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Messages - yunhua98
Pages: 1 ... 181 182 [183] 184
2731
« on: June 07, 2010, 04:01:56 pm »
OK, Thanks. Read Topic for Question^^ Here's the code: :.Keep in mind I'm skipping a lot of the code :Repeat K=15 or (L=0 :.(X,Y) is your coordinates and (P,Q) is the bomb's :If (X-P<16 or (P-X<16)) and (Y=Q :If (Y-Q<16 or (Q-Y<16)) and (P=X :0->L :End:End :End
For some reason I won't die unless I'm right on top of the bomb when it explodes. Oh, and i used quote instead of code so the < are underlined. EDIT: ugh, I was stupid, put Y-Q=0 and P-X=0 instead of Y=Q and P=X, optimized now.
2732
« on: June 07, 2010, 03:51:13 pm »
I'm making a Bomberman program. I really haven't started that much yet, but I got the movement and bomb setting ready. I'm planning to have power ups and other stuff.
2733
« on: June 07, 2010, 03:40:21 pm »
Oh... OK, thanks. Son now I'm going to need help on my hit detection. *creating topic...
2734
« on: June 07, 2010, 03:34:23 pm »
Are we allowed to post portions of our source code for help on bugs? Cause my hit detection seemed to have stopped working.
2735
« on: June 07, 2010, 02:18:17 pm »
Sounds like it could possible be a bug in the snake game. It sounds like the snake game might be using the backbuffer and expects it clear before running the game, maybe try clearing the buffer AND the backbuffer first? ClrDraw:ClrDrawr
But its more likely you accidentally deleted some other code. Also, when you say flashing, do you mean grayscale-like flashing, or a back and forth type of flashing?
I didn't delete code, cause I re-pasted the source in. And it's back and forth type.
2736
« on: June 05, 2010, 08:33:13 pm »
For some reason, when I try to send AXED.8xk to my calc, it says I/O request aborted, then my RAM gets cleared.
2737
« on: June 05, 2010, 08:17:29 pm »
I don't get it... maybe I'm not stating my question clearly, I'm asking how to read from a user created program assuming you already know what that program is called.
@FinaleTI: But how would you know what byte the program is stored in? Assuming you've understood my question properly.
EDIT: Oh! I just figured it out! Just for confirmation though... Using Calcdude's method I would get the first byte which the program resides. Then I could read from it with FInaleTI's. But... How would I tell what was what? Say I wrote prgmBOMBLVL# as :0123456789 and used the above method, would {L1} end up as 0 and {L1+1} end up as 1 and so on?
2738
« on: June 05, 2010, 07:45:05 pm »
OK... I still don't understand how you would read FROM it though. As in finding out whats written in it...
2739
« on: June 04, 2010, 07:48:39 pm »
Don't Worry, I got them. Problem is, I forgot I have Friday Night Bible Study today, it may be late tonight or early tomorrow or something before it does. *Hurries to finish optimizing... Edit: <TI-CONNECT RANT>Stupid TI-CONNECT... not detecting any of the three USB cables I tried, and I can't download anything for some reason, so no TiLP either... so I have to tell you about this bug manually...</TI-CONNECT RANT> anyway, I had the AXEPack program working, but then when I edited one of the TI Pics i'm using, (conj(Pic2,L6,756)) and then comiled it again it wouldn't ork. Such as when I try to select obstacle snake, it would flash between the game select screen and the obstacle snake game screen. Help, anyone? Thanks in advance!
2740
« on: June 04, 2010, 07:39:59 pm »
Hold up.. Have I missed something?! Are you saying that "vSTRING->Str1:GetCalc(Str1->P also looks for Programs named "String"?, I thought it was just for AppVars?
2741
« on: June 04, 2010, 06:13:26 pm »
The topic says it all. I want to make a level editor for my bomberman program I'm making for the Axe Competition. I want it so that a user writes a program named BOMBLVL(#/Letter) and the program can automatically detect which programs are there and read from them. of course I'll probably add a random level generator and some included levels. If it's not possible to detect many levels, at least one? And then you could name it whatever you want, and you can still make many levels, just Rcl them into a program called BOMBRLVL or whatever I choose.
2742
« on: June 04, 2010, 06:05:37 pm »
Speaking of which... Sorry for the delay, I ahd too much math over the past several days, and Internet was down yesterday. I finished the AXE Game Pack, but I don't have a cable with me or TI-CONNECT. (I'm at the library.) I'll upload it as soon as possible. (Which means sometime this evening.) btw, thanks for your routine, DJ! P.S. I might optimize some more some other time, but for now I think I'll post it on ticalc.org as soon as possible.
2743
« on: June 04, 2010, 05:06:27 pm »
/\ || Yes, I want it! (Yay! Don't have to comment the thing I want my program to do every time I don't have the command list!) could you attach it here instead of emailing it though?
2744
« on: June 02, 2010, 12:43:33 pm »
Wow... I wish ticalc.org didn't have a limit on # of Authors. Anyway, I'm haven't been working on the Game pack for a while and probably not until tomorrow, I have a ARML math practice going on, but today's the last day...
btw, if Calc84 didn't post that, I wouldn't noticed, I LOST THE GAME! :'(
2745
« on: June 01, 2010, 11:59:01 am »
Thanks DJ, thats what I was going to use until Quigbo decides about the my suggestion, although I realize your code is better than the one I put in. *[Clear], [Del], ...*
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