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Messages - pimathbrainiac

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1366
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: February 23, 2013, 10:16:58 pm »
4523: In Soviet Russia, pony awesome
4524: In America, pony also awesome
4525: What? Is fact of life! Pony awesome everywhere!

1367
TI Z80 / Re: VVVVVV
« on: February 23, 2013, 06:34:37 pm »
Bump!

This is a source release for the engine. Send VVVVSRC program and the PIMAP appvar to the calc and compile with AXE v 1.2.0 or 1.2.1a (because it uses #ExprOn)

PIMAP and VVVSAV (The save var that is created) MUST be in the RAM due to my currently mediocre skills.

Map design in progress!

1368
TI Z80 / Re: VVVVVV
« on: February 23, 2013, 10:26:28 am »
Looking nice, but does that different looking tile do anything by now?

It's a checkpoint... I have the other tiles ready, but I'm just testing overworld creation and saving right now.

I'll test once I get my calculator.  I'm not sure if the guy has shipped it yet.

Thanks! Need to level design first, but that shouldn't take long...

Nice project, but do you plan to use more varied tiles instead of just black, like in a mockup that someone suggested earlier? It would make the game look more attractive.

Also the frame rate seems surpringsly slow considering that there's no scrolling and enemy in the screenshot. Are you refreshing the entire tilemap every frame? Because it's usually better to just refresh the necessary parts of the screen to speed things up.

That said, good luck!

The current tiles are just my testing tiles. I'll redraw all my sprites once I make all the levels. Gameplay before Graphics, in my opinion.

Good idea on the refreshing... I do refresh every loop, and now I won't.
Draw the tilemap to the back buffer and only redraw the front buffer every loop.

I don't know if this will work, but I'll try! :D


1369
TI Z80 / Re: VVVVVV
« on: February 22, 2013, 11:01:14 pm »
UPDATE!

Saving works, and all I need is to make level designs (I've been told crowdsourcing on the level design is bad practice :P)

SCREENIE (showing saves):



Edit: I'LL NEED BETA TESTERS SOON!

1370
TI Z80 / Re: VVVVVV
« on: February 22, 2013, 12:59:55 pm »
As I said, it's on hold because the library is not ready yet... see TheMachine02's GLIB for the library I'm talking about.

1371
Axe / Re: Lists and appvars
« on: February 22, 2013, 12:58:10 pm »
How do you store an entire list in AXE as an appvar?

not {L1} but the entire L1
By the fact you said "list", I fear you haven't unserstood the difference between "pointer" and "variable".
Anyway, here is a working code.

"appvNAME"→Str0

GetCalc(Str0,768)→A
!If
 .the appvar was not created, maybe you don't have enough RAM
 .in this case, maybe the program should exit safely instead of copying random bytes to a random place
End
Copy(L1,A,768)
.you can unarchive the appvar here if you want

Of course, if you don't use the full 768 bytes of L1, you can make a smaller appvar and copy less than 768 bytes.

edit For a complete tutorial on how to use appvars (among other things), see this tutorial and give +1s to FinaleTI :)

I understand pointers, and that a list is a pointer... I guess I should have said that I want to put a pointer in one appvar so I can point to it for save data.

The steps are as follows :
  • Create your appvar using GetCalc(appvarName,size), where in this case size should be 768 since you want to store L1 which is 768 bytes large. The GetCalc function returns a pointer on the appvar, so keep it in a variable.
    Example : you want to create the appvar called LIST which is 768 bytes large and to store his address into P. You'll do something like :GetCalc("appvLIST",768)→P. Don't forget that "appv" must not be typed by hand, but by pressing [2nd] [8].
  • Use Copy(pointer1, pointer2,size) to copy the 'size'th first bytes starting at 'pointer1' into the 'size'th first bytes starting at 'pointer2'.
    In this case, since you want to copy the first 768 bytes from L1 to your appvar P, you'll do Copy(L1,P,768). But if you don't specify any size, Axe will automatically make it 768, so you can also optimize this line by Copy(L1,P).

That's all, if you don't understand something just ask :)

Thanks for that explanation of how it works!

1372
TI Z80 / Re: VVVVVV
« on: February 22, 2013, 12:53:51 pm »
I'm deciding to port VVVVVV to the TI-84! (The Portal clone is currently on standstill, but it SHOULD be back in progress soon!)

Only to 84+ ? And what Portal clone ?

84 was a general term, and I am making a 3D portal clone, but it's on hold because the library that I am using does not support textures yet...

1373
Axe / Lists and appvars
« on: February 22, 2013, 12:08:52 pm »
How do you store an entire list in AXE as an appvar?

not {L1} but the entire L1

1374
TI Z80 / Re: VVVVVV
« on: February 22, 2013, 08:08:25 am »
This is my main project now, Sorunome and epic7. Why? Because I had a marathon run of coding last night and I made the rest of the engine (and maybe introduced a few bugs).

Screenie:



Level designers: help me make a bunch of levels linked together (basically an overworld)!

1375
News / Re: TI bans community calculator emulation
« on: February 22, 2013, 08:01:01 am »
NUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU :'( :'(

Does this mean I can't use wabbit anymore?

1376
TI Z80 / Re: VVVVVV
« on: February 21, 2013, 08:15:35 pm »
This is like the 4th project you've started, so don't make too many more without finishing one first :P


3rd... one I stopped the first, and the other is on hold... screenies were slow due to some unoptimized code... new screenies soon!

1377
TI Z80 / Re: VVVVVV
« on: February 21, 2013, 03:26:01 pm »
Pointer based? Doesn't that only work with maps where you move only one tile at a time, though?

1378
Other / Re: That's impossible ! (well, not really)
« on: February 21, 2013, 03:06:15 pm »
HOLY FREAKING CRAP THAT IS AWESOME!!!

* pimathbrainiac faints

1379
TI Z80 / Re: VVVVVV
« on: February 21, 2013, 02:59:28 pm »
Hm, I've actually been working on my own VVVVVV clone, but I've put it on hold for a long time. I'd love to see how yours turns out, though.

Any help with the engine you're willing to give? (Assuming you are an AXE programmer)

Specifically: How to make the character die when he touches spikes (see http://ourl.ca/18385)

1380
Axe / Tilemaps with different types of collisions?
« on: February 21, 2013, 02:23:30 pm »
I'm porting VVVVVV to the calculator: http://ourl.ca/18384

I don't know how to get spikes to work, though. (instant death)

How do you make the type of tilemap shown in the screenie have collisions based on what type of block you hit?

Attached is the source

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