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Messages - tifreak
Pages: 1 ... 39 40 [41] 42 43 ... 183
601
« on: January 01, 2010, 11:09:22 pm »
Thanks! =D You have no idea how immensely proud of myself I am with this.  Took a while, but I finally came up with an idea that works and works well.I need to add in the the event related stuff with the NPCs, lord only knows how long that will take, since it all has to be hard coded. But the way I have it set up, it is a matter of recalling a list, seeing if it is set or not, and then getting the portion of the string that is wanted, so shouldn't really take much.
602
« on: January 01, 2010, 01:10:23 pm »
oh, its coming.. very, very soon. >] Edit:
603
« on: January 01, 2010, 11:05:32 am »
yeah, it can be, And I don't think that is the problem.
I totally got distracted by F.E.A.R. Files <<;;
*goes back to work*
Edit:
yeah, as I thought, was using expr( and that is what was causing the error. Now, for some reason, it isn't displaying the sprite, because of wrong length issues.. hmm..
however, it does pull up the correct NPC text.. =D
604
« on: January 01, 2010, 09:47:24 am »
yeah, I think I know what's wrong, I shall begin testing now, if I don't get distracted with wanting to play games or other silly things. =p
605
« on: January 01, 2010, 12:37:11 am »
Yup, new year, new topic.
I got the code for the NPCs to supposedly talk, but something is messed up and I get an error syntax and dumped onto the homescreen with 'prgmZGA' listed. It is odd, because this is a BASIC program, not ASM.
I am not 100% sure what is wrong at this very moment, but I will work on it more in the morning.
606
« on: January 01, 2010, 12:36:37 am »
Well, I make sure that I have all the variables wrote out. I make certain ones specific to a purpose, like W is for While loops, F for For loops, K for getkey, etc.
And thanks. Going to start up a new thread, let's continue there, shall we?
607
« on: December 31, 2009, 11:39:09 am »
yeah, for the most part I write it out all on paper first before I drop it in the calc so I can see program flow before trying to figure out problems in the calc. Makes it much easier.
608
« on: December 31, 2009, 05:37:34 am »
I am still hoping to have this work on the normal 84+. And you know, I should make sure this game works on the 84+ emulation board on the nspire o.o It is something that hasn't been done yet. And thanks. The pseudo code isn't really pseudo code.  That is just a list of how things need to progress when talking with NPCs. I should scan in a page of what the code I am writing down is. =p cause it is full blown basic coding that should hopefully just need to be dumped on the calc to work.
609
« on: December 30, 2009, 04:56:55 pm »
While writing out the code to make the NPCs talk, I realized I made a mistake and had to start over.  So the list for NPC talking is as follows: 1 - determine which NPC list element to use -COMPLETE 2 - determine if NPC is trainer, if so go to NPC Battle program -COMPLETE, but battle programs do not exist yet. 3 - get NPC text 4 - determine if NPC is tied to event, go to appropriate program 5 - recall sprite data 6 - display border and text so that is what the layout of the program I am devising will look like. *gets back to work*
610
« on: December 23, 2009, 10:33:53 am »
sadly, the list always changes, because there are always a different number of npcs on the map. each NPC uses 5 list elements (I know, I could easily condense this, but it would require writing yet more code and I don't think the memory saved by condensing the list will be much when I write out all the code over and over to check for iPart and fPart of list elements)
And the coordinates for the NPCs are a single number that is changed within the string, so I don't have to display anything other than the map.
611
« on: December 22, 2009, 06:13:07 pm »
not sure if that will deal with what I need though.. I was thinking of running it through a quick while loop to see if the point that is being talked to matches any of the list elements and then storing the #sprite to a variable to look up.
612
« on: December 22, 2009, 09:30:50 am »
Thanks.
I need to see if there is a command or easy way to search list elements like inString( does for strings.
613
« on: December 21, 2009, 08:44:35 pm »
lol, I started using them when I made the maps scroll, but the NPCs just now get them cause they can move x]
614
« on: December 21, 2009, 05:50:28 am »
yeah, as per your suggestion a long time ago. =p
615
« on: December 20, 2009, 11:01:49 pm »
I don't remember if it was the same height as the other 3 or not. I will look into it tho.
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