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Messages - simplethinker
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316
« on: May 09, 2009, 02:15:34 pm »
I don't know if this has been mentioned before, but who are the judges going to be for this contest? I kinda feel suddenly motivated to participate in this contest. If you need some judges, I wouldn't mind reviewing some games, otherwise I think I'll submit an entry of my own
Currently, the judges are noah, DJ, and myself. Right now the plan (as far as I know) is that the judges will agree (by consensus) on the top few entries in each category and then there will be a poll, so if there are too many judges it might make the selection a bit tricky (but if there aren't enough then the selection might be a bit biased). We probably don't need a fourth judge so you should be able to make an entry (we can always force persuade some of the staff members that haven't made entries if we're short on judges .
317
« on: May 09, 2009, 12:59:42 am »
@simplethinker, isn't inString( slow, though? I remember testing it and it wasn't too fast from what I remember, compared to what i am doing atm
That's a good point. From my tests inString( is taking 25% more time than using =.
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« on: May 09, 2009, 12:49:10 am »
Welcome to Omnimaga MSR5 Here are our complementary Omnimaga peanuts
319
« on: May 09, 2009, 12:01:10 am »
The answer is pretty obvious, although I never like to eat seafood.
320
« on: May 08, 2009, 06:09:02 pm »
Yes, there is a point. But that point is in such a gray area that I believe it shouldn't even be included. In your example, of course, it's obvious that the author may have been negligent, but in other more complex games, where do you draw the line? Simply put, you can't objectify it, thus I don't think it should even be included in the scoring.
True. I was thinking more along the lines of truly absurd memory usage and code inflation. However, as you said, there no way to objectively evaluate where "large" meets "absurd", so I suppose it can't used as a reliable measure.
321
« on: May 08, 2009, 03:25:25 pm »
With strings you need to check for every possible characters you can walk on so the more non-solid tiles you got, the slower your walking engine will be.
Couldn't you just use inString( on a string of all your tiles (which can be easily ordered) and use the resulting number as if you had read it from a matrix? Yeah that's true, but I don't know. Strings are WAY WAY smaller than matrices, especially for what I'm doing, that the slighter delay in hit detection doesn't really bother me.
It might not be as slight as you think. I just tested access times (16*8*14=1792 reads) for a screen-sized matrix (8 rows x 16 columns) and string (128 elements), and accessing the string took 75% more time than for the matrix (4 trials of each; 15 seconds for the matrix, and 26 seconds for the string). The biggest problem with matrices is that storing the matrices needs approximately double the memory than that for strings, and they take up about nine times as much RAM. Plus, at the instant you store the matrix an extra copy is put in Ans, so matrices require 18x more RAM than strings.
322
« on: May 07, 2009, 08:36:42 pm »
OK, just PM me whenever you get there, and if the codes change, tell me too, because i really dont feel like finding them again. The first time it was just to figure out how it worked, but I've accomplished that and am too lazy to do it again.
Cool I'm a very lazy person, so I have all the tiles/sprites arranged in a spreadsheet, and I also have a couple programs on my calculator that will rearrange all of the sprite pics and modify all level data automatically for me
323
« on: May 07, 2009, 08:10:34 pm »
EDIT: Oh yeah, there is a contest starting up on TIBasic developer too
The program challenges aren't really full-blown contests though.
324
« on: May 07, 2009, 05:13:14 pm »
Lookin good trev
325
« on: May 07, 2009, 05:12:41 pm »
Code size shouldn't be a major factor in judging, but there's probably a point where, even if the program runs decently, where the size is unreasonable. If someone were to submit a 14 kilobyte nibbles game (even the most extensive ones can probably be done in well under 5kb), then their score should suffer a bit.
326
« on: May 05, 2009, 07:42:56 pm »
i finally got chips challenge on my computer so i might be able to help with mapping levels if you want, because i posted earlier that i already knew all of the codes
Thanks for the offer, but I found all the maps online. If, however, you're offering to help port the levels to the needed format for the calculator, you're my new best friend Right now I'm still (re)organizing all the tiles, but once I start all the level conversion remind me and I'll take you up on this offer.
327
« on: May 04, 2009, 07:48:56 pm »
It really needs a miscellaneous category, as this would include stuff like ease of installation, user friendliness, and not having hundreds of files on the calculator like Contra (well, maybe not that many).
I think "size" covers the whole lots of files thing. But you also have to consider the fact that you're limited to ~24 kb of RAM, and subprograms or lists (like with Contra83) can save a considerable amount of memory if used correctly. You do raise a good point about installation and user-friendliness though [edit] It looks like we forgot a general "game play" scoring category, which is kind of odd...
328
« on: May 02, 2009, 06:13:46 pm »
Nice screenies. Did the original Chips Challenge have different sprites for each direction? I guess it did...it's been so long since I've played it.
Yep. And you can get the original here.
329
« on: May 02, 2009, 04:55:35 pm »
My concern, though, is what hybrid programs should be forced to compete against ASM and what not. For hybrid games only using an utility such as XCOPY or Resource, this might be unfair since ASM would have a clear advantage on graphic speed or quality
I agree. That may be unfair, and thus I think there should be three categories in fact: BASIC, hybrid-BASIC, and ASM. But ASM is no walk in the park either, so it might balance itself out. In the end, I still think 3 categories would probably be the most fair.
That's true, but one thing we have to keep in mind is $$$
330
« on: May 02, 2009, 03:57:33 pm »
Thanks guys The cool part is that once Iambian gets the kinks worked out with det(23 and det(24 it'll be even faster (hopefully).
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