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Messages - saintrunner
Pages: 1 ... 6 7 [8] 9 10 ... 119
106
« on: February 24, 2012, 06:27:22 pm »
Regrettably I won't be doing this all though it seems fun I just don't have enough time to make anything winnable By the way TBO, have you figured out PRIZM text wrapping with strings yet?
107
« on: February 23, 2012, 11:58:31 pm »
Yes, casio does not do text wrap. However, Purobaz managed to do it himself with free wheel so you may want to look at his code/ask him
I noticed, and that is what I am doing. lol I've keep staring at different codes, I believe I am beginning to dream in BASIC....
108
« on: February 23, 2012, 11:56:48 pm »
Everyone at my school has an 84+ SE. it's the recommended calc for classes
109
« on: February 23, 2012, 03:05:25 pm »
^^ same I also hope the Prizm game coders community grows more now that we have more prizm owners. I'm trying my best to achieve this as you may all have noticed my newly found interest in the prizm and its language
110
« on: February 23, 2012, 02:57:01 pm »
I am attempting strings, but casio-BASIC is different when it comes to strings. For instance for some reason in TI basic if you store more then the width of the screen in tiles in a string and output it, it just draws the next stuff on the line below, but in casio basic it just draws it off screen and there all these other command for strings I have yet to figure out, but as for color dependent tiles I have an idea once this string thing is figured out
111
« on: February 22, 2012, 08:17:15 pm »
I walk down the hall in my high school programming on a chunky, color lacking TI-84+ se calc.......people laugh and stare at me
I walk down the hall in my high school programming on a thin (ner), shiny, new, colorful CASIO PRIZM fx-CG10 calc....people drop there jaws in awe, quickly run over and ask "WHAT IS THAT!?" and say "that is one kick butt calc man"
This ^^ happened to me today lol, not sure how to respond but it made me laugh
Both are amazing calculators in my opinion.....but when you judge a book by it's cover
edit: how would you respond?
112
« on: February 22, 2012, 07:32:17 pm »
it didn't let me access the mini-SDK?
113
« on: February 22, 2012, 06:46:15 pm »
Double post ...sorta tutorial update:
This version supports menu's and optimized code. A bit more complicated, but still WAYYY smaller....232 bytes including menus. Enjoy
How did you add menus and movement in 232 bytes??
with the Menu command Menu "name","option1",#variable,"option2",#variable just like in TI BASIC example: Menu "Menu","start game",S,"quit",Q lbl s blah blah blah lbl Q Stop
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« on: February 22, 2012, 06:03:06 pm »
Double post ...sorta tutorial update: This version supports menu's and optimized code. A bit more complicated, but still WAYYY smaller....232 bytes including menus. Enjoy
115
« on: February 22, 2012, 02:51:08 pm »
^^ that is awesome!
116
« on: February 22, 2012, 02:48:56 pm »
Yeah, I was planning on optimizing it today, I just wanted to get something out so people can get a feel for stuff also there shouldn't be any clrtexts in there if you want to display other 'tiles' otherwise you end up deleting them all....instead a locate x,y, " " would be better and I'll add the file above, but I recommend just typing it in to the calc so you get used to the Casio feel
117
« on: February 21, 2012, 09:41:10 pm »
As Casio calcs are becoming more and more popular here at Omni, I took it upon myself to figure out a very simple movement code so all us new Casio users can begin our long but enjoyable journey on more Casio games! If you are accustom to TI-BASIC you could probably figure all this out as only a few things are different. Also I would like to state that if you plan to use tiles with this code (I'll probably make a tutorial on that later) you might need to tweak a few things like the location of cleartext's. 28=up, 27=right, 38=left, 37=down Now to the nitty gritty The best way for me to do this is to comment the code and explain areas of importance: ClrGraph:ClrText ->this will just make sure there is nothing on the screen 1->X:2->Y -> sets your variables for your beginning location While 1 ->begins loop Getkey->G ->sets all keypresses to G in a sense Locate X,Y,"@" -> commonly 'output(' in TI-Basic this will draw your symbol as point X,Y, or 1,1 If (G=27 And X=/21) ->checks if getkey 27 (or right) is pressed and X does not 21 (the far right side of the screen) Then X+1->X ->add one to X, or in other words move to the right Clrtext ->gets rid of previously drawn character so you don't end up with a line of characters :P IfEnd -> ends the If statement If (G=38 And X=/1) ->if left key is pressed and not all the way to the left Then X-1->X Clrtext IfEnd If (G=37 And Y=/7) ->the next lines of code will be basically the same thing, but in accordance to up and down or Y Then Y+1->Y ClrText IfEnd If (G=28 And Y=/1) Then Y-1->Y ClrText IfEnd If G=47 ->if exit is pressed Stop -> .....well STOP! lol IfEnd WhileEnd -> end the whole while loop that's about it post comments and questions, but most of this should make sense! Enjoy!
118
« on: February 21, 2012, 08:36:21 pm »
You could make an NXT game (might be too advanced).
^^ check out nxtboys game I see a future in NXT games
119
« on: February 21, 2012, 05:20:22 pm »
First thing I made with my new PRIZM It's small, but it's a start as I learn casio BASIC! http://www.casiocalc.org/?showtopic=2448^^ This is where I'm learning in case anyone else is interested
120
« on: February 21, 2012, 05:00:08 pm »
So I've heard a lot of people asking how to code in Casio basic (myself included) now that they have a new PRIZM!! Well I've have found this tutorial over at Casio Calc, and well, here ya go http://www.casiocalc.org/?showtopic=2448pretty sure it will work for the PRIZM, at least it is helping me a ton!
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