Author Topic: Axe Minesweeper  (Read 49478 times)

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Offline Michael_Lee

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Re: Axe Minesweeper
« Reply #75 on: September 08, 2010, 03:06:03 pm »
I'm not sure if I'll have room to add arrows...
I was thinking of adding a sort of grayscale rectangle in the right menu to show how large the minefield is, and a rectangle with black borders to show which portion of the minefield you are currently viewing.
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   > Core: Done
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Offline Happybobjr

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Re: Axe Minesweeper
« Reply #76 on: September 08, 2010, 07:35:16 pm »
maybe have a wrap around minefield?

OOOOOOOOOO
OOOOOOOOOO
OOOOOOOOOO
OOOOOOOOOO
OOOOOOOOOO

OOOOOOOOOO  (x = click)
OOOOXOOOOO
OOOOOOOOOO
OOOOOOOOOO
OOOOOOOOOO

O3     1OOOOO
O3 22OOOOOO
OOOOOOOOOO
OO33 4OOOOO
OO     OOOOOO

see it wrapped around the top?
(would do horizontally too)
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Offline Builderboy

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Re: Axe Minesweeper
« Reply #77 on: September 08, 2010, 07:40:34 pm »
that would be crazy O.O if i remember correctly there is an easter egg in windows where you can get to that, and it was a lot harder. 

Offline DJ Omnimaga

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Re: Axe Minesweeper
« Reply #78 on: September 08, 2010, 07:49:41 pm »
Wow maybe that would be cool actually

Offline Michael_Lee

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Re: Axe Minesweeper
« Reply #79 on: September 08, 2010, 07:52:33 pm »
Wrap-around... hmm...
I don't think it'll bloat my code too much, but it'll require much cleverness to pull off...

(Suddenly, Michael remembers setting up scrolling, and sees visions of endless debugging sessions)

On second though, scrolling first.  If I have time left over, I'll try adding an option for it.
(I'm going to have to add a second options menu, the way things are going.)
My website: Currently boring.

Projects:
Axe Interpreter
   > Core: Done
   > Memory: Need write code to add constants.
   > Graphics: Rewritten.  Needs to integrate sprites with constants.
   > IO: GetKey done.  Need to add mostly homescreen IO stuff.
Croquette:
   > Stomping bugs
   > Internet version: On hold until I can make my website less boring/broken.

Offline DJ Omnimaga

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Re: Axe Minesweeper
« Reply #80 on: September 08, 2010, 08:21:52 pm »
You should just have one option menu but when moving the cursor down it would switch to another page of option like the TI-84+ 2.53MP MODE menu, or have it to scroll when selecting options below. Idk how easy it would be, though.
« Last Edit: September 08, 2010, 08:25:05 pm by DJ Omnimaga »

Offline meishe91

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Re: Axe Minesweeper
« Reply #81 on: September 08, 2010, 08:25:12 pm »
I'm not sure if I'll have room to add arrows...
I was thinking of adding a sort of grayscale rectangle in the right menu to show how large the minefield is, and a rectangle with black borders to show which portion of the minefield you are currently viewing.

Ya, that's what I was afraid of. Maybe you could put arrows in the menu/info bar or something. I don't know. What ever works will be great :)
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Offline Michael_Lee

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Re: Axe Minesweeper
« Reply #82 on: September 11, 2010, 12:33:49 am »
I'm starting to get a little worried.

Currently, when compiled, my game takes up 8755 bytes on my calculator (the source takes up 4992)

My fear is that when I finish adding scrolling, timer, and high scores, the program will take over 10,000 bytes - this seems a little unreasonable for a game of minesweeper.

Is 9000+ bytes a reasonable size?
My website: Currently boring.

Projects:
Axe Interpreter
   > Core: Done
   > Memory: Need write code to add constants.
   > Graphics: Rewritten.  Needs to integrate sprites with constants.
   > IO: GetKey done.  Need to add mostly homescreen IO stuff.
Croquette:
   > Stomping bugs
   > Internet version: On hold until I can make my website less boring/broken.

Offline meishe91

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Re: Axe Minesweeper
« Reply #83 on: September 11, 2010, 12:36:44 am »
I'm not sure. However I would worry about just getting a working version done for the contest and then start working on size optimizations :)
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Offline nemo

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Re: Axe Minesweeper
« Reply #84 on: September 11, 2010, 12:39:04 am »
how much data do you explicitly define..? i would think you would need under 100 bytes for all the sprites, do you know what's taking up all the memory?


Offline Jonius7

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Re: Axe Minesweeper
« Reply #85 on: September 11, 2010, 12:42:00 am »
i agree with meishe91. get the foundations down first and a full working program then work for program optimisations
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Offline DJ Omnimaga

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Re: Axe Minesweeper
« Reply #86 on: September 11, 2010, 04:04:00 am »
Same as Meishe91. Also, to me, it's fine if it's 12-15 KB considering the features your game has so far. However, is it gonna be an APP? Because as a regular program, you cannot have programs larger than 8 KB of executable code after compiling (this excludes the data)

Offline meishe91

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Re: Axe Minesweeper
« Reply #87 on: September 11, 2010, 04:15:32 am »
Woo, people agree with me :P

Ya, that might be an idea to think about (to compile to an app).

By the way, what happens if you do have more than 8KB of executable code? I never tried it :P
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Offline Netham45

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Re: Axe Minesweeper
« Reply #88 on: September 11, 2010, 04:17:53 am »
Woo, people agree with me :P

Ya, that might be an idea to think about (to compile to an app).

By the way, what happens if you do have more than 8KB of executable code? I never tried it :P

If you try running code from anything above 8KB, the calc will simply reset and give you a nice ram cleared message.
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Offline meishe91

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Re: Axe Minesweeper
« Reply #89 on: September 11, 2010, 04:49:25 am »
Ah, well then it's a good thing I never tried to find out then. Thanks.
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