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Calculator Community / TI-BASIC Language / Re: nooboish prgrammer
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on: 24 November, 2011, 05:47:02
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oh well maybe if I learn axe you guys could help me more
I think that Basic is more suited for RPGs and games that need large amounts of easily accessible memory and variables, and not necessarily speed, but Axe is all about speed, good for arcade games and similar things. IDK I just read the manual/tutorial for axe and alot of the questions I have were answered so now all I need to do is put it on my calculator and I shouldn't have to bother you guys any more, one last thing how do you put axe on a calculator
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Calculator Community / TI-BASIC Language / Re: nooboish prgrammer
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on: 24 November, 2011, 01:06:05
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Yeah, that should work... as a new item is introduced to the game, just increase the size of length(L1) and make sure you have EVERY item built into the game so that when the length increases, it knows which item to add to the menu. For instance, at the beginning, maybe the character can only use potions 1 2 3 4 5 6 7 8 9
| 1->length(L1 2->Y 0->G Output(1,1,"Inventory If length(L1) Output(2,2,"Potions If length(L1)>1 Output(3,2,"Apples "Then the menu code I already posted, the basic menu one, just modified to use the Y+()()-()()->Y line I posted above |
Then, to add apples to the menu, all you have to do is or for all three items, store 3 to the length. Then to remove items from the menu, if you had all three items, but didn't want feathers anymore, just use 2->length(L1) and the feathers are gone So I kind of have some more questions, So in order to attain a certain item do you have to increase the length of the list to the exact size that that item is speicified to or will it automatically in the newly availble spot put the item there, also what is the command/operation to display a list.
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Calculator Community / TI-BASIC Language / Re: nooboish prgrammer
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on: 23 November, 2011, 06:23:31
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I don't entirely understand the question, but you can write one past the length of the list in TI-BASIC, and it will add another element for you. Does that help?
sorry I get that alot to clarify I want to make a menu/list that changes as you find, lose, or use items. Yeah it is pretty difficult in TI Basic
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Calculator Community / TI-BASIC Language / Re: nooboish prgrammer
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on: 23 November, 2011, 06:14:08
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If you want something like this:  Where it shows how many potions you have, tell me. You can use a custom menu, or a manipulated OS one yeah that actaully looks really good was the potions menu accessed through a menu that took it to its own specific menu and sorry if by menu I actually mean and/or list If you want something like this:  Where it shows how many potions you have, tell me. You can use a custom menu, or a manipulated OS one
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Calculator Community / TI-BASIC Language / Re: nooboish prgrammer
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on: 23 November, 2011, 05:01:44
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so i am just wondering if the getkey stuff is necessary because wiht a normal menu you could just use the arrow keys numpad and enter button. Questions: does it specifically say how many potions there are on the menu and does every item availble in the game need to be already existing in the menu and if so will it show how many you have so( not yet fouund items will display a 0 next to the name)
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Calculator Community / TI-BASIC Language / Re: nooboish prgrammer
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on: 23 November, 2011, 04:51:31
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Okay, here is the code for a simple menu: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32
| "Set up variables {0,4,5->L1 2->Y "Y will be used for the cursor 0->G "G will be for key presses Output(1,1,"INVENTORY Output(2,2,"Potions Output(3,2,"Apples Output(4,2,"Feathers Output(2,10,L1(1 Output(3,10,L1(2 Output(4,10,L1(3 While G=/=23 "23 is the code for [mode] getKey->G If Ans =/=0 Then Output(Y,1,"_" "Where _ is space Y+(G=34)(Y=/=4)-(G=25)(Y=/=2)->Y Output(Y,1,"> "Then for jumping to other code If (G=105) and (Y=2) Goto PO " jump to potion code or code potions here If (G=105) and (Y=3) Goto AP "apple code jump or here "repeat for Feathers" End End |
Try that, should work okay Tell me if you have questions, or if it doesn't work  That might work although I don't think that if you ran out of health potions they would disappear , also you might want to use disp instead of output ; unless that is on purpose.
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