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Messages - simplethinker

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571
TI Z80 / Re: Chip's Challenge
« on: December 02, 2008, 10:40:12 pm »
Good news this time!  I fixed another really annoying (and another cause for being seriously bummed-out) problem.  The green switches toggle special walls on and off.  I was having trouble figuring out how I would do this.  I was thinking I would have to iterate over all of them, meaning I would have to keep track of them (meaning a whole lot more memory usage) and they usually come in groups of 20-30, thus really slow (cue jeopardy music...), then it hit me.  Why change the state of the tile when you can change the tile itself?  I just use another pic filled with the same tiles except the toggle walls are switched.  Whenever the button is pressed I can put that pic into Pic1 (the pic I use for sprites) and just set a variable so I know they're switched (and the I can undo it too :)).  All of the walls appear switched, and since I'll be keeping track of the change there won't be a problem with movement routines!

This problem has been worrying me almost as much as the enemies were, so my morale is back up ;D ;D
(If you can't tell I'm reeeeeally happy about this :D)

[edit] ;D ;D  That makes 6 happy faces out of 5 ;D (now 7/5...)

572
TI Z80 / Re: Nyaar Screenshots
« on: December 02, 2008, 04:55:30 pm »
When you get the string tilemapper finished I'll (probably) be using it for Chip's Challenge, since right now the only way I see to have a reasonable number of enemies involves not having the tile data take up 9kb of RAM.  So.....hint hint ;D

573
TI Z80 / Re: Illusiat on a TI-81
« on: December 02, 2008, 04:43:37 pm »
Weird calc x.x who knows, maybe I'll manage to crash it but I hope it won't happens before I finish typing all the game on the PC
Isn't it sort of a bad idea to be testing how much it takes to give a memory error while you still have a large, unbacked-up project on it?

574
Pokémon Purple / Re: Pokemon Purple
« on: December 01, 2008, 09:25:28 pm »
Oh, that makes a lot more sense :-[...

575
Pokémon Purple / Re: Pokemon Purple
« on: December 01, 2008, 09:13:29 pm »
What do you mean the third pokeball, the Ultra ball?

576
TI Z80 / Re: Chip's Challenge
« on: December 01, 2008, 07:18:08 pm »
The first few levels.  I don't have the enemies implemented yet (well, working decently yet).  I've posted screenies showing playing through levels 1 and 3.

577
TI Z80 / Re: Chip's Challenge
« on: December 01, 2008, 03:23:39 pm »
Yeah, I wasn't thinking too seriously about dropping it altogether.  I got the first dozen or so levels so freakin' close to the original and then as I was working on the higher levels I realized I wouldn't be as accurate as the first ones, it kinda bummed me out :( (well, bummed me out a lot).

Thanks for the encouragement ;D

578
TI Z80 / Re: Chip's Challenge
« on: December 01, 2008, 08:19:37 am »
Well, I have some bad news :( (a lesson on the dangers of announcing projects too early).  Remember when I said a few posts back that there are a few levels I would have to leave out because of the insane number of enemies?  That number has now grown to over 1/2 (I'm playing the computer version and I'm at level 90 now) and I expect when I get to higher levels it will eventually reach 2/3.  The problem isn't really the number of enemies that start, but the "clone machines" make the number of enemies highly variable since they provide an unlimited number of enemies.  I was thinking I could handle 10-15 enemies at once, but looking at many of the levels it wouldn't be a stretch to assume 100+ at once is easily reached :o :o

This leaves me with three options:
1) Keep going and trying to be as close to the original as possible even though ~2/3 of the levels would be gone.
2) Keep going but don't try and model the levels after the original and create my own with little to no enemies (poorly designed levels too probably).
3) Scrap the project.  I could potentially use the engine I have so far for another puzzle-type game though.


579
TI Z80 / Re: SMA1
« on: November 30, 2008, 10:16:37 pm »
Looks good :)
What calc is this for?

580
Other Calculators / Re: Test Project
« on: November 30, 2008, 05:42:30 pm »
Are you using xLIB/Celtic III's getkey or the calculator's?

581
Other Calculators / Re: Test Project
« on: November 30, 2008, 05:35:54 pm »
Does it go back to the main menu when you do get a high score?
I'm thinking you're probably missing an 'End' somewhere.

582
Other Calculators / Re: Test Project
« on: November 30, 2008, 03:04:35 pm »
How about checking for collisions with the ball's current position and the player's previous position?

583
Other Calculators / Re: Test Project
« on: November 29, 2008, 11:38:26 pm »
What method are you using?  Do all of the balls move per frame or are you iterating over them?  All of my (poor) attempts at simultaneous movement go horribly horribly wrong with more than 4-5 objects.  I'd be interested to see how fast you can get it. :)
[edit] I just thunk of something that might possibly work for those darn spiders in CC...

584
Other Calculators / Re: Test Project
« on: November 29, 2008, 11:29:09 pm »
How many objects are you hoping to be able to have without excessive slow down?

585
TI Z80 / Re: Game Info & Progress
« on: November 29, 2008, 09:17:24 pm »
I'll see this thing to the end.
Just keep in mind that the end shouldn't be a few years from now ;)
Good luck

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