ive been working on doodlejump for the calculator for about a week now. i thought it would be a great idea and i did it and added sound...however its only halfway complete but already addictive and attractive...i think i've took it to a point where all that is missing is the monsters and shooting.btw..do not steal my idea to make doodlejump!
...
3a. How do i make a projectile follow a parabolic path (in Ti-Basic you can do Pt-On(34.56,x2+2x+C) but in axe its all integer numbers so i cant do Line(2.5,3.5,4.5,1/3...i think thats a major downfall...)
3b.How do i make a ball/bullet follow a linear path(line) that is at any angle...basically how can i make a pixel follow a linear equation?
4. major question here...this will solve problem 3 for me...wheres the precious int( command? how do i know if a number is even without going ":if A/2=int(A/2"? how can i do int(3.45x+3) in axe?
ClrDraw
[FFFFFFFFFFFFFFFF]->Pic1
Line(0->V,58,96,58)
800->Y
Repeat getKey(15)
If Y=800 and getKey(54) // if there's no velocity and you press [2nd]
20->V //increase that velocity.
End
If Y-V->Y<800 //collision detection here
V-1->V
Else
0->V
End
Pt-Change(8,Y/16,Pic1)
DispGraph
Pt-Change(8,Y/16,Pic1)
End
question 3b will be answered once i recall my knowledge of the sin/cos routines.
no, they return a value between -127 to 127. and they are not normal otherwise. they have a period of 256, not 2pi.
question 3b will be answered once i recall my knowledge of the sin/cos routines.
Hint: They return a value between 0 and 255 and are normal otherwise.
.CODE1
1->{L1}
1->{L1+1}
2->{L1+2}
3->{L1+3}
For(A,0,3)
Disp {L1+A}->DEC,i //imaginary i for newline, here
End
Pause 5000 //added for completeness - now a functional program!
The For loop would display the numbers I had placed into free RAM earlier, displayingNow, now... Everybody calm down, let's not scare the new member...I know, I wasn't trying to scare him away, I was just making sure he knows we're not here to steal his ideas/work.
People can make whatever they want, so long as they don't get nasty about it
, and beginners are allowed to start with some worries...Not if it goes against the forum rules. In that case rules are applied the same way they would with any other member.
this is immensely helpful thank you so much!. Nemo's comment was also helpful. did not realize L1 is so cool like that...Now, now... Everybody calm down, let's not scare the new member...I know, I wasn't trying to scare him away, I was just making sure he knows we're not here to steal his ideas/work.
People can make whatever they want, so long as they don't get nasty about itQuote, and beginners are allowed to start with some worries...Not if it goes against the forum rules. In that case rules are applied the same way they would with any other member.
That looks excellent! Nice job! ;Dthanks ;) swear its faster on a calc :( gif slow...
I really like the moving platforms. :D
Wow, looking awesome! Im a bit worried as to how it looks on calc, does the black background give you any blur issues on real hardware?nope on calc it looks fantastic and flows much better. im not sure whats wrong with wabbitemu...first time i used this software. ill finish this game soon and you can take a look for your self. there is no to little blur in the calc. only blur is when you jet pack really fast but thats unavoidable.
Sounds awesome :D yeah and jetpacking should be fast anyway :P I can't wait for a release ;Dty. finally someone cares lol. friedns at school awestruck
(http://www.omnimaga.org/index.php?action=dlattach;topic=5641.0;attach=4972;image) (http://www.omnimaga.org/index.php?action=dlattach;topic=5641.0;attach=4973;image) (http://www.omnimaga.org/index.php?action=dlattach;topic=5641.0;attach=4975;image)
wow! I can't believe how easy that is to play while still having nice big sprites! I guess I put my platforms to far apart XD;) soon as i implement that rocket alien space ship + shooting ill release beta maybe even earlier. no menu yet. planning for grayscale menu
Make a loop that constantly adds a velocity variable to the y-position variable, and if the object is not at rest, subtracts some value from the velocity variable every iteration. To jump, set the velocity variable to a positive value.
