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The second screenshot waits until the person press any key, and if it's not 2, 3 or 4, it quits.The menu is planned, I just did the thing in the second one to clarify which mode went with which type.It looks like I'll have to change the code so it redraws everything every frame, unless there's a way to do two extra buffers or store a greyscale background externally...Or i can have it xor the balls back into nothing, I'm trying to think of a fast way to do it so what happened to TWHG (3-4 giant loops per frame) won't happen to this.Update: I just need to fix the display issue ↑, involve an appvar and put the game in the menu.The bar on top is done with, it slowed it down too much (now with greyscale and such) and it interfered with the design of the 3-type/4-type fields. It looks a lot cleaner without it.(One would hope the person would know when they're close to winning, anyway )
GetCalc("TempBuff",1536)→PFor(A,0,767!If {P+A}{P+A}→{L6+A}.or.{P+A+768}→{L3+A}EndEndDispGraph.or with r or rr modifiers
.# represents the 16-bit or operationL₆→AWhile -768-L₆{A}ʳ#{A+P-L₆}ʳ→{A}ʳ+1→AEnd
The second screenshot waits until the person press any key, and if it's not 2, 3 or 4, it quits.The menu is planned, I just did the thing in the second one to clarify which mode went with which type. In the menu, it's determined by the option "Types of balls".It looks like I'll have to change the code so it redraws everything every frame, unless there's a way to do two extra buffers or store a greyscale background externally...Or i can have it xor the balls back into nothing, I'm trying to think of a fast way to do it so what happened to TWHG (3-4 giant loops per frame) won't happen to this.Update: I just need to fix the display issue ↑, involve an appvar and put the game in the menu.The bar on top is done with, it slowed it down too much (now with greyscale and such) and it interfered with the design of the 3-type/4-type fields. It looks a lot cleaner without it.(One would hope the person would know when they're close to winning, anyway )