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Messages - {AP}

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301
TI-BASIC / Re: Lots of Questions (I'm a newb ^_^)
« on: March 12, 2010, 10:41:14 pm »
1. How the heck do you create a map? And how do you put it in the code? Can someone post a link to a good, in depth tutorial?

I'm actually writing up a huge guide for this very subject. Currently, it only contains the movement code, matrix maps (making and displaying), and collision detection for those maps. Let me know if you want early access to the guide and I'll PM you a link.

302
News / Re: Axe: a new TI-BASIC-like language for the TI-83+ and 84+
« on: March 11, 2010, 05:34:24 pm »
xD
I just noticed you used Builderboy's and my logos for the article. Nice~

303
TI-BASIC / Re: Movement with scrolling
« on: March 11, 2010, 04:06:18 pm »
Glad I could help. =)

Also, sorry for the wrong numbers/etc... I wrote it on like 36+ hours of no sleep and like 4 weeks of crappy sleep. xP
Good to see you figured out a way though.

304
TI-BASIC / Re: Movement with scrolling
« on: March 11, 2010, 03:15:38 am »
For scrolling and staying in the middle as much as possible, here's the best I can explain it without giving code. (well, at least my method)

I'm not sure how much recoding it would take for you though. I haven't played with string maps (especially scrolling) much but I'm sure it's the same principle.

What's important is when you make it scroll. Currently, you scroll anytime you move in a direction that's not at the edge already. For example, you're going to want it the scroll up if it gets to say, the 4th row. Here's where I have a total of 4 variables for my location. Actual X(C), actual Y(R), amount scrolled right(A), and amount scrolled down(B). (The variables I'll use for reference, feel free to use your own.) If you're starting at the top corner, it should be 2,2,0,0 respectively. You're current outputted location should be Output(R-B,C-A,"π"). As you're moving right, once C>7 (about halfway) and A!=(Whatever the max to scroll right is) you should increase A and scroll the map. If after you move, C<8 and A!=0 then you should decrease A and scroll the map. Same principle for up and down.

Now, how you implement that will be what you need to figure out. (Sorry if I either explained too much. If you didn't understand something, however, just ask.)

305
TI-BASIC / Re: What BASIC supplements/libraries are there?
« on: March 10, 2010, 11:24:38 pm »
That was hardly a ninja. You got way more than I bothered to remember. xP

306
TI-BASIC / Re: What BASIC supplements/libraries are there?
« on: March 10, 2010, 11:21:42 pm »
My absolute favorite is Celtic III and it's what I use for most of the coding I do these days. It has everything xLIB does and more. Most xLIB games work perfectly fine with Celtic III as well so it's a nice Lib to use. Not just that, but I heard xLIB is having issues on the new OS anyway.

Well, here's a link to the most up-to-date version of Celtic III and if you need any help with it, just ask me. The documentation should be enough, but if it's not just let me know.


As for any other Libs... I have no idea. I'll let someone else take that. =)

307
The Axe Parser Project / Re: Logo Contest
« on: March 10, 2010, 10:15:22 pm »
Woah, that's epic. =O

Damn, now if only I wasn't so dead tired when I was working on mine.

308
The Axe Parser Project / Re: Logo Contest
« on: March 10, 2010, 09:00:30 pm »
Haha, thanks~
That's what no sleep and boredom gets ya!

I may keep playing with some ideas. For example, the inverted axe could look better and who knows what else I can think of. =P

309
Anime and Manga / Re: Haruhi Suzumiya
« on: March 10, 2010, 08:56:13 pm »
Each season is 14 episodes and there's 2 seasons.

310
The Axe Parser Project / Re: Logo Contest
« on: March 10, 2010, 07:59:01 pm »
I got bored and thought I'd just have fun with it. =)

Here's some results~
New idea...

You don't have to use it, just thought I'd have a little fun.
If you like them, but want some changes made, just let me know. I'll be glad to try. =)

Also, I have Pic files for all of them if you want, just tell me. ^_^

Edit: Got a new idea based on one of your suggestions. It's HARD to draw text like that.
Oh, and it also incorporates an old meme done recently. ;P





311
TI Z80 / Re: Omnimaga Map Maker (xLib-CIII)
« on: March 10, 2010, 04:56:55 pm »
Thanks~
I'm not sure how much I'll get done on this project since I'm trying desperately to learn Axe.
It's hard because I SEE basic code but I can't think like a basic programmer anymore so a lot of things I used to do naturally are causing countless RAM clears. Fortunately, it's not doing anything but making it take longer to get used to Axe and being a little frustrating.

I dunno. If Axe gives me too many more issues, I'll just go back and do some heavy work on this program.
_____________________________________________________________________

EDIT: Well, big issue, I seem to have forgotten that CIII can't write to archived programs. It can read from them fine, but that doesn't help with my saving issue. It's going to be hard to fit a copy of the matrix, the string for the matrix, and the information in the unarchived prgmMAPDATA in the RAM without a huge risk of Err:Memory.

So, it seems like I'm going to have to keep the current set-up which just keeps the map in [A] for the user to manage themselves. Of course, I could also have it save to Str1, but that's not really any more useful. Also, I could have it write to the bottom/top line of whatever program they want, but it still has to be unarchived and I'm not sure how useful that'd be either.

I just don't know anymore. Anyone else have any ideas?

