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Messages - ztrumpet
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4771
« on: March 02, 2010, 06:32:22 pm »
I think the above way you just wrote is better. Having a different program for each type of calculator is more annoying in my opinion than a single, insignificantly larger program that works for every calculator. I might add a command that returns the exact type of calculator and operating system version, not just 15MHz support.
Cool. I think there should be compiler directives. Maybe something like a "CIf" statement: CIf OS=2.53 code here compiled if OS=2.53 Else other code here compiled if OS!=2.53 End Would this work?
4772
« on: March 02, 2010, 04:53:52 pm »
I've already added it, this is how it works. You will use the command "Full" found in the modes page and it stands for full speed mode. However, the command also returns a value. It will be false (zero) if the calculator does not support 15MHz and true (non-zero) if it does. So if you had a game you only wanted to be able to run on 15MHz calcs, you can do this:
:!If Full :Return :End
That would quit the game if the Full command failed. If you don't care about the type of calc, then you just use it normally like this:
:Full
The command "Normal" returns to regular speed and doesn't return a value since it can never fail.
Awesome! I can't wait for 0.0.7...
4773
« on: March 02, 2010, 04:45:40 pm »
Awesome! Kudos to all involved; You guys did a great job! DJ, you made a really nice video; Great job to you too.
4774
« on: March 02, 2010, 04:38:29 pm »
By the way, I added a 15MHz mode in the next version and its incredible! Why didn't I know about this when making pyoro? I could've had 8 level grayscale or something! But the downside is that if you use this mode, your games will run 3 times slower with an 83+ than with the other calculators so compatibility becomes an issue.
Can we chose to have 6mhz if we want? This would allow games to run the same, when speed is not an issue. Could we do something like .6MHZ and .15MHZ to control the speed at the beginning?
4775
« on: March 02, 2010, 04:33:36 pm »
Well what about if you had specific code for 84+'s and some for 83+'s and you wanted the compiler to smartly compile it, like a clock function that calls the clock on one, and for the 83+ it just uses cycles or something. It would help for the more advanced users.
I like this idea and I think it would be a nice feature.
4776
« on: March 02, 2010, 04:24:51 pm »
Silly zTrumpet, trying to optimize while still in development stage That's actually how I code all the time. I rarely find huge optimizations afterward. 1: Fix bugs... B: You can attack dead enemies-Rewrite some code in the "Choose who to attack" area will fix this. 5: Make attacker step forward 3 pixels. Done! Here's the screenie! I think there are four battles in the screenie, and the first and last are probably the coolest. What do you guys think? Edit: Does anyone want to see the code for this? If anyone wants, I can upload the code.
4777
« on: March 02, 2010, 04:21:30 pm »
Keep in mind, though, that if like 60% of these 80 posts are just spam, this isn't that great, though. On the old board when we had 4000 posts in a month, about 2000 were in the randomness section and 500 in the offtopic section. Now, there are 2000+ posts, but most are calc-related.
Wow, >50% non-calc? That's a lot.
4778
« on: March 01, 2010, 09:26:43 pm »
Actually, I was thinking of changing the single quote to be an ascii character constant like 'A'. Not sure what will replace it yet, maybe the decimal point since I haven't used it yet and its a single key press instead of [2nd][angle][down][enter] I like that idea, but does it rule out floating point numbers?
4779
« on: March 01, 2010, 09:24:51 pm »
Nice Eeems! Can you make it pink and message us about lobsters?
4780
« on: March 01, 2010, 09:23:50 pm »
A: Moves don't do the same damage every time-I'm referencing the wrong list/list element somewhere.
Done-I used Ans instead of B...
4781
« on: March 01, 2010, 09:23:15 pm »
Great! Good luck!
4782
« on: March 01, 2010, 06:38:24 pm »
I think a heading like :"AXE would be sufficient and there would be other options in the App as well.
Well any MirageOS program called Axe would show up then Maybe just 'Axe? Since ' is the symbol for comments anyway?
This ^^^
Genius! This ^^^
4783
« on: March 01, 2010, 06:24:14 pm »
The way I would personally like it is simple one-line headers (something akin to MirageOS headers in Basic, but not exactly the same) and then options in the App to control other options and program output. And i have seen games (such as factory theta for example) that do end in theta, so thats not an entirely foolproof method.
I think the same as Builderboy... I think a heading like :"AXE would be sufficient and there would be other options in the App as well.
4784
« on: March 01, 2010, 06:19:27 pm »
Looks great! Who says Basic programs cant look awesome? Not me!
Indeed Basic programs can look awesome! Certain people (like jmaster) can do awesome things in basic. Keep up the great work!
4785
« on: March 01, 2010, 06:17:28 pm »
In the past two/three days I have made HUGE progress! I have 5 things left to do on the battle engine before I consider it "done for now": 1: Fix bugs... A: Moves don't do the same damage every time-I'm referencing the wrong list/list element somewhere. B: You can attack dead enemies-Rewrite some code in the "Choose who to attack" area will fix this. 2: Add Mana Point support (Now everything is 0 mana to use). 3: Add animations. 4: Add end of battle/stats up screen. 5: Make attacker step forward 3 pixels. Once I've fixed the two bugs, I'll upload a screenie... Edit: Added a 5th thing to do...
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