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Messages - trevmeister66

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256
TI Z80 / Re: Side Project #2: DUNGEON
« on: May 09, 2009, 01:01:08 pm »
I use inString( for what I'm doing, and it's decently fast, and if you had a lot of tiles that could be walked on, then it would be even more efficient, although I guess it's not really efficient when you only have 1 tile you can walk on...hmm I might need to change my code now.

257
TI Z80 / Re: Side Project #2: DUNGEON
« on: May 09, 2009, 12:15:00 am »
Here's my string:

(14 spaces for top border and bottom border)
"              "
" XXXXXXXXXXXX "
" X                  X "
" X                  X "
" X                  X "
" X                  X "
" X                  X "
" X                  X "
" XXXXXXXXXXXX "
"              "

Normally this string would all be one string, but I made it like this to show you how it works. You do all your hit detection and movement like you normally do, but then you just check to see if your character went onto the border, and if it did, then you change screens depending on whichever side you went on (top, bottom, etc..)


258
TI Z80 / Re: Side Project #2: DUNGEON
« on: May 08, 2009, 07:00:50 pm »
hmm, interesting stuff, I just played around with your code trevmeister66
and I was able to cut four bytes from it and display the same amount.
Code: [Select]
For(A,2,9)
Text(-1,8A-16,0,sub(Str1,14A-12,12
StorePic 1
Text(-1,8A-16,0,sub(Str2,14A-12,12
RecallPic1
End
I also was testing it out and it loads at about teh same speed, but it might be a little faster, I can't really tell.
EDIT: oh yeah I modified it some more and made it 15*8 and I also made it so it doesn't waste memory by making the maps have extra characters that aren't displayed.
Code: [Select]
For(A,1,8)
Text(-1,8A-8,0,sub(Str1,15A-14,15
StorePic 1
Text(-1,8A-8,0,sub(Str2,15A-14,15
RecallPic 1
End
this also cut's two more bytes. and that excludes the bytes saved on the maps.
EDIT2: ok, I also added a little bit of game play to it, but I'm having some trouble detecting tiles above your character... how did you do detection?

lol that's why I had it at 2,9 instead of 1,8... I had a border around the entire string, which made it ALOT easier to check if you left the map.

259
TI Z80 / Re: Raising The Dead
« on: May 08, 2009, 02:30:10 pm »
lol ah well progress is good.

260
TI Z80 / Re: Screenshit threat
« on: May 08, 2009, 12:18:07 am »
Nice vid.... I want this game now.

261
TI Z80 / Re: Side Project #2: DUNGEON
« on: May 07, 2009, 10:38:18 pm »
true. Had Illusiat used matrices it would alerady hit about 130 KB right now I think
Exactly. Just storing the matrix data in programs is big, let alone having the matrix in RAM when using it.

262
TI Z80 / Re: Side Project #2: DUNGEON
« on: May 07, 2009, 09:32:28 pm »
I always found collision detection to be slower with strings than matrices, because with matrices all you got to do is put every solid tiles at the top or bottom, event tiles in the middle and then you only have to check if the tile number is below or above a certain number or between a certain number and another. With strings you need to check for every possible characters you can walk on so the more non-solid tiles you got, the slower your walking engine will be. This is the reason why in Illusiat 13 there are only two possible tiles you can walk on
Yeah that's true, but I don't know. Strings are WAY WAY smaller than matrices, especially for what I'm doing, that the slighter delay in hit detection doesn't really bother me.

263
Other Calculators / Re: UnSS Contest
« on: May 07, 2009, 09:07:36 pm »
Well what I meant are really major contests such as ours, TI-FW in 2006 and UTI contests. I could classify UnSS one in that too.

About what happened with TI-FW contest, right before summer 2006 we started brainstorming for ideas about a possible Omnimaga programming contest. We even had polls about what could be the contest and stuff, but we offered no prizes. What happened is that the day we finished planning the contest, Tifreakware announced a programming contest that was exactly the same than our idea, except that there were material prizes, which killed Omnimaga contest project. At that time, Tifreak was Omnimaga staff so he had full access to the staff forums. I'm unsure if this was intentional but it was sure rather ironic and strange.
Yeah I remember that...that was when I first joined the community..ah the good ol days.

264
TI Z80 / Re: Side Project #2: DUNGEON
« on: May 07, 2009, 07:16:10 pm »
Yeah using a matrix is WAY slower than strings, although It's a little easier to do hit detection (although still slower). I just have each "room" stored in a part of a program and just call that program and run the drawing routine.

265
TI Z80 / Re: Side Project #2: DUNGEON
« on: May 07, 2009, 06:13:22 pm »
Hmm hold on a sec, I'll post the code.

Code: [Select]
2->A
Repeat A=10
Text(-1,8A-16,0,sub(Str1,14A-12,12
StorePic 1
Text(-1,8A-16,0,sub(Str2,14A-12,12
RecallPic 1
A+1->A
End

I have A set to 2 instead of 1 because I have a blank border around my map, which makes it MUCH easier/faster to do movement between screens, so I have to start at the 2nd "row" of the string instead of the first.

266
TI Z80 / Re: Side Project #2: DUNGEON
« on: May 07, 2009, 06:05:19 pm »
Its an 84+SE ROM

267
News / Re: Contest
« on: May 06, 2009, 10:53:55 pm »
I don't think it's fair to judge a game by the code within it.  It should be based entirely on the end result.  In fact, I don't think the judges should even be allowed to look at the code.
I kind of agree, and I kind of disagree.

I think there should be one judge who looks at the code and judges it based on that, and then the other judge never looks at it, and judges based on the end result (if there's more than 2 judges than you can add them in somewhere). That way the judge who judges the game play won't be biased towards good or bad code.

268
TI Z80 / Re: Nameless RPG
« on: May 06, 2009, 12:14:59 am »
Yeah I'll let you know.

269
TI Z80 / Re: Side Project #2: DUNGEON
« on: May 05, 2009, 11:07:57 pm »
make the jump button second because that was really annoying me in zoith because i never could jump diagonally without trying like 3 times and by then i was dead
other than that, zoith was great

youre game looks better though, but not as good as metroid pi, which was like metroid pure + zoith + magnificence
Heh yeah I know it's not anywhere near as good as Metroid Pi. HF is a genius at Basic.

270
TI Z80 / Re: Screenshots/Progress
« on: May 05, 2009, 05:13:22 pm »
Ah ok gotcha.

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