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Messages - ztrumpet

Pages: 1 ... 339 340 [341] 342 343 ... 385
5101
TI Z80 / Re: Elmgon
« on: January 31, 2010, 10:55:44 am »
Thanks, but I don't know how many moves I'll have yet.  It very well could reach 60 or 70.  I havn't coded the moves yet, just the code to execute the moves. :)
I think this explains it better: 7 (Spots you, the ncp, or the enemies could be) * 7 (Different types of moves) = 49.

Different types of moves can be something like this: (This is when it's your turn)
Code: [Select]
E E E   You NCP
O O O    O    O
O O O
         O    O
    O
         O
X X X
         X    X
The 'O's mean everyone is effected, while the 'X's mean you get to pick one of these to be effected.
This is even more complex, due to the fact that sometimes you have  NCP partner, and sometimes you don't.  Also, the number of enemies can fluctuate between 1 and 5.  This is why progress is slow. ;D

5102
TI Z80 / Re: ASM Dev set
« on: January 31, 2010, 10:45:25 am »
Sounds cool!  I think this will be a lot easier than what I'm using now:  Tasm and Command Prompt :P

5103
TI Z80 / Re: Hunt z80 port
« on: January 30, 2010, 11:27:37 pm »
Thanks! ;D  I'm making progress, but the battle engine's progress is slow. :)

And Eeems, I'm looking foreward to Hunt.

5104
TI Z80 / Re: Elmgon
« on: January 30, 2010, 11:09:22 pm »
Today I worked on writing this out on paper even more.  I'm up to 11 sides of paper in the battle code, and I've just finished chosing what move, and who it effects.  When you have 7*7=49 different ways moves can be used, it gets complicated. :)
I'm getting closer. :D

5105
Computer Projects and Ideas / Re: BasiC++
« on: January 30, 2010, 10:48:35 pm »
Ah, okay.  :)

5106
TI-BASIC / Re: Can I throw my calculator at a wall yet?
« on: January 30, 2010, 10:45:10 pm »
Is it like this?
http://www.ticalc.org/archives/files/fileinfo/226/22637.html
In that game you can see around corners like I think you describe.  Am I correct?

Sounds like a cool game!

5107
TI-BASIC / Re: Matrix Help
« on: January 30, 2010, 10:41:33 pm »
Wow, an Xlib game that shifts like this!  That sounds really cool!

Builderboy, that's neat code too. :)

5108
Computer Projects and Ideas / Re: BasiC++
« on: January 30, 2010, 10:37:37 pm »
What about for people (like me) that don't have mozilla?

I'm glad this is progressing! :D

5109
TI-BASIC / Re: Matrix Help
« on: January 30, 2010, 06:43:48 pm »
That code is genius!
Would it be faster if you had Y1 hard coded in?

5110
TI-BASIC / Re: Matrix Help
« on: January 30, 2010, 11:21:09 am »
Builderboy, that's great code!  I've done the same thing in dodge-the-asteroids games.  I've probably made 10 of them, and they keep getting faster. :)

Right you are Galandros.  I don't know if you can manipulate it with a formula, as that's used for lists. (Galandros, I know you know that, but that's for those who didn't know that.) :)

5111
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: January 30, 2010, 11:10:33 am »
Hmm, what can you do with ONE byte?  Wow.  Excellent job. ;)

5112
TI Z80 / Re: Hunt z80 port
« on: January 30, 2010, 11:08:02 am »
I'll finish Elmgon first for sure. ;D

5113
TI-BASIC / Re: Matrix Help
« on: January 29, 2010, 11:19:35 pm »
You could use a for( loop, but I have no idea if it's faster.
Input and Output in [A]
:dim([A]->L1
:For(A,1,L1(1
:For(B,2,L1(2
:[A](A,B->[A](A,B-1
:End
:End
:{L1(1),L1(2)-1->dim([A]

5114
TI Z80 / Re: the Tale of Lost Map
« on: January 29, 2010, 10:17:57 pm »
Wow, sounds great!
I love the multiple endings idea.
 *ZTrumpet is playing the same games as well. ;D

5115
News / Re: New anti-spambot-advertising measures
« on: January 29, 2010, 10:16:49 pm »
I like the new measures.  I'm pretty sure this will help a lot.

Couldn't new members receiving a PM or email about the forum policy against bots? This could prevent problems for new members.
What an excellent idea!  Can we do this?

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