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Messages - gcolella

Pages: [1] 2
1
TI Z80 / Re: Calc Ninja
« on: September 26, 2011, 03:45:00 pm »
I don't think i'm gonna work on those really, this game I made mainly for the GUI. I'm shifting primary focus to a proof-of-concept for a day or two anyway, hopefully that'll be up soon.

2
TI Z80 / Re: Calc Ninja
« on: September 25, 2011, 10:05:27 pm »
In the spirit of awesome animations, the latest version is being released. It wasn't big enough to warrant a full update (read: I didn't want to change all the version numbers), but it does add an interesting new death animation (thanks for the tutorial Leafiness0)..

3
TI Z80 / Re: PaintPad - On-Calc Paint and Text Editing
« on: September 24, 2011, 11:38:28 pm »
This is a great idea, lemme know if I can help out at all. Do you think it'd be possible to save to a computer image format?

4
TI Z80 / Re: Calc Ninja
« on: September 24, 2011, 11:25:50 pm »
That's a good idea..

[starts coding furiously]

5
TI Z80 / Re: Calc Ninja
« on: September 24, 2011, 11:20:28 pm »
It looks awesome!
Is there only blocks or are there any obstacles?

Only blocks right now, if you have any ideas for other obstacles I'll try and work them in..

6
TI Z80 / Calc Ninja
« on: September 24, 2011, 11:07:50 pm »
Dev release of a game I've been working on over the past few days, figured I'd put it up. CALNIN is the compiled asm, theta is the source.

EDIT: I should mention, it's called CalcNinja because it was inspired by NinJump for iOS (oh dear, hope I don't get sued)

Suggestions, comments, smart remarks?

7
TI Z80 / Re: GalaxyOS
« on: April 16, 2011, 12:57:54 am »
Nope, it just runs the 'apps' that I built in, and I'm working on adding in more. It's only an OS in the sense that it's designed to be run on startup, and then in theory you never need to quit it, for standard calculator-type things. It was mainly a program just to see how well I could make a GUI..

I personally don't run it on startup, I just run a program with only the login part, because you can put in the number of users and each one has a unique password, so my friends and I all have an account on it. When you log in, it just goes to the standard homescreen. I might upload that version soon.

Is it actually possible to make it run BASIC programs? That'd be really neat.

8
TI Z80 / GalaxyOS
« on: April 15, 2011, 08:52:47 pm »
This is a project i've been working on, GalaxyOS.. It's a simple ease-of-use program that looks like an OS.
Screenshots and everything you need attached.

Gonna work on it a bit more before putting it on TIcalc.org, and I know it's big, but it's not very optimized yet, just for ease of editing

9
TI-BASIC / Re: Versatile basic platformer engine -- optimization help?
« on: March 21, 2011, 06:14:37 pm »
It actually works fine without any of the goto 0's as well, it just saves it from doing all the other tests when you've already moved that frame. I see what you mean though, if I get it faster I'll remove them. Also, is the memory restored after the program finishes?

10
TI-BASIC / Versatile basic platformer engine -- optimization help?
« on: March 21, 2011, 05:41:54 pm »
I wrote this really basic engine for platformers in BASIC that spans two screens. It doesn't use any pictures, but it does use 3 lists, one for each screen (contains all the pixels) and one that's for misc variables, but as of now only contains the starting position. It runs pretty slowly though, and I'm not good at optimization..

PS: I know that there's a memory leak, but it sped it up a lot.

