Author Topic: Chip's Challenge  (Read 42006 times)

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Offline TIfanx1999

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Re: Chip's Challenge
« Reply #135 on: January 23, 2009, 11:46:08 pm »
Hey, that's pretty awesome. Rock on dude! =)

Offline DJ Omnimaga

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Re: Chip's Challenge
« Reply #136 on: January 24, 2009, 03:36:11 am »
ooh nice,and thanks it saves me some works XD

Offline kalan_vod

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Re: Chip's Challenge
« Reply #137 on: January 24, 2009, 02:30:01 pm »
That is really cool, just wish it supported decimals..

Offline simplethinker

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Re: Chip's Challenge
« Reply #138 on: January 24, 2009, 02:34:49 pm »
That is really cool, just wish it supported decimals..
I still want to keep some of my sanity! :D and I don't think the tilemapper for xLIB likes decimals.
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Chip's Challenge: ħ%

Offline DJ Omnimaga

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Re: Chip's Challenge
« Reply #139 on: January 24, 2009, 03:48:53 pm »
it does, actually they can be useful for collision detection and fake walls/secret paths. However in ASM they would prbly slow down your str->mat converter since floating points are much slower

Offline kalan_vod

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Re: Chip's Challenge
« Reply #140 on: January 24, 2009, 03:59:13 pm »
What kevin said, it makes coding an engine very easy. You can just walk on anything that does not have a decimal and then if it is a .1 decimal then if can't be walked on, and lastly if it is >.1 it goes into a events program (that's how I do it).

Offline simplethinker

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Re: Chip's Challenge
« Reply #141 on: January 24, 2009, 04:17:27 pm »
...

...

...
Wow... Why doesn't it say non-integers can be used in the readme?  More than half of the tiles I'm using have constant walkable/un-walkable status, and I put in an additional 20 tiles that are copies of others except for whether the player can go there or not.


As for adding in sort-of decimal input to my String->Matrix program, instead of it being two tokens (like "FF" or "01"), I could make it three tokens, with the third being the tenths digit (i.e. a decimal number between 0-9.  Making it the 16ths digit would be kinda messy).  For example, "AA3" would be converted to 170.3.  I don't think it would be too difficult, but it would make the input string 50% larger.
"We've all heard that a million monkeys banging on a million typewriters will eventually reproduce the entire works of Shakespeare. Now, thanks to the Internet, we know this is not true." -- Professor Robert Silensky



Chip's Challenge: ħ%

Offline DJ Omnimaga

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Re: Chip's Challenge
« Reply #142 on: January 24, 2009, 04:22:41 pm »
oh it was an xlib limitation caused by the routine stripping decimals, prbly because he wasn't using floating points for this for speed reasons (I think he was using 1 byte unsigned integers but correct me if I am wrong). However per request he left this bug present so people could use this for better collision detection methods. I'm unsure if Celtic III supports that,though

Offline kalan_vod

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Re: Chip's Challenge
« Reply #143 on: January 25, 2009, 02:19:46 am »
Yes, the xLIB guru was going to have this detail but was not added...yet

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Re: Chip's Challenge
« Reply #144 on: January 25, 2009, 03:26:36 am »
yeah xlib guru developpement stopped then it merged with TI-BASIC Developper about a year ago, I think some stuff were modified but it's still far from being finished. Still no grayscale tutorial either :P

Offline simplethinker

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Re: Chip's Challenge
« Reply #145 on: February 23, 2009, 06:53:43 pm »
New updates!

I overhauled the collision-detection/movement which cut about 200 bytes off the size of the programs and led to a nice little speed boost.  Unfortunately, the upgrade also destroyed any uniformity in the time one frame takes, so there would be no consistent measure of time.  This means that there can't be a full version on a calculator that doesn't have an internal clock, i.e. the 83+.  I'm still considering releasing an 83+ version, but it wouldn't have any time, which means the scores wouldn't be consistent with the original version, and I'll have to create an entirely new formula for "pitty skipping" (if you lose/spend a lot of time on a level you're given the option of skipping it).

I've also implemented the help tiles as well as started the GUI.  When I tried running the main engine from another program there was a large speed drop so I have to rethink how I'll be doing the level-hopping and passwords, but hopefully those will be done in the next couple days.

[edit] You can see the updates in action here
« Last Edit: February 23, 2009, 07:50:45 pm by simplethinker »
"We've all heard that a million monkeys banging on a million typewriters will eventually reproduce the entire works of Shakespeare. Now, thanks to the Internet, we know this is not true." -- Professor Robert Silensky



Chip's Challenge: ħ%

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Re: Chip's Challenge
« Reply #146 on: February 23, 2009, 07:47:16 pm »
Yes for updates! I liked the screenies you showed on IRC, especially the grayscale effect

Offline simplethinker

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Re: Chip's Challenge
« Reply #147 on: February 26, 2009, 05:16:24 pm »
This is a question for Iambian, but since there isn't a CelticIII topic, the question doesn't really deserve a whole new topic, and it has to do with the engine for Chip's Challenge, I'll just stick it here.

For xLIB's tilemap function do you plan on allowing decimal/fractional entries in the matrix like in xLIB?  I'm assuming that you're not since the xLIB compatibility is pretty much done, but I just want to be sure before I start converting my engine to the string tilemapper if I don't need to.
"We've all heard that a million monkeys banging on a million typewriters will eventually reproduce the entire works of Shakespeare. Now, thanks to the Internet, we know this is not true." -- Professor Robert Silensky



Chip's Challenge: ħ%

Offline kalan_vod

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Re: Chip's Challenge
« Reply #148 on: February 26, 2009, 06:38:47 pm »
Does it not already support it? Also UTI has a whole forum for Celtic.

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Re: Chip's Challenge
« Reply #149 on: March 03, 2009, 01:13:15 pm »
I hope it supports it in the future if it doesn't alerady, since he said he would try to make Celtic emulate xLIB as close as possible even the glitches xLIB had