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Messages - Handmixer

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1
HP Calculators / Re: Columns scoring rules
« on: January 09, 2014, 01:41:14 pm »
3 (or more) in a row tetris style game

2
News / Re: Video tribute to the HP Prime graphing calculator
« on: January 08, 2014, 02:21:10 pm »
good work.

3
HP Prime / Re: Spaceinvader game
« on: January 08, 2014, 12:22:06 pm »
Wow the boss almost went Touhou on me for a few seconds O.O

Hehe, I dindn't think he was to hard, but apperently I was wrong.

I will have to Work a Little on the design to allow different level bosses. Also I think the boss should have something extra to show that he is stronger, perhabs bigger or a bar that shows hits.

Also I would like to Work on
 - better level shifts - some text saying "Level 2" or Get ready!"
 - score
 - more than 5 levels
 - Shield or lives - if you have Lifes, what should happen to the level when you die? Reset or rewind


4
HP Prime / Re: Spaceinvader game
« on: January 07, 2014, 03:08:06 pm »
Another version uploaded. Now includes Alien Boss

5
HP Prime / Re: Sokoban gam
« on: January 05, 2014, 11:05:22 am »
The date in the lower part of the png should proberbly be Jan/2014

6
HP Prime / Re: Spaceinvader game
« on: January 05, 2014, 05:20:25 am »
Aliens are layed out in 30x30 grid og G4

There can be 900 aliens at once on the screen? O.O (unless you meant that each alien is 30x30 pixels?) if you had kept the old alien drawing method (through a loop rather than a giant GROB, you would probably have needed to do like Atari 2600 games and only draw a bunch per frame, which would have resulted in extreme flicker, but kept speed up)

Yes, my  mistake, the aliens takes up 30x30 pixels. But since the actual size of the alien is 26x21 pixels, then a litte math has to be done to check if the bullit is in the void.


Regarding the emualtor discussion.  I understand that in the terms of making a video of what goes on on the emulator screen better accuracy is needed, but when I write code in the connectivity kit, transfer it and then run it. If coding-transfer-run was a smooth flow I wouldnt't care so much about the Emulator since I would use the calculator to run. But today production is not smooth. I use the editor in the connectivity kit, but I have to lookup help in the emulator or in the PDF - context sencitive help should be Integrated in the editor. When I transfer the program the calc goes to Home, and it puts my new program in the bottom of the list, that is counter produtive, at least it should give focus to the program that was uploaded the last. Some basic syntax check could also be done before transfering the program to the calc.

7
HP Prime / Re: Spaceinvader game
« on: January 04, 2014, 01:53:21 pm »
Thanks for the feedback

Yes the random level was a bug, now corrected
I also get the flickering when I pick up a green dot, I need to look into that.

 >B) Space is the aliens locations on the GROB.
Aliens are layed out in 30x30 grid og G4, so it is easy to calculate wich alien a bullet is entering.
I dont use any pixel check, but that would also work.

Boss aliens would be easy to implement; make them harder to kill, and also make them fire more bullits.

8
HP Prime / Re: Spaceinvader game
« on: January 04, 2014, 05:25:21 am »
New version with improved collision detection has been uploaded. Now I just loop the bullits and calculate the position in alien-space. Much better.
Now I will concentrate on the star background and other Things I want in the game.

9
HP Prime / Re: Spaceinvader game
« on: January 04, 2014, 04:29:13 am »
Collision detection is the problem.
For each frame there is number_of_aliens*possible_number of bullits compares.
I will Work on that to try to improve speed

10
HP Prime / Re: Spaceinvader game
« on: January 03, 2014, 02:32:15 pm »
The file has been updated.

Bombs are dropped by aliens >B)

11
HP Prime / Re: Spaceinvader game
« on: January 03, 2014, 12:32:17 pm »
Ok, this afternoon I have modified the rendering so that the Whole army is in one GROB.
I was also worried that when 1 alien is killed I had to do 10xRECT and it would affect playing the game, but it hardly does.
I decreased the bombs and bullits to 10, but I think making a queue, rather than a FOR-loop also could reduce som time.
Later I will try to reduce the amount of FOR loops by collecting the movement and the rendering in the same loop.

Thanks for the feedback

12
HP Prime / Re: Spaceinvader game
« on: January 03, 2014, 01:58:37 am »
The graphic is predrawn into G3, so that G3 contains all animations. This takes up less space.
In the end of the gameloop there is a WAIT(0.05), this is entirely for the emulator, since it will run to fast.

The gameloop doe contain a lot of FOR-loops for moving, collision detect and rendering, I Think that it may be possible to optimize by reducing to a few FOR loops.

Star background is a good idea. It could be predrawn i G4 and Blit'ed to the render buffer at the beginning of each render cycle

13
HP Prime / Spaceinvader game
« on: January 01, 2014, 11:43:14 am »
This is my current project
It seems that I am pushing the Prime to its limmits, since it runs slower on the calculator than in the emulator.
This is the raw game, no splach screens or score counting.
I am open for questions and comments

EDIT: After modifying the code and optimizing collision detection it seems to run much faster.
EDIT: Controls is mouse move ship, Enter - fire bullits, Esc - quit
EDIT: Log - change weapon
         Pick up greens for more energy
EDIT: added Alien boss level
EDIT:Some fade in added and levels start outside screen


14
HP Calculators / Re: A clock
« on: December 21, 2013, 11:15:17 am »
The file above has been updated

15
Site Feedback and Questions / Re: Forum basics
« on: December 21, 2013, 10:40:46 am »
Thanks, that gave me the push.

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