A basic example (also attached): Code: [Select].GRAVTEST
ClrDraw
[FF818181818181FF]→Pic1
56→Y
0→V
Repeat getKey(15)
!If Y-56
0→V
If getKey(54)
7→V
End
Else
V-1→V
End
Pt-Change(44,Y-V→Y,Pic1)
DispGraph
Pt-Change(44,Y,Pic1)
Pause 32
EndPseudocode: Code: [Select]Header
Clear screen
Object sprite
Initialize y position
Initialize y velocity
Until user presses clear
If object is at rest (bottom of screen)
Set velocity to zero
If user presses 2nd (jump)
Set velocity to a positive value
End
Else, object is not at rest
Decrease velocity
End
Update y position and draw sprite
Update screen
Clear sprite
Delay
End
Looks great man, is that UFO shooting or where those doodlers bullets?yeah UFO shoots 8)
ok ive tried a version of the code above to make pretty good gravity...but the problem is that since doodler jumps down more that 4 pixels per frame sometimes, he skips through the platforms and does not hit them! can someone please help me avoid this?Ah, you've ran into the inevitable problem of platformers. The way I handled this is to split multi-pixel movement into single-pixel movement: I'd try a For loop to check every individual pixel. It's not fun (check the My First Quantum Translocator thread and you can see me whining about doing it for about four pages) but it works, and if you do it right there's no speed decrease.
what are other ways off simulating gravity??
xPos = doodler's x position
yPos = doodler's foot position
xPlat = platform's x position
yPlat = platform's y position
height = platform's height
width = platform's width.
if(xPlat <= xPos and (xPlat + width >= xPos) and (yPlat <= yPos) and (yPlat + height >= yPos)
//doodler's foot is in a platform, so jump up.
Cool to see the beta out! :Dlol no im not stopping course not
By bored I hope you don't mean you're stopping working on this, though? D:
-Add a key delay or remove key repeat when selecting stuff. When I press APPS then 2 to launch your app, it instantly goes into About and keys in menus are too sensitive.
ok ive tried a version of the code above to make pretty good gravity...but the problem is that since doodler jumps down more that 4 pixels per frame sometimes, he skips through the platforms and does not hit them! can someone please help me avoid this?Ah, you've ran into the inevitable problem of platformers. The way I handled this is to split multi-pixel movement into single-pixel movement: I'd try a For loop to check every individual pixel. It's not fun (check the My First Quantum Translocator thread and you can see me whining about doing it for about four pages) but it works, and if you do it right there's no speed decrease.
what are other ways off simulating gravity??
I'm impressed. Keep up the good work, and (because I haven't said this yet) welcome to Omnimaga!
Aw sorry to hear you won't be around. There's definitively a lot of new members who got no Internet at home here. X.xoh ill have internet...i just didnt wanna make you guys wait another week to play the game lol
PROGRAM:A
:.HISCORE
:"appvMyScore"→Str1
:!If GetCalc(Str1)→P
:GetCalc(Str1,2)→P
:Return!If P
:0→{P}r
:End
From the documentation:no idea what you sayed... what is getcalc? str1..str1,2? whats the 2?QuotePROGRAM:A
:.HISCORE
:"appvMyScore"→Str1
:!If GetCalc(Str1)→P
:GetCalc(Str1,2)→P
:Return!If P
:0→{P}r
:End
PROGRAM:A
:.HISCORE
:"appvMyScore"→Str1
:!If GetCalc(Str1)→P
:GetCalc(Str1,2)→P
:Return!If P
:0→{P}r
:End
I thought the hardest part to get used to in Axe was the concept of pointers.Yeah, although I got more troubles with appvars. The syntax is just too confusing to remember. I had troubles understanding pointers too, but far less much than figuring out appvars + remembering the syntax for creating it, storing into it and pointing to it. And yeah the tokens are not in alphabetical order, otherwise Axe would most likely be an additional 16 KB larger, kinda like language localization apps.
