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Messages - simplethinker
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466
« on: February 24, 2009, 05:16:48 pm »
Thanks Right now the help text is hardcoded, so you'll get the same hint on every level. I'm still trying to figure out how to store/display the text without adding too much to the size or wasting space on the screen. (I could use the same size box and use the same number of lines and columns per hints, but that wouldn't look very good, or I could store the size of each box as well as each individual line, but that would add a lot to the size). The one problem I'm having with the grayscale is that at first it's not very fluid, so suggestions from anyone more familiar with GS are welcome.
467
« on: February 24, 2009, 05:04:50 pm »
Cool deal, I saw it but not too big on pancakes..
It's still free food though.
468
« on: February 24, 2009, 05:02:22 pm »
That's awesome! Too bad I don't live near an IHOP though
469
« on: February 24, 2009, 01:30:18 pm »
Where is the problem occurring and what exactly is it?
Using your first code chunk
:identity(4,Str1,0,0,12,8,0,12,0,8,1,0,8,1,0 I don't get a problem, it will fill the map completely/correctly, but the second (the one you're not having problems with)
:identity(4,Str1,0,1,12,8,0,12,0,8,1,0,8,1,0 Only tiles the bottom row incompletely.
[edit] You could just use det(26 to convert the matrix to a string and then use det(17 to get the binary string. For all the matrices I tried they both returned the same string. Nevermind
[another edit] I think I figured out the problem. You're going 'backwards'. You're adding your previous string to the end of the new element, so if you're matrix was [[1,2,3]], your program gives "030201?"
470
« on: February 24, 2009, 12:56:06 pm »
Sorry to hear that you're dropping this Breaks are a great way to get out of a slump, so when you finish the other project you might want to reconsider picking this back up again. Good luck
471
« on: February 23, 2009, 06:53:43 pm »
New updates! I overhauled the collision-detection/movement which cut about 200 bytes off the size of the programs and led to a nice little speed boost. Unfortunately, the upgrade also destroyed any uniformity in the time one frame takes, so there would be no consistent measure of time. This means that there can't be a full version on a calculator that doesn't have an internal clock, i.e. the 83+. I'm still considering releasing an 83+ version, but it wouldn't have any time, which means the scores wouldn't be consistent with the original version, and I'll have to create an entirely new formula for "pitty skipping" (if you lose/spend a lot of time on a level you're given the option of skipping it). I've also implemented the help tiles as well as started the GUI. When I tried running the main engine from another program there was a large speed drop so I have to rethink how I'll be doing the level-hopping and passwords, but hopefully those will be done in the next couple days. [edit] You can see the updates in action here
472
« on: February 23, 2009, 06:48:39 pm »
It's been a while, but finally I have an update I've thrown together a title screen. The stuff at the bottom (play, quit) will definitely be changed and I'll add a background as well. Seeing as how I'm horrible with anything graphical, any suggestions/modifications/ridicule is welcome. [edit]Compliments are welcome too
473
« on: February 22, 2009, 11:28:29 am »
They're great calcs, for both gaming and math. But there is one thing you should keep in mind when using it for class: don't rely too heavily on its symbolic manipulations/calculations. I've known a lot of people whose (math) test grades suddenly dropped after they got an 89 The only problem is, is that the case that covers it doesn't slide off easily. Not really a technical issue or anything, but I thought I'd let you know. I had the same problem. It loosens up eventually
474
« on: February 21, 2009, 09:51:45 pm »
that is pretty damned cool! it renders my card shuffler retarded, too!
I aim to make others obsolete
475
« on: February 21, 2009, 09:12:22 pm »
wait, so how does that work?
rand(N) will create an N-element long list of random numbers, and since the random numbers are 10 (14?) digits long there's virtually no chance of having non-distinct numbers. SortA(L2,L1) will sort L1 according to the order in L2 and store the result in L1. For example, if you had L1={1,2,3} and L2={.42,.21,.99}, then SortA(L2,L1) would return L1={2,1,3}.
476
« on: February 21, 2009, 08:18:35 pm »
I wish you were right... >_< I haven't been able to do ANY work on Nyaar at all in about a week or two.
I'll see what I can do before the weekend is over though.
I've been inactive for a month (school work), so this stuff is at least new to me!
477
« on: February 21, 2009, 08:16:59 pm »
Yeah large maps would be a pain, but all you're doing is converting the matrix number (0,1,2,...,18,etc) into it's hex form and putting it into a string. Even a large map wouldn't be bad.
I've made an ASM program that goes the other way (takes a string of hex values and converts it to the corresponding matrix), and I don't think it would be too hard to reverse the process so I'll see what I can do... [edit]Scratch that. The only reason I used ASM for converting to a matrix was speed, so actually ASM is probably overkill. A BASIC program for matrix->string shouldn't be too hard though.
478
« on: February 21, 2009, 07:48:43 pm »
Incredible menus! Are you just using xLIB/Celtic III for the menus/interface? It looks like you're using ASCII graphics for the map.
479
« on: February 21, 2009, 07:42:19 pm »
It looks great so far Also, does anybody know if I can randomize a list. I want it to keep the same numbers, just different order. With an n=N-element list (let's say L1): :rand(N→L2 :SortA(L2,L1 will randomize L1.
480
« on: February 21, 2009, 07:37:04 pm »
Nice The music fits well too
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