Code for engine:
Code: [Select]
:0→O
:∟ENG(1)→D
:ClrDraw
:For(X,1,dim(∟P1))
:If ∟P1(X)
:Pxl-On(100fPart(∟P1(X)),int(∟P1(X)))
:End
:int(D)→X
:100fPart(D)→Y
:0→S
:Lbl 1
:S+1→S
:Text(1,1,S)
:getKey→G
:Pxl-On(Y,X)
:Pxl-On(Y,X+1)
:Pxl-On(Y-1,X+1)
:Pxl-On(Y-1,X)
:X→A
:Y→B
:If X≥4:Then
:If G=24 and not((pxl-Test(Y,X-1) or pxl-Test(Y-1,X-1)) or (pxl-Test(Y,X-2) or pxl-Test(Y-1,X-2)):Then
:X-2→X
:Goto 0
:End
:End
:If X≤90:Then
:If G=26 and not((pxl-Test(Y,X+2) or pxl-Test(Y-1,X+2)) or (pxl-Test(Y,X+3) or pxl-Test(Y-1,X+3)):Then
:X+2→X
:Goto 0
:End
:End
:
:If ((not(pxl-Test(Y-2,X) or pxl-Test(Y-3,X))) and G=25) and ((pxl-Test(Y+1,X) or pxl-Test(Y+1,X+1)):Then
:O-3→O
:Goto 0
:End
:If X≤91:Then
:If (((G=26 and (pxl-Test(Y,X+2) and pxl-Test(Y+1,X+2)) and not(pxl-Test(Y-1,X+2)))):Then
:X+1→X
:Y-1→Y
:Goto 0
:Else
:If G=26 and pxl-Test(Y,X+3):Then
:X+1→X
:Goto 0
:End
:End
:End
:If X≥2:Then
:If ((G=24) and (pxl-Test(Y,X-1) and pxl-Test(Y+1,X-1))) and not(pxl-Test(Y-1,X-1)):Then
:Y-1→Y
:X-1→X
:Goto 0
:Else
:If G=24 and pxl-Test(Y,X-2):Then
:X-1→X
:Goto 0
:End
:End
:End
:Lbl 0
:If (not((pxl-Test(Y+1,X) or pxl-Test(Y+1,X+1)):Then
:Y+1→Y
:If O<0
:O+1→O
:End
:
:If X≤4:Then
:Y→E
:ClrDraw
:E→Y
:For(X,1,dim(∟P1))
:If ∟P1(X)
:Pxl-On(100fPart(∟P1(X)),int(∟P1(X)))
:End
:90→X
:End
:If X≥91:Then
:Y→E
:ClrDraw
:For(X,1,dim(∟P2))
:If ∟P2(X)
:Pxl-On(100fPart(∟P2(X)),int(∟P2(X)))
:End
:E→Y
:5→X
:End
:O+Y→Y
:Pxl-Off(B,A)
:Pxl-Off(B,A+1)
:Pxl-Off(B-1,A+1)
:Pxl-Off(B-1,A)
:Goto 1
Generated by SourceCoder (http://sc.cemetech.net)
© 2005-2010 Cemetech (http://www.cemetech.net)

Code for routine that takes pic1 and pic2 and stores them into the lists the program uses (lP1 and lP2):
Code: [Select]
:ClrDraw
:RecallPic Pic1
:1→S
:For(X,1,94)
:For(Y,1,62)
:If pxl-Test(Y,X):Then
:S+1→dim(∟P1)
:(X+(Y/100))→∟P1(S)
:S+1→S
:End
:Output(8,int(X/12)+1,"*")
:End
:End
:ClrDraw
:RecallPic Pic2
:1→S
:For(X,1,94)
:For(Y,1,62)
:If pxl-Test(Y,X):Then
:S+1→dim(∟P2)
:(X+(Y/100))→∟P2(S)
:S+1→S
:End
:Output(8,int(X/12)+8,"*")
:End
:End
Generated by SourceCoder (http://sc.cemetech.net)
© 2005-2010 Cemetech (http://www.cemetech.net)

11
Axe / Re: Arrays and misc. Axe help
« on: March 17, 2011, 09:17:58 pm »
It works, but it's very BASIC-esque, and uses variables for everything, no pointers or anything.
One other thing I don't understand, what happens when you use sto in an expression in Axe?

12
Axe / Re: Arrays and misc. Axe help
« on: March 17, 2011, 03:57:07 pm »
I can't wait to see the enemies and hit detection, it would help a TON with the stuff I'm trying to do.
I finished up the source and it seems to work, even though it's really rudimentary, but I had thought arrays would be nice to use for the 'enemy' sprites you have to avoid, as they were so easy and user-friendly in python. I haven't gotten TiLP to work yet on this linux machine, so I can't upload the files, but I can try to type them up if you think it'd help. Again, the hit detection tutorial would be really really great to read, axe is still pretty perplexing.

PS: I originally found the tutorials at http://clrhome.co.cc/ , nice web presence deep thought :)

13
Axe / Arrays and misc. Axe help
« on: March 16, 2011, 08:25:13 pm »
I just took up axe today, and I've been reading the (awesome) tutorials by Deep Thought. The major part I can't understand is how to use arrays. I'd like to use them to make a test game where you avoid incoming objects, but as many times as I read it I can't seem to get it. Can anyone help me out?

Unrelated: Does anyone have a list of cool hex sprites? It'd make it a lot easier because atm I can't download the sprite creating program that came with axe.

Thanks in advance,
GDC

14
Introduce Yourself! / Re: Hey world -gcolella
« on: February 10, 2011, 06:47:00 pm »
Well, that explains why I couldn't find a routine for it, it was self-explanatory. Thanks, I'm surprised it was that obvious and i didn't find it.

15
Introduce Yourself! / Re: Hey world -gcolella
« on: February 10, 2011, 06:42:43 pm »
I suppose, but for things like for loops and such that run so slowly, it seems like it would improve a lot.
Does anyone know of a routine that would let me make str->int? i would sanitize my input, it wouldn't have to deal with anything not a number. I could only find int->str googling.

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