Anyway, if you need help with anything, just ask :)
Very nice update! I hope you can figure out the appvar stuff soon.yep when i get time....finals :) need to keep my gpa lol
.TEST
"appvSTUFF"->Str1
!If getCalc(Str1)->A
getCalc(Str1,10)->A
End
I've done one of two things here -- I've either created an appvar named STUFF that's 10 bytes long, or if I already created that appvar sometime in the past, I've just found the pointer or address that tells me where the appvar starts.1->{A}
2->{A+1}
3->{A+2}
5->{A+3}
8->{A+4}
3->C
The appvar is 5 bytes long - I've stored the numbers 1, 2, 3, 5, and 8 to the appvar. I've also stored a random number to the variable C.For(Z,0,4)
If {A+Z}<C
C->{A+Z}
End
End
An appvar is just like a list in TI-Basic - The For loop runs through numbers zero through four, and the If statement checks items zero through four in the appvar to see if it's lower then C. If it is, it writes whatever is in C to that item in the appvar.For(Z,0,4)
Text(5,Z*10,{A+Z}>Dec)
End
This runs through the entire appvar, displaying the new values. This is what you should see:sorry, this may be really stupid question...but you state that STUFF is 10 bytes long but you then say its 5??Absolutely. You can make your appvar 5 bytes long, 20 bytes, 1337 bytes... just change the 2nd value in getKey to the desired length.
also can you just lose the for loops if you only use the appvar to store 1 single number(just the high score)Yup.
"BLARG"->Str1
getCalc(Str1)->A
!If A
getCalc(Str1,5)
End
.The above just either creates or finds an appvar named BLARG that is 5 bytes long
If {A}<S
S->{A}
End
.If the value stored in the first byte of your appvar is less then S,
.Store S to the first byte of the appvar
Text(1,1,{A}>Dec)
.This is fairly simple - it displays the value.
.>Dec is the token in the math menu - in TI-Basic, it would turn a number into a decimal
Repeat getKey(15)
End
.Waits for the user to press [CLEAR]
Like this:There are several reasons why that won't work:
:GetCalc(Str1,2)->A
:if A<S:S->{A}:end
:GetCalc(Str1)->A
:Text(1,1:Text A:Dispgraph
the prob is this doesnt work and i dont know why....but then again im lazy and didnt type your code in...i will soon cause i know it works....
Thanks a lot for your help!!!!!!
If A<S
S->{A}
End
A is the location of your appvar. Imagine your calculator has 100 sort of boxes (which represent a byte of memory), and each box can store one number. :GetCalc(Str1)->A
:Text(1,1:Text A:Dispgraph
Text(1*256+1)
!If GetCalc(Str1)
→{GetCalc(Str1,2)}ʳ
-1
End
→V
max({}ʳ,S)→{V}ʳ
-1
Text {}ʳ►Dec
ok some bad news...i kinda lost my progress on this thing by accident..some problem with axe didnt let me back up and boom mem clear...how stupid...will take me long time to get it back to where it was but i can do it in a week
annoying mem clears...is their anyway to go from app to program cuz i got the doodlejump app updated just lost the updated source...
NEVermindss...all is well!!!!!!!!!!!!!!!! found it on wabbit hehehe
hehehe i got a lot of them...heres what im thinknig
Question mark sign: gives you a random powerup :)
+100:gives you 100 points...lmao...rare though
laser:shoot ufo with laser if you collect this ;) very easy to make lol straight line
up arrow:jump super duper high if you collect it
switch: switches arrow keys...so when you press left doodler goes right :o
this is what im working on. already implemented +100 and the question mark ans the up arrow...just need to do the laser...
what do you think i should add? something really cool...like a supernebula rofl
ALSO>>>>
does anyone have anything that will let me edit the program on my computer? scrolling down takes like 2 mins straight.... :( really boring
HOOOOOOOOOOOOOORRRRRRRRRRRaaaaaaaaaaaaaaaaaaaaaaaaGlad to hear! Was the double-post really necessary, though? O.O
YESSSSS
thank you new laptop!!!! it is a miracle no error after new pc...maybe it was the firewall!!?
