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Messages - Chockosta
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91
« on: April 30, 2012, 12:11:49 am »
Gravity Guyhttp://www.omnimaga.org/index.php?action=downloads;sa=view;down=790A clone of the famous computer/phone game. You have the power to inverse gravity (whith tab/enter) and your goal is to finish 50 challenging levels... (There is also a random mode to play infinite runs) I you manage to finish them all, you will unlock bonus levels... Screenshots :     (Thanks to Jonius7 for the moving screenshot. The actual game is slower)
92
« on: April 29, 2012, 02:38:47 pm »
I never tested any of my ndless programs on calc... Actually, I don't have ndless on my calc. (Or else I would be too tempted to play in class  ) So I hope that it will work like in nspire_emu...
93
« on: April 29, 2012, 11:14:41 am »
When I enter "c" in the bebugger, I get : "Warning at PC=114DA7EC: Bad read_word: 900d000c"... Maybe a malloc failed ?
94
« on: April 29, 2012, 08:23:33 am »
So, CX compatibility should be okay, but for random reasons it keep crashing when I open it with the emulator... I really do not understand.
The CX emulator works fine, I can run other programs that I compiled. But it doesn't seem that the error comes from the code, since it runs perfectly on non-CX emulator. I have no clue...
95
« on: April 29, 2012, 05:01:30 am »
Oh yeah, small confusion with Lua  (Obviously, I did not write that in my code) But this doesn't work either... GCC says : buffer.c:19:35: warning : dereferencing ‘void *’ pointer [enabled by default] buffer.c:19:5: error : invalid use of void expression EDIT : Anyway, I found another way to do this (I just copied the setPixel function in particles, the ndless sample)
96
« on: April 28, 2012, 10:21:26 am »
Hello everybody !
I have problems with color support, and I would need your help... I have to change my buffer from uint8_t* to void*.
But in a function to change a pixel, I have to cast a void* value to an uint8_t if the screen is in 4 bpp mode. So I tried :
function setPixel(void *buffer,int x,int y,int color) { //... uint8_t px=*((uint8_t *)buffer[pos]) //pos is an int //... } But gcc does not like that... What should I do instead?
97
« on: April 22, 2012, 01:28:36 pm »
98
« on: April 22, 2012, 12:35:47 pm »
The black lasers could maybe look better, I think that you should make them look like electric arcs.
Yes, they are ugly. In the real game, they are not black but white inside and orange outside, but, first, the calculator doesn't support the orange color and secondly, my program would be too slow if I make it support white objects: I would have to reload the back buffer each time (see, the rolling stones are transparent, not white). And electric arcs would be awesome but even slower and harder to code  But thanks for the suggestion 
Or you could make them 6 pixels wide instead of 8... (I'm not sure this will be better, and anyway they are not that ugly)
99
« on: April 22, 2012, 12:14:58 pm »
The graphics look very nice, and the gameplay too  It look kinda hard, though... The black lasers could maybe look better, I think that you should make them look like electric arcs. Good luck for the contest!
100
« on: April 22, 2012, 04:43:49 am »
Why not just make your own sensors? An Arduino could easily use a low-rate serial connection with the calc's link port, and sensors with that can be quite complex and very low-cost, while still being quite small. (Imagine arduino mini, not arduino uno)
Well, I don't have the labstation cradle, so I would have to connect this to the RS232 port. So I think I would need a C Lua addon (since ndless allow us to do this), but then it wouldn't work with the Vernier sensor... I think it would be a lot of time spent for really few users. If I have time and nothing more important to do, I might try this anyway.
101
« on: April 21, 2012, 11:23:02 am »
Wow, I love this way to play to Cubefield !
It would indeed be nice to use Vernier sensors... But I don't have any of them, and I don't think that there is a way to emulate them.
102
« on: April 19, 2012, 08:08:06 am »
This is awesome ! Cubefield is much more fluid with JSspire than with TINCS... Really, this is amazing. This will be great when it will be possible to play Lua games trough our browser... No more need to have a TI-Nspire! And I have an idea to add math.eval()... The open-source CAS giac (AKA Xcas) can be used with the TI-Nspire/TI-68k syntax. Moreover, it is possible to use it through a web browser. ( Demo (in french)) But this would require a lot of work... Anyway, keep up the great work!
103
« on: April 18, 2012, 06:19:29 am »
Wow, that's impressive! I wonder if you can add Korean as well. 
I'm not sure that the Nspire has Korean characters...
104
« on: April 18, 2012, 06:11:36 am »
Wow... That's a lot of posts ! Thanks for the support  This looks awesome Chockosta! how big will be maps? Glad you're still working on this. 
The total map is 100*100*40 (400,000 cubes !) I display a chunk of 24*24*24 around the player. (with scrolling) [nice ideas]
Your idea seems nice, but I think it's more adapted to a raycasting 3D engine... Because with nCraft, the sectors could get way too big. Moreover, DJ is right, it would be hard to update sectors. EPIC! I want download
I have to get CX support, and then, I will put a download. (Even if it would be pretty useless without the possibility to add/remove blocks) Oh, and sorry for using servimg, I should find another image hosting website.
105
« on: April 18, 2012, 05:49:39 am »
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