Author Topic: Quasilat  (Read 13337 times)

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Offline ztrumpet

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Re: Quasilat
« Reply #45 on: March 09, 2011, 09:56:53 pm »
Oh, I should mention that storing any number to rand will work.  It's called seeding the random number generator. ;)

Offline ralphdspam

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Re: Quasilat
« Reply #46 on: March 09, 2011, 10:08:03 pm »
Oh, so all I had to do was seed the rand?
I love doing that.  I always tell my friends that I can predict the next random number. lol

The game is a great speed for basic, and the controls are very responsive.  :)
ld a, 0
ld a, a

Offline program4

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Re: Quasilat
« Reply #47 on: March 09, 2011, 10:22:09 pm »
Thanks, ralphdspam!

@ztrumpet: I don't think the pxl-Test( thing will work. I tried it, and the speed dropped from about 4 frames/second to under 3, and the graphics don't end up well. I attached the file in case you want to look at it.
« Last Edit: March 09, 2011, 10:33:40 pm by program4 »

Offline ztrumpet

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Re: Quasilat
« Reply #48 on: March 11, 2011, 04:39:55 pm »
Yeah, I also don't like that as well.  I guess it's fine with the flicker. ;)

One thing I noticed when I glanced at the code:
You have some code like "formula->Str0:expr(Str0 which is pretty cool, but it could be optimized if you wrote it like this: "formula->u:u (the 'u' is [2nd] [7])  I hope this helps. :D

Offline program4

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Re: Quasilat
« Reply #49 on: March 12, 2011, 06:02:34 pm »
Yeah, I also don't like that as well.  I guess it's fine with the flicker. ;)

One thing I noticed when I glanced at the code:
You have some code like "formula->Str0:expr(Str0 which is pretty cool, but it could be optimized if you wrote it like this: "formula->u:u (the 'u' is [2nd] [7])  I hope this helps. :D

That code was just the one that attempted to deal with the flicker, so it won't be included.  ;)

Offline ztrumpet

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Re: Quasilat
« Reply #50 on: March 12, 2011, 10:50:35 pm »
Okay, sounds good.  For the record, I've used this a lot in my Homescreen Game Pack, with "42=abs(getKey-63->u .  I also use Ans or K instead of the getKey for maximum space savings (I use u, v, and w).  If you want, you can do that with any of the Y= vars, in any of the four modes.  There are even more if you use XtraVar (by Calc84), but I've never used more than 4 at the same time. ;D
« Last Edit: March 12, 2011, 10:50:45 pm by ztrumpet »

Offline program4

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Re: Quasilat
« Reply #51 on: March 13, 2011, 11:14:08 am »
Okay, thanks.  ;D

So, should I make the "hard" mode available to those who didn't beat the normal mode yet? I'm leaning towards a yes, since I never beat the game on "normal" mode. (My high score is 1231 out of 1426, I believe).

Offline DJ Omnimaga

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Re: Quasilat
« Reply #52 on: March 15, 2011, 02:03:56 pm »
Yeah I would make it available from the start.

Offline program4

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Re: Quasilat
« Reply #53 on: March 16, 2011, 08:39:55 pm »
Okay, I included that in this version.


Quasilat v1.4

*Option to choose Normal or Hard mode from the start
*Shows your score after you lose
*Shaved off some bytes

My high scores:
Normal-1231
Hard-756

Offline ztrumpet

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Re: Quasilat
« Reply #54 on: March 16, 2011, 09:28:33 pm »
This program is great. :)
How long until the "final" release? :D

Offline program4

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Re: Quasilat
« Reply #55 on: March 16, 2011, 09:29:30 pm »
Well, as long as no one has any suggestions or bugs, this might be the final.

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Re: Quasilat
« Reply #56 on: March 23, 2011, 02:43:15 pm »
Nice, are you planning to upload it in the Omni downloads section as well as ticalc.org?

Offline program4

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Re: Quasilat
« Reply #57 on: March 23, 2011, 03:53:49 pm »
Yeah. I'm a little busy this week, so it might be a while.

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Re: Quasilat
« Reply #58 on: March 23, 2011, 03:58:32 pm »
Ah ok sorry to hear. :(

Offline program4

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Re: Quasilat
« Reply #59 on: March 28, 2011, 08:31:02 pm »
The final release!


Quasilat v2.0

*11 bytes more efficient

Attachment below, and also uploaded to ticalc.org.