Uhm, when your calc says receiving calc software and 4 or 7%, if the percentage froze, it doesn't mean the calc froze: it just refreshes every 7 or 8%. I'm not sure why TI did that because it's really misleading and we think it's not updating.Maybe it's only updating the percent when it has finished writing a page? It's easier to program than displaying the current progress within the page. Or maybe it updates every sector instead of every page... I don't know a lot about assembly.
ANOTHER THING TO HELP ME WITH:
i cannot seem to make the function if i set axe to compile it to mirage OS or DoorsCS format. what happens is when i start it, it completely freezes and clears RAM. happens in wabbit too so please somebody test this for me and tell me how to fix :)
thx
I was gonna say I tried the beta yesterday and the resolution was all messed up in wabbitemu.People with the glitched resolution!!!!! download again! i updated... sorry about that that was the glitched beta 4 i uploaded. the one on here now is the stable one!!
I tried downloading your app, but it's not signed so I can't transfer it to my calculator - can you sign it before uploading in the future?
when you compile for MirageOS, what is the size of your program?and also my app is 15000 bytes so... no mirage i guess oh well app is the best so win-win :)
It still says it's unsigned, and whenever I transfer it, it does something weird to ticonnect, and I have to force defragmentation to get ticonnect to again.Hmm. alright. can someone please sign this thing for me and email me the file? i tried rabbitsign and it sayed its signed. For now please delete the app on your calc using Ti-Connect and then upload
Really annoying.
seems a lot like papi jump...Fixed. And it kinda is I think.
I'd make the default contrast a little darker, or save the user-set contrast level. Also, a smoother jump, but you already knew that. =)I agree with that, since it's kinda light on the regular 83+.
I haven't looked back into the thread, but have you considered doing a vertical game, like Puyo Puyo 83? Doodle Jump really lends itself to a vertical screen.
I haven't looked back into the thread, but have you considered doing a vertical game, like Puyo Puyo 83? Doodle Jump really lends itself to a vertical screen.That sounds kinda like this: http://ourl.ca/8310/152760
I haven't looked back into the thread, but have you considered doing a vertical game, like Puyo Puyo 83? Doodle Jump really lends itself to a vertical screen.That sounds kinda like this: http://ourl.ca/8310/152760
seems a lot like pari jump...durrdurrwhat is all this talk about papi jump?
no im not doing any of that sooryy...Period.I haven't looked back into the thread, but have you considered doing a vertical game, like Puyo Puyo 83? Doodle Jump really lends itself to a vertical screen.That sounds kinda like this: http://ourl.ca/8310/152760
Yeah I agree. However I prefer to hold the calc normally rather than sideways, otherwise it's a bit harder to move, especially if Mohammad decided to add physics. I think it is still good even if horizontal. :)I haven't looked back into the thread, but have you considered doing a vertical game, like Puyo Puyo 83? Doodle Jump really lends itself to a vertical screen.That sounds kinda like this: http://ourl.ca/8310/152760
Yeah, that's exactly what I mean. You have to admit, Doodle Jump would definitely lend itself to that orientation. I imagine (with my ~layman's experience) that it would take a lot of work to redo the program sideways, though.
However, it's fun as it is.
Actually doodlejump came out first from LimaSky. Papi and the rest of the papi games cloned doodle jump and some other famous games, but they tended to be much worse but costed much less if they weren't free.great ty for info no one cares lets not talk about papi...