312
TI Z80 / Re: Omnimaga Map Maker (xLib-CIII)
« on: March 10, 2010, 04:01:50 pm »
I'm thinking I may just make it have the second option and tell people that they seriously need to be carefully of what they type in.
I doubt any beginners will be trying to script tiles anyway and more experienced coders should know how to fix it. I'm thinking of a way of testing the code (probably with inString) that will fix some of the common things like missing the closing parenthesis and such. I'll definitely have to experiment though.

313
TI Z80 / Re: Omnimaga Map Maker (xLib-CIII)
« on: March 10, 2010, 03:46:28 pm »
Hm...
If I can think of a way to allow users to 'script' some tiles that's definitely a good idea.
Only issue would be that I can't think of a way that's both flexible and safe.

For example, I could have a prompt that asks for the tile default and the tile after you changed it, but they'd have to work with the variables/lists I choose. I'll keep thinking of a way to customize that too though.

Another thought is that I could have them type out the exact code they want so for example you choose a spot, hit a button to go to a screen that asks what you want that spot to contain and you could type in "9-Li(4)=0" and it'd appear in that spot in the matrix. The issue with that is that it's not as safe for typos and such. Could crash the program or glitch the map up completely.

Anyway, I'll think it over.

314
TI Z80 / Re: Omnimaga Map Maker (xLib-CIII)
« on: March 10, 2010, 05:45:20 am »
Well, you can load one of the maps to [A], edit it, and save it back in the archived program no problem so size definitely wouldn't be an issue in total but you still can't make like 50x50 size maps without trouble.

Though, what do you mean boolean logic in maps?

315
TI Z80 / Re: Omnimaga Map Maker (xLib-CIII)
« on: March 10, 2010, 04:44:23 am »
Hm... any idea how many maps should be in each program?
Also, I think I can easily get rid of the "If M=1" stuff because with CIII you can just read the lines and you'd have to be using CIII for the editor to work anyway. So instead of:
Code: [Select]
:If M=1
:[[1,1,1,1,1,1,1,1,1,1,1,1,1]
[1,0,0,0,0,0,0,0,0,0,0,0,1]
[1,0,0,0,0,0,0,0,0,0,0,0,1]
[1,0,0,0,0,0,0,0,0,0,0,0,1]
[1,0,0,0,0,0,0,0,0,0,0,0,1]
[1,0,0,0,0,0,0,0,0,0,0,0,1]
[1,0,0,0,0,0,0,0,0,0,0,0,1]
[1,1,1,1,1,1,1,1,1,1,1,1,1]]
:If M=2
:[[1,1,1,1,1,1,1,1,1,1,1,1,1]
[1,0,0,0,0,0,0,0,0,0,0,0,1]
[1,0,0,0,0,0,0,0,0,0,0,0,1]
[1,0,0,0,0,0,0,0,0,0,0,0,1]
[1,0,0,0,0,0,0,5,0,0,0,0,1]
[1,0,0,0,0,0,0,0,0,0,0,0,1]
[1,0,0,0,0,0,0,0,0,0,0,0,1]
[1,1,1,1,1,1,1,1,0,1,1,0,1]]
:If M=3
:[[1,1,1,1,1,1,1,1,1,1,1,1,1]
[1,0,0,0,0,0,0,0,0,0,0,0,1]
[1,0,0,0,0,0,0,0,0,0,0,0,1]
[1,0,0,0,0,0,0,0,0,0,0,0,1]
[1,0,0,0,0,0,0,0,0,0,0,0,1]
[1,0,0,0,0,0,0,0,0,0,0,0,1]
[1,0,0,0,0,0,0,0,0,0,0,0,1]
[1,1,1,1,1,1,1,1,1,1,1,1,1]]

It will just be:
Code: [Select]
:[[1,1,1,1,1,1,1,1,1,1,1,1,1]
[1,0,0,0,0,0,0,0,0,0,0,0,1]
[1,0,0,0,0,0,0,0,0,0,0,0,1]
[1,0,0,0,0,0,0,0,0,0,0,0,1]
[1,0,0,0,0,0,0,0,0,0,0,0,1]
[1,0,0,0,0,0,0,0,0,0,0,0,1]
[1,0,0,0,0,0,0,0,0,0,0,0,1]
[1,1,1,1,1,1,1,1,1,1,1,1,1]]
:[[1,1,1,1,1,1,1,1,1,1,1,1,1]
[1,0,0,0,0,0,0,0,0,0,0,0,1]
[1,0,0,0,0,0,0,0,0,0,0,0,1]
[1,0,0,0,0,0,0,0,0,0,0,0,1]
[1,0,0,0,0,0,0,5,0,0,0,0,1]
[1,0,0,0,0,0,0,0,0,0,0,0,1]
[1,0,0,0,0,0,0,0,0,0,0,0,1]
[1,1,1,1,1,1,1,1,0,1,1,0,1]]
:[[1,1,1,1,1,1,1,1,1,1,1,1,1]
[1,0,0,0,0,0,0,0,0,0,0,0,1]
[1,0,0,0,0,0,0,0,0,0,0,0,1]
[1,0,0,0,0,0,0,0,0,0,0,0,1]
[1,0,0,0,0,0,0,0,0,0,0,0,1]
[1,0,0,0,0,0,0,0,0,0,0,0,1]
[1,0,0,0,0,0,0,0,0,0,0,0,1]
[1,1,1,1,1,1,1,1,1,1,1,1,1]]

It'll make the code easier to manage by far.
Also, the code is better this way since you'll never need to unarchive the map programs. (this is how I handled maps in Nyaar) All you need to do is "expr(det(5,"MAP",map#,1→[A]" to load the map.

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