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Messages - obon7

Pages: 1 [2] 3
16
TI-BASIC / Re: nooboish prgrammer
« on: November 24, 2011, 02:12:54 pm »
thx guys Ill start posting the updates t my game in the projects forum if anyone wnats to help I have some coding things you guys could do for me.

17
TI-BASIC / Re: nooboish prgrammer
« on: November 23, 2011, 10:47:02 pm »
oh well maybe if I  learn axe you guys could help me more
I think that Basic is more suited for RPGs and games that need large amounts of easily accessible memory and variables, and not necessarily speed, but Axe is all about speed, good for arcade games and similar things.
IDK I just read the manual/tutorial for axe and alot of the questions I have were answered so now all I need to do is put it on my calculator and I shouldn't have to bother you guys any more, one last thing how do you put axe on a calculator

18
TI-BASIC / Re: nooboish prgrammer
« on: November 23, 2011, 09:44:14 pm »
oh well maybe if I  learn axe you guys could help me more

19
TI-BASIC / Re: nooboish prgrammer
« on: November 23, 2011, 06:56:50 pm »
To display a list, you have to write your own routine.
I dont understand

20
TI-BASIC / Re: nooboish prgrammer
« on: November 23, 2011, 06:06:05 pm »
Yeah, that should work... as a new item is introduced to the game, just increase the size of length(L1) and make sure you have EVERY item built into the game so that when the length increases, it knows which item to add to the menu.
For instance, at the beginning, maybe the character can only use potions
Code: [Select]
1->length(L1
2->Y
0->G
Output(1,1,"Inventory
If length(L1)
Output(2,2,"Potions
If length(L1)>1
Output(3,2,"Apples
"Then the menu code I already posted, the basic menu one, just modified to use the Y+()()-()()->Y line I posted above
Then, to add apples to the menu, all you have to do is
Code: [Select]
2->length(L1or for all three items, store 3 to the length.

Then to remove items from the menu, if you had all three items, but didn't want feathers anymore, just use 2->length(L1) and the feathers are gone
So I kind of have some more questions, So in order to attain a certain item do you have to increase the length of the list to the exact size that that item is speicified to or will it automatically in the newly availble spot put the item there, also what is the command/operation to display a list.

21
TI-BASIC / Re: nooboish prgrammer
« on: November 22, 2011, 11:23:31 pm »
I don't entirely understand the question, but you can write one past the length of the list in TI-BASIC, and it will add another element for you.  Does that help?
sorry I get that alot to clarify I want to make a menu/list that changes as you find, lose, or use items. Yeah it is pretty difficult in TI Basic

22
TI-BASIC / Re: nooboish prgrammer
« on: November 22, 2011, 11:19:32 pm »
what I am saying is that I don't want to have It preset I just want it to increase and add size and objects to the list/menu

23
Introduce Yourself! / Re: Hi guys
« on: November 22, 2011, 11:16:33 pm »
Wait do I actually get Peanuts.......................

24
TI-BASIC / Re: nooboish prgrammer
« on: November 22, 2011, 11:14:54 pm »
yeah that actaully looks really good was the potions menu accessed through a menu that took it to its own specific menu and sorry if by menu I actually mean and/or list

25
TI-BASIC / Re: nooboish prgrammer
« on: November 22, 2011, 11:14:08 pm »
If you want something like this:

Where it shows how many potions you have, tell me.
You can use a custom menu, or a manipulated OS one
yeah that actaully looks really good was the potions menu accessed through a menu that took it to its own specific menu and sorry if by menu I actually mean and/or list
If you want something like this:

Where it shows how many potions you have, tell me.
You can use a custom menu, or a manipulated OS one

26
TI-BASIC / Re: nooboish prgrammer
« on: November 22, 2011, 11:08:19 pm »
quick question how do you alter a list so that its size can be increased and display the new item and not have to hav ea preset name for each slot.

27
TI-BASIC / Re: nooboish prgrammer
« on: November 22, 2011, 10:03:19 pm »
output allows you to display something at a certain point
for example:
:output(1,1,"hi"

will make it appear at point 1,1 on the screen, or the upper left corner!

AND DON'T DOUBLE POST!

and read this  http://www.ticalc.org/programming/columns/83plus-bas/cherny/
Yeah i looked there but It didn't help that much also another person said to double post so........

28
TI-BASIC / Re: nooboish prgrammer
« on: November 22, 2011, 10:01:44 pm »
so i am just wondering if the getkey stuff is necessary because wiht a normal menu you could just use the arrow keys numpad and enter button. Questions: does it specifically say how many potions there are on the menu and does every item availble in the game need to be already existing in the menu and if so will it show how many you have so( not yet fouund items will display a 0 next to the name)

29
TI-BASIC / Re: nooboish prgrammer
« on: November 22, 2011, 09:53:02 pm »
also I don't have much experience with using getkey .............. hehehe like I said I'm kind of  a noob.

30
TI-BASIC / Re: nooboish prgrammer
« on: November 22, 2011, 09:51:31 pm »
Okay, here is the code for a simple menu:

Code: [Select]
"Set up variables
{0,4,5->L1
2->Y
"Y will be used for the cursor
0->G
"G will be for key presses
Output(1,1,"INVENTORY
Output(2,2,"Potions
Output(3,2,"Apples
Output(4,2,"Feathers
Output(2,10,L1(1
Output(3,10,L1(2
Output(4,10,L1(3
While G=/=23
"23 is the code for [mode]
getKey->G
If Ans =/=0
Then
Output(Y,1,"_"
"Where _ is space
Y+(G=34)(Y=/=4)-(G=25)(Y=/=2)->Y
Output(Y,1,">
"Then for jumping to other code
If (G=105) and (Y=2)
Goto PO
" jump to potion code or code potions here
If (G=105) and (Y=3)
Goto AP
"apple code jump or here
"repeat for Feathers"
End
End
Try that, should work okay
Tell me if you have questions, or if it doesn't work ;D

That might work although I don't think that if you ran out of health potions they would  disappear , also you might want to use disp instead of output ; unless that is on purpose.

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