Actually doodlejump came out first from LimaSky. Papi and the rest of the papi games cloned doodle jump and some other famous games, but they tended to be much worse but costed much less if they weren't free.great ty for info no one cares lets not talk about papi...
how do i play it on my ti-nspire cas?83+/84+ games only work on the 83+, 84+, and emulators of those calculators. There is no 83+/84+ emulator for the Nspire CAS, so it's impossible to play the game on it.
how do i play it on my ti-nspire cas?
how do i play it on my ti-nspire cas?
get an 84+ keypad.
how do i play it on my ti-nspire cas?
get an 84+ keypad.
As JosJuice said, 84P keypads don't work on the CAS.
And Mohammad, this is another one of those games that everyone at our school is starting to download :D
so how do i play it on a CAs?Yes you CAN!!! i did it on my friends calc he has a blue nspire! what is Cas?
The Nspire CAS is a version of the Nspire that's different from a normal one. You can't play 84+ games on a CAS.so how do i play it on a CAs?Yes you CAN!!! i did it on my friends calc he has a blue nspire! what is Cas?
Also, why is the preset highscore 61128? Please fix it.wht!!? its supposed to start at 0 :(
EDIT: Fixed it by deleting all appvars of DDJ :)
so how do i play it on a CAs?Yes you CAN!!! i did it on my friends calc he has a blue nspire! what is Cas?
To clarify, the TI-Nspire CAS has no TI-84 Plus keypad support. In fact, with the clickpad one, you can't even remove the keypad at all.
Also on the regular TI-Nspire, certain programs like MirageOS will not run on it, due to usage of undocumented ASM instructions.
Wasn't the Touchpad Nspire blue too? (I heard it was dark blue)so how do i play it on a CAs?Yes you CAN!!! i did it on my friends calc he has a blue nspire! what is Cas?To clarify, the TI-Nspire CAS has no TI-84 Plus keypad support. In fact, with the clickpad one, you can't even remove the keypad at all.
Also on the regular TI-Nspire, certain programs like MirageOS will not run on it, due to usage of undocumented ASM instructions.
And as a further clarification, the "blue Nspire" is the classic Nspire, not the CAS, which is gray or black.
It will take me a week or so to release this. too much homework before 1 week break lolSorry to hear, good luck with homework and I hope you have more free time soon.
Hey guys, it appears i accidentally lost the images (pic 1) and (pic 6) which are needed to run my app. i gave them to someone a while ago...he was goign to optimize it for me...he did and i forgot his name...im gonna need to make those images again darn itI read this as "lost the game". And yeah, it isn't good when you lose pics. I'll usually back up or copy/archive pics for games.
Wabbitemu is not exporting right... :(
Ok, no official release yet, even though i'm done with it. i thought i would release a teaser beta 5. Have fun. Refer to Download thread (http://ourl.ca/9046/170553) or first post on this thread for more infoI downloaded beta 5, but the display is completely messed up in the game, so I can't play it... I'm using an 84+SE with good display driver. The game seems to work fine in Wabbitemu.
Ok, no official release yet, even though i'm done with it. i thought i would release a teaser beta 5. Have fun. Refer to Download thread (http://ourl.ca/9046/170553) or first post on this thread for more infoI downloaded beta 5, but the display is completely messed up in the game, so I can't play it... I'm using an 84+SE with good display driver. The game seems to work fine in Wabbitemu.
Is the contrast adjustment the same as the one that can be done using 2nd and up/down arrows in the TI-OS? I'm not sure if that would help... The display isn't too bright or dark - the graphics are placed in completely nonsensical locations.Ok, no official release yet, even though i'm done with it. i thought i would release a teaser beta 5. Have fun. Refer to Download thread (http://ourl.ca/9046/170553) or first post on this thread for more infoI downloaded beta 5, but the display is completely messed up in the game, so I can't play it... I'm using an 84+SE with good display driver. The game seems to work fine in Wabbitemu.
