Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => Topic started by: kirbykook on January 07, 2007, 12:13:00 pm

Title: Screenies
Post by: kirbykook on January 07, 2007, 12:13:00 pm
QUOTE
uh oh... well you could always tell the entire staff to post more on the forums about their projects rolleyes2.gif


Just got a bunch of new screenshots:

user posted image
The temporary Main Menu

user posted image
That's supposed to be a farm >_>

user posted image
Howdy, neighbor!

user posted image
Somebody hire an interior decorator

user posted image
A boss. ph43r


Sorry about the misleading DEMO! news...I want to include some battles in a demo, but that still hasn't been worked out...
Title: Screenies
Post by: bfr on January 07, 2007, 12:54:00 pm
Looks nice.  :)smile.gif
Title: Screenies
Post by: Halifax on January 07, 2007, 01:37:00 pm
Halifax likes *thumbs up*
Title: Screenies
Post by: DJ Omnimaga on January 07, 2007, 01:59:00 pm
 nice so far, how many rooms did u made so far?  
Title: Screenies
Post by: kirbykook on January 07, 2007, 03:27:00 pm
Right now houses are just one-room huts.
Can somebody tell me how many numbers a list can hold? Specifically, can it hold 13, because this one won't hold more than 10.
PS Posting from Wii :Dbiggrin.gif
Title: Screenies
Post by: Speler on January 07, 2007, 03:44:00 pm
A list can hold 999 elements, many more then 10.
Title: Screenies
Post by: kirbykook on January 08, 2007, 11:36:00 am
Oops, found the problem. #^_^#

I'm really trying to wrap this up, because I'm feeling the wait isn't worth the quality. Expect more updates!

Edit: Is there a way to easily change a map. example:

Before it looks like this:
c1-->
CODE
ec1
XXXXX
X
Title: Screenies
Post by: bfr on January 22, 2007, 12:01:00 pm
I don't program in TI-BASIC for the Ti-83+ series much, nor do I know how you're implementing maps, but I think you could just store different values in the map data matrix...right?  
Title: Screenies
Post by: CureDesu on January 22, 2007, 01:57:00 pm
Well, if you want to change it in game if something happens, then some thing like:

If
 to  [matrix](X,Y)  coordinates:

So pretty much, make the condition, and if it's true, store whatever you use (I usually use 0) to the coordinate in the matrix where you want that blank space to be.