Author Topic: [All the World's a Battlefield] Discussion  (Read 7232 times)

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Offline ztrumpet

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Re: [All the World's a Battlefield] Discussion
« Reply #15 on: October 29, 2010, 06:11:33 pm »
lol MRide! :P

Sounds neat!  Good luck Raylin. :)

Offline DJ Omnimaga

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Re: [All the World's a Battlefield] Discussion
« Reply #16 on: October 29, 2010, 07:08:15 pm »
Well, I look forward to playing it.

EDIT: For some reason, I can't find my post count...
Same here ???


On the topic, I can't wait in 2 weeks :)

Good luck!
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Offline Raylin

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Re: [All the World's a Battlefield] Discussion
« Reply #17 on: October 29, 2010, 07:27:50 pm »
Thank you, gentlemen.
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Offline AngelFish

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Re: [All the World's a Battlefield] Discussion
« Reply #18 on: October 29, 2010, 09:09:27 pm »
Good luck. I hope you really go all out with it :)
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Offline Raylin

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Re: [All the World's a Battlefield] Discussion
« Reply #19 on: October 30, 2010, 09:45:36 pm »
Thank you again, sir. :P I plan on making it truly epic.
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Offline DJ Omnimaga

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Re: [All the World's a Battlefield] Discussion
« Reply #20 on: October 30, 2010, 11:54:27 pm »
Also don't forget about this while making this project, knowing what happened to your Doors CS previous contest entry. X.x
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Offline Raylin

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Re: [All the World's a Battlefield] Discussion
« Reply #21 on: October 31, 2010, 11:52:20 am »
Haha. Funny, DJ. I'mma rip out a battery! :D
Anyway, planning is almost finished. Going to start coding soon.

EDIT: I need the easiest way to replace a character in a string.
Right now, my code looks like this:

Code: [Select]
:"<theta><space>→Str1
:sub(Str2,1,3<length of map>)+sub(Str1,1,1)+sub(Str2,3H+2,length(Str2-sub(Str2,1,3H

That looks nasty. Is there an easier way?
« Last Edit: October 31, 2010, 12:36:41 pm by Raylin »
Bug me about my book.

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Offline DJ Omnimaga

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Re: [All the World's a Battlefield] Discussion
« Reply #22 on: November 01, 2010, 12:26:56 am »
Woops, I completly forgot about this topic earlier. The bricked calc incident and something else sidetracked me. I'll try to see what I did to replace chars in strings before. Zelda DLQ uses such thing, but I am not confident about if it's better than your way or not. Hold on...

EDIT: Ok, well, not sure if what I got is any better really, but this is what I would do:

Assuming Str1="*", Str2="ABCDEFGHIJKLMNOP" and that I want to change char #5 in Str2 (5 is stored into L), I would do:

Code: [Select]
sub(Str2,1,L-1)+Str1+sub(Str2,L+1,lenght(Str2)-L->Str2
This appears to run at about 10 times a second on a regular 83+. Not sure if it is small and fast enough for your needs. Hopefully this might help, though.

In this case, the result is "ABCD*FGHIJKLMNOP".

(Darn I haven't coded TI-BASIC in so long...)
« Last Edit: November 01, 2010, 12:56:47 am by DJ Omnimaga »
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Offline AngelFish

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Re: [All the World's a Battlefield] Discussion
« Reply #23 on: November 01, 2010, 01:12:32 am »
DJ, thank you for that. You just resolved a major slowdown in our game too  ;D

I was previously splitting the string in half, editing the one symbol left out, and then recombining the string. Took forever because there's a lot of data to move around.

EDIT: Wait, I just realized that's exactly what that code does. :P

Thanks anyway though. It's still more efficient than what I was doing.
« Last Edit: November 01, 2010, 01:16:08 am by Qwerty.55 »
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Offline DJ Omnimaga

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Re: [All the World's a Battlefield] Discussion
« Reply #24 on: November 01, 2010, 01:43:21 am »
Lol no problem. :D

I don't remember if this is what I did in DLQ but that game was made over 6 years ago so it must be less optimized than most stuff people are doing today.
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Offline DJ Omnimaga

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Re: [All the World's a Battlefield] Discussion
« Reply #25 on: November 02, 2010, 04:47:45 pm »
* DJ Omnimaga wonders if there will be a screenshot soon...
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Offline DJ Omnimaga

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Re: [All the World's a Battlefield] Discussion
« Reply #26 on: November 07, 2010, 03:53:17 am »
HOLY MECRIMINYJESUS.

Movement engine is horribly slow. It takes a full second to move now.

On the other hand, you can modify all of the graphics in the game, you can make any size map you want now (including obstacles), your player can climb stuff now, there's enemies, and YOU CAN TAKE COVER BEHIND BUILDINGS AND WALLS.
Sorry to hear about the speed. X.x I hope you can solve the issue before the deadline. Those new features seems really cool, though, especially the ability to take cover behind buildings/walls.
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