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Messages - simplethinker
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556
« on: December 09, 2008, 10:18:22 pm »
After having to look back through the other topic to find my previous screenies I figured that sticking them in one place might make things easier. Level 1 Level 3 Level 87 (part) And now for the new ones. I got rid of that annoying grid pattern: Level 1 Level 3 Level 87 (part) I'm still working on sprites for the fire, flippers, suction boots and fire boots so that's what the "fo", "Fi", "fi", "w" are in level 3. [edit]I just realized that the un-made sprites are "Fi fi fo" (like fee-fi-fo-fum). [another edit]And here's how this nice little game started: And I forgot to add the bar separating the HUD and map again. If it's missing in the next screenies I give can someone hit me over the head with a stick or something?
Dec 13, 2008: Discussion/comments start here Level 3 Level 6 Level 7
Feb 23, 2009: Discussion/comments start here
May 2, 2009: Discussion/comments start here Level 1 Level 2 Level 2
557
« on: December 09, 2008, 06:43:29 pm »
Heya nice to see you around still. Yeah I'm happy to see someone doing it again. I saw a lot of Chips projects before but Idk if any were finished. This xLIB one is almost asm-like. I wish I got a 84SE to play it to full potential
Thanks guys There have been other Chip's Challenge projects? Before I started serious work on this game I looked around and couldn't find anything else. The computer that has Wabbit/PTI is currently in use by my sister, so I'll post my progress/update when it's free.
558
« on: December 09, 2008, 06:39:32 pm »
so, chips challenge... I love that game, lol.
Is there an ETA? Is it Grayscale? Did you post this somewhere that I'm failing to see? lol.
on another note
WELCOME! *Netham45 calls spelli to get peanuts.
I was originally planning on grayscale, but it's turning out so well with monochrome I'm sticking with it. It should be done within the next 20 years, but beyond that I'm not sure. I'll post an update either tonight or tomorrow since my sister is using the computer with wabbit/PTI, but I have a lot of the engine done except for enemies and I'm reorganizing my sprite pics right now (to make the movement routines easier on me.
559
« on: December 08, 2008, 09:31:29 pm »
The Staples website says nSpires are $150, 84+SE $140, 83+s are $110. I guess it is a small price difference. I could have sworn that whenever I see an 83+ in a store somewhere they're $70-$80. mhmm strange I will check that I was temped to edit that post myself, but altering an admin's post first day on the job doesn't seem like a very good start
560
« on: December 08, 2008, 07:17:24 pm »
IMO, 83+s really need to be discontinued. theyre overpriced and inferior.
When used for math functions (what they were originally designed for) there is absolutely no difference between the 83+ and 84+ calcs. The 83+s can be bought for ~$80 (new) and 84+s for ~$130. If you needed one for a math class, what would you choose? [edit]@DJ: I just noticed that the "simplethinker" links in your post link to Art_of_camelot's profile.
561
« on: December 08, 2008, 04:09:42 pm »
[Basic] Here's something for storing very large matrices in programs. If you do something like :[[1,2,3,4,5][1,2,3,4,5],[1,2,3,4,5],....]]→[A] you'll get your matrix stored in [A], as well as in Ans. This means that until your next Ans-altering command the matrix you just stored will be taking double the amount of RAM used. If your map is large, let's say 10kb, then you will need to have 20kb of free RAM at initialization, severely limiting your options. One way to get around this is something like :{32,32→dim([A] :For(A,1,32 :For(B,1,32 :Z→[A](A,B :End:End but it would be extremely slow. Solution: Make the columns of the matrix into lists and use List▶matr :List▶matr({1,1,1,...},{2,2,2,...},...,[A]) For a 32x32 matrix this takes 1-2 seconds, but it saves you from having to make sure you have double the RAM needed for the matrix and certainly saves a ton of time compared with that little For( loop.
562
« on: December 08, 2008, 03:15:52 pm »
Thanks guys A version might be possible if I can get a (close to) uniform time between frames, so counting the frames could be a steady measure of time (not sure how it might turn out though).
563
« on: December 06, 2008, 06:49:58 pm »
When blocks are moved into water they turn to dirt, which turns to floor when you walk on it.
564
« on: December 06, 2008, 08:59:12 am »
i like it better this way, but I think you should have something to separate the HUD from the rest like a bar or have it so the text is white on black
I forgot about that part (another missing smiley: slap head) White on black might look good.... Too bad I have an 8 hour math competition today (it'll be soooo much fun!!!). I might even get in the top 100 (which is a score of ~14%). Hopefully my brain won't be hemorrhaging too much to prevent any progress tomorrow
565
« on: December 05, 2008, 10:24:53 pm »
Thanks OOP language?
Object oriented programming.I removed the grid in the background (it may have been in the original, but with 8x8 sprites its a bit hard on the eyes ). Some tiles still need tweaking (like the normal tiles right next to water, hard to see), but I think it looks better (thanks to metagross111 for pointing that out to me). [edit]I just realized I messed up the "Chips" display, but I'm too lazy to record another screenie.
566
« on: December 05, 2008, 09:45:55 pm »
Okay, I'm almost finished with implementing movable blocks, but the rest needs to wait until I'm done reordering my sprite pics. I've attached a screenie (a portion of level 87 in the original game) showing the toggle walls, what happens when you move blocks on/off of the switches and toggled walls (the blocks on them, that is). The rest of the switches should easily follow from this and soon I might be able to add enemies into the main engine Right now I have to go back and redo some of the parts of the main engine since I finally realized that BASIC isn't an OOP language (it took me long enough... ).
567
« on: December 05, 2008, 06:14:41 pm »
maybe...."cos cos cos cos cos cos cos cos cos cos cos cos cos cos cos cos cos cos cos cos cos cos cos cos cos cos cos cos cos cos cos cos cos cos cos cos 1? >_>
That may slow it down, but that's 37 bytes and consider the fact that the TI-81 only has 2400 bytes of RAM.
568
« on: December 05, 2008, 06:07:35 pm »
It looks good
569
« on: December 04, 2008, 06:09:43 pm »
i dont know all the keyboard buttons. it would be faster if i knew 2nd
[2nd] is the left shift on the keyboard (and [Alpha] is the left ctrl). Wabbit's keys are (mostly) the same as PTI's(wikiti doesn't seem to like me today, but that's the link). I've attached a copy of the key map.
570
« on: December 04, 2008, 08:36:08 am »
Cograts on finishing (now to go steal borrow my cousin's 81...)
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