Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email
?
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Home
About
Team
Rules
Stats
Status
Sitemap
Chat
Downloads
Forum
News
Our Projects
Major Community Projects
Recent Posts
Unread Posts
Replies
Tools
SourceCoder3
Other Things...
Omnimaga Radio
TI-83 Plus ASM File Unsquisher
Z80 Conversion Tools
IES TI File Editor
Free RAM areas
Comprehensive Getkeyr table
URL Shortener
Online Axe Tilemap Editor
Help
Contact Us
Change Request
Report Issue/Bug
Team
Articles
Members
View the memberlist
Search For Members
Buddies
Login
Register
Omnimaga
»
Forum
»
Calculator Community
»
Other Calc-Related Projects and Ideas
»
TI-Nspire
»
DrillMiner
« previous
next »
Print
Pages:
1
2
[
3
]
4
5
...
7
Go Down
Author
Topic: DrillMiner (Read 47080 times)
0 Members and 1 Guest are viewing this topic.
epic7
Chopin!
LV11
Super Veteran (Next: 3000)
Posts: 2200
Rating: +135/-8
I like robots
Re: DrillMiner
«
Reply #30 on:
January 03, 2013, 06:49:03 pm »
Because I'm a noob that doesn't know this stuff
This is what I have for save and load, but the result is kinda ugly
SAVE CODE
FILE * f = fopen("/documents/miner/mapdata.tns", "w+");
for(j = 0; j < 10120; j++) //the map has 10120 blocks
fprintf(f, "%d ", map[j]);
fclose(f);
LOAD CODE
FILE *f = fopen("/documents/miner/mapdata.tns", "r");
fread(map, sizeof(int), 10120, f);
fclose(f);
«
Last Edit: January 03, 2013, 06:49:42 pm by epic7
»
Logged
lkj
LV6
Super Member (Next: 500)
Posts: 485
Rating: +58/-1
Re: DrillMiner
«
Reply #31 on:
January 03, 2013, 06:54:44 pm »
You can also use fwrite for saving and probably have to because fprintf stores the map as text and fread reads it as ints.
«
Last Edit: January 03, 2013, 06:54:56 pm by lkj
»
Logged
Nspire Ndless C programmer
Projects:
nTxt - Text Editor
nAssembler - Nspire on-calc assembler
epic7
Chopin!
LV11
Super Veteran (Next: 3000)
Posts: 2200
Rating: +135/-8
I like robots
Re: DrillMiner
«
Reply #32 on:
January 03, 2013, 06:58:57 pm »
...
Yeah, I have no idea what I'm doing
Logged
Matrefeytontias
Axe roxxor (kinda)
LV10
31337 u53r (Next: 2000)
Posts: 1982
Rating: +310/-12
Axe roxxor
Re: DrillMiner
«
Reply #33 on:
January 03, 2013, 07:01:09 pm »
Are you using nSDL ? If so, I can provide you a getPixel routine I wrote
else, you can find in the file
utils.c
of the Ndless sample "particles" a getPixel function which deals directly with the screen.
Logged
/\ >< [- |_| _\~ [- /?
All of the TI-z80 screenshots that I will post, unless I specifically mention that it's not the case, will run at 6 MHz.
Always
. If you find that unbelievable, you should check the last link of my sig
Nerdiness
Projects :
[Ndless3.1] nKaruga
,
[Axe] Worms (yes !)
,
[Ndless 3.1] F-Zero TrackSpire (dropped)
,
[Ndless 3.1] nSpeedX 3D (paused)
,
[Ndless 3.1] nRayC, an easy-to-use raycasting (3D) engine in C for your Nspire ! (paused)
Proud author of :
[TI-8x] Jetpack 8x+
,
[TI-8x+] Gravity Walls
,
[ASM for Axe] AxeDCS axiom for Axe programmers
,
[TI-8x+] WiredWorks : a SolidWorks on your Ti-83+/84+ !
,
[TI-8x+] Super Crate Box
,
[Axe] IkarugaX, an awesomely challenging danmaku/shoot-them-up for your TI-83+/84+ !
,
[ASM for Axe] AxeJh3D axiom, a very fast 3D ASM library for Axe coders !
