRL+C, right?

depends upon the IDE you're using. JCreator uses CTRL+B to break out, but i hear that other ones use CTRL+C, which i find odd.. since CTRL+C is copy

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