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Messages - simplethinker

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286
News / Re: Forums hits 1000 posts for the 3rd time since reopening
« on: May 28, 2009, 11:51:40 am »
ive only been here a month or two (maybe three) but i already have 207 posts (208 now) and im 8th in the list of top posters, so i am proud to present myself as a somewhat large contributor to this achievement. not to be selfish or anything.
Remember: quality over quantity :)

Way to go simple...
I wonder if I should change my name (probably to "snjwffl"), since I think we've used up all of the good puns for "simplethinker"...

287
News / Re: Forums hits 1000 posts for the 3rd time since reopening
« on: May 26, 2009, 11:44:50 pm »
Nice ;D  But now I feel bad that I put us past 1024 :(

288
It looks great.  And welcome to Omnimaga ;D

289
News / Re: Contest
« on: May 26, 2009, 07:34:10 pm »
If allowed, what would a BasicBuilder packaged game be? ??? (I may need a couple programs, unless you teach me about level-making WITH proper collisions, the BasicBuilder Multi-Program thing seems to be working, though.) My entry (maybe) is... text based :'( . I might need BasicBuilder because I use a different method than some complex engines, without filling all the memory. I can't use ASM, so I have no options other than:

A) Use BasicBuilder with the "standard method"

B) Receive a proper level engine



If August is the deadline, I might at least come up with something.

Using BasicBuilder will put an entry into the Hybrid/Asm category.  There's no limit to the number of programs/files an entry can be (you could have 100 subprograms if you wanted) as long as there are directions for installation.  If BasicBuilder must be used, then that indicates an entry is using something beyond the limits of pure Basic (such as the extra pictures or the fact programs would reside in flash), so it would be unfair for it to compete against the Basic entries.

If you think your reasons for using BasicBuilder are legitimate (and are not to exceed the capabilities of pure Basic) please feel free to PM myself or one of the other judges and we can discuss the issue again.

290
ASM / Re: ASM Help/Tutorials
« on: May 26, 2009, 05:06:48 pm »
Oh... I skipped them and then stuff made alittle sense but i didnt learn very much. I really like example programs, its just the way I work...
What day did you get up to?  Also, could you say what aspects are confusing you?  Asm is a wide topic so it might help to narrow down the field.

291
ASM / Re: ASM Help/Tutorials
« on: May 26, 2009, 04:57:16 pm »
I split this into a new topic since it didn't really fit with "scripts and code snippets" and we'll eventually need (or end up with) a generic "ASM tutorial" thread anyways.

Skuller:  How far into ASM in 28 days did you get?  Days 1-5 are usually some of the trickiest.  What I did was (after a few failed attempts at thoroughly reading everything) read/skim through them and go on to the other days.  Almost immediately I started having moments where stuff from days 1-5 suddenly made a lot more sense.

[edit] You could also look through UTI's Asm tutorials thread (I haven't looked through in a while, so I don't remember everything in it).

Some other places with tutorials/info:
z80 Heaven
Z80 Assembly (by CoBB)
Some (Z80) Assembly Required (by Iambian)

292
TI-BASIC / Re: Calculator tricks
« on: May 26, 2009, 03:30:36 pm »
Just a thought, how about we have this where everyone post any calculator (basic) coding tricks they know of(such as the large Text( function) to help every one who needs those (like me). Oh, and im not sure if this should go under help/support?
Hi cooliojazz, and welcome to Omnimaga (I don't think you've introduced yourself yet).

As DJ Omnimaga said this is already for that kind of stuff.  Another place (off-site) that's great for learning BASIC and many of its tricks is TI-Basic Developer (TI|BD).  It has tons of documentation, examples, and tricks.

293
TI Z80 / Re: [Contest Project] Blockage
« on: May 22, 2009, 08:45:04 pm »
just a question: how do you store the maps? or is answering that against contest rules? and also, can you go left?
I would recommend against asking/telling information about coding.

294
TI Z80 / Re: [Contest Project] Blockage
« on: May 19, 2009, 10:29:49 pm »
I'm guessing there's no way I can enter Blockage into both contests, is there?
It is a puzzle and a platformer, but I technically would be releasing the game early if I did it in UnSS.
After discussing it, we've decided that you can enter Blockage in the UnSS contest.  The judges of the UnSS contest have agreed to:
(1) not release information or code from your entry until the Omnimaga contest is over
(2) Eeems won't judge your entry or see it until the conclusion of our contest (he's one of the judges)

And just in case you were wondering:  you don't have to submit the same version to both contests, so you'll have two extra months to work on your Omnimaga entry than your entry for UnSS.

Good luck ;D

295
TI Z80 / Re: Demos
« on: May 19, 2009, 08:10:16 pm »
any progress on making enemies?
I'm not going to be putting in enemies unless I have one hell of an epiphany :)

I've been periodically working with Chip's Challenge, but there haven't been any significant changes since my last update.  I have a list of ideas that are mostly planned out, so once I get the urge to work on Chip's again you guys will be in for a few nice surprises ;D


296
Miscellaneous / Re: the REAL theory of evolution
« on: May 19, 2009, 08:01:47 pm »
If only everyone agreed with that :D

297
TI Z80 / Re: [Contest Project] Blockage
« on: May 19, 2009, 07:55:29 pm »
lol sorry i probably should modify that
No problem :)  You didn't do anything wrong, but I was confused at first.  Just try and be a little more explicit with what you're trying to say.

298
TI Z80 / Re: [Contest Project] Blockage
« on: May 19, 2009, 07:44:13 pm »
This is looking good {AP} :)

Skuller:  I'm not quite sure what your post has to do with the topic.  Since this thread is for {AP}'s contest entry, it would probably be best to not post code/tips, since at first I thought you were giving {AP} an idea how to code something ;) .

299
The Blue Platform / Re: Platform Game Engine
« on: May 19, 2009, 05:37:42 pm »
When using If statements with only 1 line afterwards, it's faster to execute that line WITHOUT the Then:End, but when skipping that line (in cases where key presses aren't pushed often), it's faster to have Then:End because instead of reading what's inside, it skips. Not sure if what I said just made sense, but to sum it up, it's faster to skip code using Then:End, and it's faster to execute the code just using If by itself.
So, when the condition is false (the next line is skipped) it's faster to use If:Then:End.
When the condition is true (the code is executed) it's faster to just use If.

Is that right?  If that's the case, then whether to use the Then:End depends on if most of the time the condition will be true or false.

300
The Blue Platform / Re: Platform Game Engine
« on: May 19, 2009, 04:52:49 pm »
Uhm Noah, by var I meant any real var. I wrote VAR because the user could decide to use whatever var from A to Z, and yes you can store Ans to real vars, I tried and it works.
I believe he meant that with "Repeat getKey:End", the getKey does not store to Ans, so you have no way to retrieve the input if a key was pressed.

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