If at a certain moment you think that I'm awesome, you can express it by
giving me one more Internet (>^_^)>
epic7
Chopin!
LV11
Super Veteran (Next: 3000)
Posts: 2200
Rating: +135/-8
I like robots
Re: DrillMiner
«
Reply #34 on:
January 04, 2013, 10:14:56 pm »
I'm using nRGBlib. I guess I'll go check that file out, although I don't think I'll need it that much anymore.
Anyways, I've been trying to make the ore generator less crappy, and I have one now that's working a bit better. For a visual representation of the generator so far, here's a stacked graph of ore abundance:
The map was 40*600, so 24000 blocks. It seems that there's only 26 diamonds in the whole map
«
Last Edit: January 04, 2013, 10:25:02 pm by epic7
»
Logged
TheNlightenedOne
LV6
Super Member (Next: 500)
Posts: 427
Rating: +16/-1
Re: Re: DrillMiner
«
Reply #35 on:
January 04, 2013, 10:32:26 pm »
I think that more diamonds would be better, because if you only find 25 or so of the most valuable block in the whole map with no chance of getting more, it'd be kinda frustrating.
Logged
"Eris" (Ndless 3.1)
"Keto" (Ndless 3.1)
"Luna" (AMS 3.10, HW4)
"Aurora" (2.55MP)
blue_bear_94
LV8
Addict (Next: 1000)
Posts: 801
Rating: +25/-35
Touhou Enthusiast / Former Troll / 68k Programmer
Re: DrillMiner
«
Reply #36 on:
January 04, 2013, 10:33:21 pm »
Perhaps make a way to have (almost) infinite maps?
Logged
Due to dissatisfaction, I will be inactive on Omnimaga until further notice. (?? THP hasn't been much success and there's also the CE. I might possibly be here for a while.)
If you want to implore me to come back, or otherwise contact me, I can be found on GitHub (bluebear94), Twitter (@melranosF_), Reddit (/u/Fluffy8x), or e-mail (if you know my address). As a last resort, send me a PM on Cemetech (bluebear94) or join Touhou Prono (don't be fooled by the name). I've also enabled notifications for PMs on Omnimaga, but I don't advise using that since I might be banned.
Elvyna (Sunrise) 4 5%
TI-84+SE User (
2.30 2.55 MP
2.43)
TI-89 Titanium User (3.10)
Casio Prizm User? (1.02)
Bag
東方ぷろの
epic7
Chopin!
LV11
Super Veteran (Next: 3000)
Posts: 2200
Rating: +135/-8
I like robots
Re: DrillMiner
«
Reply #37 on:
January 04, 2013, 10:38:01 pm »
I could do maps that are pretty infinite, but would the ore abundance keep changing after diamonds start spawning?
Or I could even just avoid that problem by making it only infinite in the x dimension
Logged
Ranman
LV10
31337 u53r (Next: 2000)
Posts: 1354
Rating: +83/-0
Re: DrillMiner
«
Reply #38 on:
January 04, 2013, 11:07:45 pm »
Quote from: epic7 on January 03, 2013, 06:58:57 pm
...
Yeah, I have no idea what I'm doing
Have you tried fgetc for reading bytes? It may be confusing since it returns an int, but it's really only reading a character.
int fgetc ( FILE * stream );
Get character from stream.
«
Last Edit: January 04, 2013, 11:09:09 pm by Ranman
»
Logged
Ranman
Bringing Randy Glover's
Jumpman
to the TI-89 calculator. Download available at
Ticalc
.
TheNlightenedOne
LV6
Super Member (Next: 500)
Posts: 427
Rating: +16/-1
Re: Re: DrillMiner
«
Reply #39 on:
January 04, 2013, 11:08:08 pm »
Or you could randomly inflate/deflate the ore spawn rate every time it generates
Logged
"Eris" (Ndless 3.1)
"Keto" (Ndless 3.1)
"Luna" (AMS 3.10, HW4)
"Aurora" (2.55MP)
Sorunome
Fox Fox Fox Fox Fox Fox Fox!
