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Messages - stevon8ter

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406
TI Z80 / Re: M.E.T.A.
« on: July 29, 2012, 04:59:43 pm »
1) looks MUCH nicer then the first

2) maybe just the roof, do some of the panels black? Idk

407
TI Z80 / Re: [Ti-Concours]Jetpack 8x+
« on: July 29, 2012, 04:32:48 pm »
So, still worked on this project after contest? Or are you first busy with another project?

408
Fruit Ninja / Re: Fruit Ninja
« on: July 28, 2012, 05:57:27 am »
I know it was finished, but is it also done with black on white instead of inverse? And what about the vertical slicing het wanted to look better?

409
Fruit Ninja / Re: Fruit Ninja
« on: July 27, 2012, 05:57:39 pm »
I was wondering if this game is still under construction? Or do you see no need to improve it?

410
TI-BASIC / Re: Jump code help please
« on: July 27, 2012, 05:13:24 pm »
Indeed, i guess it could be solved by swithing the places of those 2 if-statements

411
TI Z80 / Re: TinyCraft II (name subject to change)
« on: July 27, 2012, 05:10:24 pm »
Have you any idea what you will add extra?

I.e. I don't think redstone is possible? ;) maybe it's an idea for a next app, only lamps and such thing supported ten, and then or gates and and gates and stuff could be 1 block

Back to topic, so what features are coming?

412
TI-BASIC / Re: Jump code help please
« on: July 27, 2012, 12:00:24 pm »
Ok, i'll try it later on today, thanks anyway

413
TI-BASIC / Re: Jump code help please
« on: July 27, 2012, 11:04:23 am »
Euhm, could you maybe set it in a little example? Like prog start, clrdraw, then a little map, the pixel that moves, and then movement and jump? Or is it to much?

Ps: if you'dd do that, please in code like here, i can't transfer progs atm

414
TI-BASIC / Re: Jump code help please
« on: July 27, 2012, 03:35:00 am »
Ok, thx, i'll try it out, but not now, tonight i think xD

415
TI Z80 / Re: tanks and AI
« on: July 27, 2012, 03:32:28 am »
Ok, in basic if i want to do that, i just do:

:root(abs(A-X)^2 + abs(B-Y)^2 -> C
:if C=1 or C=root(2
:then
:commands
:end
I don't get the utility of the "abs()" right before the "^2" ;)
Also, we are here talking about Axe, not basic. So root(2) is equal to 1, which means that the second line has something redundant and that all your method loses precision. Instead of working with the distance, what you can do is working with the square of the distance, that you compare to 1 and to 2

Like i said, i don't know much about axe

And indeed, that abs( thing was stupid of me that i didn't saw that

416
TI-BASIC / Re: AI programming
« on: July 26, 2012, 09:47:21 pm »
One minor issue is that this would be a basics project? And thepenguin has an axe/asm version of the chess, so implementing the formula could e rather hard, i'm sure you could work it out with the same methode for the formula, but you would have to change a lot to have it working in basic

Edit: i haven't read it completely myself but here's a link to an descission algorythm theorie http://en.m.wikipedia.org/wiki/Minimax

417
TI-BASIC / Jump code help please
« on: July 26, 2012, 09:39:04 pm »
Ok, i don't know yet what game i'm gonna make and don't have my 84+ with me atm, so don't blame me if i make misstakes xD

If i would have

:horizontal 0
:47->x
:61->y
:pxl-on(61,50
:lbl 1
:pxl-on(y,x
:x->a
:y->b
:delvar k
:while k /= 24 and k /= 26 and k /= 21
:getkey-> k
:x+(k=26)-(k=24)->x
:jump code
:end
:pxl-off(b,a
:goto 1

Ok, i know it's not optimized and that the goto's aren't good, and i know collision detect isn't here as well

But how could i insert a jump code here? ( other movement can be tolorated xd just put the movement+jump here, i know how to do the jump and i get the gravity a bit but i keep having troubles with the falling-on-platform-thing-and-not-falling-trough-it ) :P

418
TI Z80 / Re: Re: tanks and AI
« on: July 26, 2012, 08:32:19 pm »
DOUBLE EDIT: what should i do for collision detection? is there a better method than progressional pixel testing?
I use a hackish radial-distance method for collisions in Embers - I pretend every enemy and item exists within a diamond given by distance=distancex+distancey, which is basically a optimal corruption of pythagorean distance=root(dx^2+dy^2). It's not as graphically perfect as using pixel masks but it sure is a hell of a lot faster.

Ok, in basic if i want to do that, i just do:

:root(abs(A-X)^2 + abs(B-Y)^2 -> C
:if C=1 or C=root(2
:then
:commands
:end

Where A and B are the coordinates of the (point or object) thats it collided with
And X and Y are the 'players' coordinates
Checking for root(2 is for diagonal collision and checkig the 1 is for checking for horizontal or vertical collision

This methode is just for 1 pixel colliding with 1 pixel, so much more checks would be nescessary for larger objects, i know this is an axe-topic but maybe you now have a simple idea of pythagoras?

Edit: this was meant for shmibs, not for squidget, the quote was just to tell that squidget is right about this being a good way

Edit2: ps: correct me if i'm wrong ;)

419
TI Z80 / Re: TinyCraft II (name subject to change)
« on: July 26, 2012, 07:47:49 pm »
Ok, i wasn't here for a long long time and waaauwww, what a major progress that you made, i was like wtf so nice

420
TI-BASIC / Re: [Contest] unnamed run for ya life!
« on: July 26, 2012, 06:46:46 pm »
Ok, so didn't finished this at all, really no time, maybe in september i'll give it an other look an i'll keep you guys posted about my progress :p

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