First off, ty everyone for the replies,
JosJuice...try hitting 3 in the menu and play around with the contrast slider. That seemed to happen to my firend too.,.the contrast was too high for him...sometimes too low. The default contrast for doodlejump is good for my calc which is a 84+SE, but newer ones somehow have lower contrast by default...so adjust the contrast up by hitting 3 and then right arrow...then when you see it's good...press 2nd and u should be fine. it saves so u wont have to adjust again and again :)
wat?!?!? get me a screenshot...u said it worked in wabbit?Is the contrast adjustment the same as the one that can be done using 2nd and up/down arrows in the TI-OS? I'm not sure if that would help... The display isn't too bright or dark - the graphics are placed in completely nonsensical locations.Ok, no official release yet, even though i'm done with it. i thought i would release a teaser beta 5. Have fun. Refer to Download thread (http://ourl.ca/9046/170553) or first post on this thread for more infoI downloaded beta 5, but the display is completely messed up in the game, so I can't play it... I'm using an 84+SE with good display driver. The game seems to work fine in Wabbitemu.
First off, ty everyone for the replies,
JosJuice...try hitting 3 in the menu and play around with the contrast slider. That seemed to happen to my firend too.,.the contrast was too high for him...sometimes too low. The default contrast for doodlejump is good for my calc which is a 84+SE, but newer ones somehow have lower contrast by default...so adjust the contrast up by hitting 3 and then right arrow...then when you see it's good...press 2nd and u should be fine. it saves so u wont have to adjust again and again :)
This is what the title screen looks like:wat?!?!? get me a screenshot...u said it worked in wabbit?Is the contrast adjustment the same as the one that can be done using 2nd and up/down arrows in the TI-OS? I'm not sure if that would help... The display isn't too bright or dark - the graphics are placed in completely nonsensical locations.Ok, no official release yet, even though i'm done with it. i thought i would release a teaser beta 5. Have fun. Refer to Download thread (http://ourl.ca/9046/170553) or first post on this thread for more infoI downloaded beta 5, but the display is completely messed up in the game, so I can't play it... I'm using an 84+SE with good display driver. The game seems to work fine in Wabbitemu.
First off, ty everyone for the replies,
JosJuice...try hitting 3 in the menu and play around with the contrast slider. That seemed to happen to my firend too.,.the contrast was too high for him...sometimes too low. The default contrast for doodlejump is good for my calc which is a 84+SE, but newer ones somehow have lower contrast by default...so adjust the contrast up by hitting 3 and then right arrow...then when you see it's good...press 2nd and u should be fine. it saves so u wont have to adjust again and again :)
sorry this is happening...i really dont know why....are the sprites in the wrong positions!? thats wierd...!!!
What OS do you have JosJuice?I'm using 2.43.
something is wierd about the way the pixels go up and down...wierd...try totally reseting your clac..RAM+ROM clear..if you want that is..1st try RAM clear but archive your items or ull lose them.. :) good luck sorry this is happening.. ;(I've tried RAM clears a few times already... I'm not sure if ROM clear would help much, and it would take a while for me to send my programs back, so I probably won't do it.
Yeah I just tested it, and I have the same problem with the graphics. JosJuice, do you have a 15Mhz Calculator? Mohammad, are you using Axe 0.5.1?
My guess is that the program is trying to display graphics in Full mode. While the older Axe versions allowed monochrome graphics in Full mode, the new version has some trouble.
Yeah I just tested it, and I have the same problem with the graphics. JosJuice, do you have a 15Mhz Calculator? Mohammad, are you using Axe 0.5.1?Yes. I'm using a TI-84+SE.
I think you forgot to sign your app. Also, when you use Axe 0.5.1, make sure to always display in normal mode. ;)Yea, I think that too: After transferring the app to my calc, TIconnect showed a warning that the app wasn't signed, and the app was deleted from my calc.
me too...I think you forgot to sign your app. Also, when you use Axe 0.5.1, make sure to always display in normal mode. ;)Yea, I think that too: After transferring the app to my calc, TIconnect showed a warning that the app wasn't signed, and the app was deleted from my calc.
The Axe DispGraph command used to not work in programs running at 15 MHz (programs running on TI-83 Plus Silver Editions and above at max speed).