Support Staff
LV13
Extreme Addict (Next: 9001)
Posts: 7920
Rating: +374/-13
Derpy Hooves
Re: DrillMiner
«
Reply #40 on:
January 04, 2013, 11:56:20 pm »
Maybe you could try to make like intersection parts, where e.g. coal and iron are all scrambled, but other than that, it's looking nice
Logged
THE GAME
Also, check out
my website
If OmnomIRC is screwed up, blame me!
Click here to give me an internet!
epic7
Chopin!
LV11
Super Veteran (Next: 3000)
Posts: 2200
Rating: +135/-8
I like robots
Re: DrillMiner
«
Reply #41 on:
January 11, 2013, 11:17:51 pm »
Update:
Working collisions!
It's about time!
Also, horizontal movement is now smooth.
Gravity is still linear; it's giving me more trouble than horizontal scrolling.
I think it's time for an alpha release.
Download is below, and if anyone downloads, please tell me if you find any bugs!
I think I got rid of them, but the most persistent bugs were probably the vehicle overlapping the blocks
and floating over openings
Edit: Just noticed how slow it is on the actual calculator
Framerate is still high, but just rather slow
I'll should fix that
«
Last Edit: January 11, 2013, 11:21:13 pm by epic7
»
Logged
+2/-0 karm for this message
Nick
LV9
Veteran (Next: 1337)
Posts: 1166
Rating: +161/-3
You just got omnom'd
Re: DrillMiner
«
Reply #42 on:
January 12, 2013, 02:50:16 am »
It is very nice, but as you said: slow on calc.
- It's kinda dark when you start it up. Maybe make the sky blue when you start for the first time?
- some kind of animation while digging. Now I didn't know if i was actually digging or just standing still.
- you're probably working on that: show how many items you have etc.
wonderful game, epic7 (-7), very nice job!
Logged
epic7
Chopin!
LV11
Super Veteran (Next: 3000)
Posts: 2200
Rating: +135/-8
I like robots
Re: DrillMiner
«
Reply #43 on:
January 12, 2013, 04:51:22 pm »
I might make digging animation and/or particle effects.
I already have something that keeps track of inventory; it's just a matter of putting it on the screen.
As far daytime, I don't know how to do masking for the sprite, so that wouldn't work at the moment.
Logged
Matrefeytontias
Axe roxxor (kinda)
LV10
31337 u53r (Next: 2000)
Posts: 1982
Rating: +310/-12
Axe roxxor
Re: DrillMiner
«
Reply #44 on:
January 12, 2013, 05:24:58 pm »
If you know how to display a sprite, do a function that tests if for every pixel the colour is different of the mask you inputted. If so, it displays it, else it does nothing.
«
Last Edit: January 12, 2013, 05:25:57 pm by Matrefeytontias
»
Logged
/\ >< [- |_| _\~ [- /?
All of the TI-z80 screenshots that I will post, unless I specifically mention that it's not the case, will run at 6 MHz.
Always
. If you find that unbelievable, you should check the last link of my sig
Nerdiness
Projects :
[Ndless3.1] nKaruga
,
[Axe] Worms (yes !)
,
[Ndless 3.1] F-Zero TrackSpire (dropped)
,
[Ndless 3.1] nSpeedX 3D (paused)
,
[Ndless 3.1] nRayC, an easy-to-use raycasting (3D) engine in C for your Nspire ! (paused)
Proud author of :
[TI-8x] Jetpack 8x+
,
[TI-8x+] Gravity Walls
,
[ASM for Axe] AxeDCS axiom for Axe programmers
,
[TI-8x+] WiredWorks : a SolidWorks on your Ti-83+/84+ !
,
[TI-8x+] Super Crate Box
,
[Axe] IkarugaX, an awesomely challenging danmaku/shoot-them-up for your TI-83+/84+ !
,
[ASM for Axe] AxeJh3D axiom, a very fast 3D ASM library for Axe coders !
If at a certain moment you think that I'm awesome, you can express it by
giving me one more Internet (>^_^)>
Print
Pages:
1
2
[
3
]
4
5
...
7
Go Up
« previous
next »
Omnimaga
»
Forum
»
Calculator Community
»
Other Calc-Related Projects and Ideas
»
TI-Nspire
»
DrillMiner