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Messages - Eeems
Pages: 1 ... 367 368 [369] 370
5521
« on: May 09, 2009, 05:37:11 pm »
sure, how 'bout I upload the code and programs wait for the edit EDIT: ok, here is the programs so far, in a bit, I'll get you the code for prgmB (it's the game handler) EDIT2::ClrDraw:ClrHome :{2,9,0,2,2→L1 :Lbl 1 :"map data→Str1 :"map data→Str2 :prgmBB :If not(L1(2 :Then :ClrHome:ClrDraw:Output(1,4,"YOU HAVE DIED :Return :End :"map data→Str1 :"map data→Str2 :{L1(1),L1(2),0,2,7,2→L1 :prgmBB :If not(L1(2 :Then :ClrHome :Output(1,4,"YOU HAVE DIED :Return :End :If L1(5)=15 and 7=L1(4 :Then :ClrHome :Output(1,4,"YOU HAVE WON :Return :End :{L1(1),L1(2),0,14,7→L1 :Goto 1
5522
« on: May 09, 2009, 05:28:17 pm »
of course that's on the TI-84+ SE. mines on the TI-83+ and it's just a tad slow, but fast enough to be fun If I made levels and such
5523
« on: May 09, 2009, 05:16:07 pm »
ok, I was going to use the list so that anybody could use this engine, but maybe I'll just load everything into the list afterwords, and from the list before
5524
« on: May 09, 2009, 03:53:22 pm »
because I need to be able to revert back a few times, read this:
:For(A,2,9) ; :Text(‾1,8A-2(8),0,sub(Str1,15A-(14+15),15 ;this is my :StorePic 2 ;dual text :Text(‾1,8A-2(8),0,sub(Str2,15A-(14+15),15 ;sprite engine :RecallPic 2 ; :End :L1(4→B:L1(5→A ;store initial starting point :DelVar J ;delete jump variable :Text(‾1,8,90,L1(2 ;display health :While A≠1 and A≠10 and B≠1 and B≠15 and L1(2 ;check to make sure that you have health and are not on edge of map :A→C ;store Y :B→D ;store x :Text(‾1,8A-8,6B-6,"Ω ;display character :If L1(3 ;if you are on a spike :Then :2→L1(3 :Text(‾1,8A-8,6B-6,"* ;replace spike sprite :End :DelVar K ;I have no idea why I put it here...I'll get rid of it :getKey→K ;store key press :If K:Then ;if keypress :B+(K=26)-(K=24→B ;movement :If B≠D ;tests to see if you moved :Then :If ""=sub(Str1,15A-14+B-1,1 ;tests to make sure you are moving onto a blank spot :D→B ;if not, revert x :End :End :If ""≠sub(Str1,15(A+1)-14+B-1,1 ;if you are not above a tile :Then :A+1→A ;gravity happens :If J:A-1→A ;unless you are jumping :Else :J+L1(1)(K=21→J :End :If J:Then ;if you are jumping :If ""≠sub(Str1,15(A-1)-14+B-1,1 ;test to make sure there is a blank above you :Then :A-1→A ;if not, you stay still :End :J-1→J ;minus one to jump time :End :If A≠C or B≠D ;if you have moved :Then :Text(‾1,8A-8,6B-6,"Ω ;move character :Text(‾1,8C-8,6D-6," ;clear last spot you were on :If 2=L1(3 ;if you were on a spike :Then :Text(‾1,8C-8,6D-6,"* ;reset spike sprite :0→L1(3 ;clear spike flag :End :End :If Instring("Δ*~",sub(Str1,15A-14+B-1,1 ;If you are on something that does something to you :then :If "Δ"=sub(Str1,15A-14+B-1,1 ;if on a health pack :Then :L1(2)+3→L1(2 ;add health! :If 9<L1(2 ;but keep it below 10 :9→L1(2 :sub(Str1,15A-14+B,length(Str1)-15A-14+B→Str3 ;get rid of health from map :sub(Str1,1,15A-14+B-2→Str1 ;still get rid of it :Str1+" "+Str3→Str1 ;piece together map :Text(‾1,8,90,L1(2 :Pause "HEALTH +3 ;tell the player what happened :End :If "~"=sub(Str1,15A-14+B-1,1 ;this is actually a small 0, but there is no equvalent on computers :Then :Pause "JUMP BOOST ;tell them that they are one step closer to flying :sub(Str1,15A-14+B,length(Str1)-15A-14+B→Str3 ;delete boost :sub(Str1,1,15A-14+B-2→Str1 ;delete I say! :Str1+" "+Str3→Str1 ;now replace :L1(1)+1→L1(1 ;actually give them the upgrade :End :If "*"=sub(Str1,15A-14+B-1,1 ;if you are on a spike :Then :L1(2)-1→L1(2 ;lower health :Text(‾1,8,90,L1(2 ;update health in corner :1→L1(3 ;set spike flag :End :End :If "..."=sub(Str1,15(C-1)-14+D-1,1 ;if on monkey bars :Then :If A>C ;and gravity is making you fall :Then :A-1→A ;don't! :Text(‾1,8(A+1)-8,6B-6," ;clear the sprite that is falling :End :End :End :A→L1(4 ;store new y :B→L1(5 ;store new x
5525
« on: May 09, 2009, 03:22:56 pm »
A and B are the current location, C and D are the ones I'm using for saving my location in case I need to revert it back
5526
« on: May 09, 2009, 02:33:38 pm »
thanks, I'll take a look, and maybe I'll find some optimizations  I haven't added in moving enemies, but I still haven't optimized my code, so mine is slower then it could be.
5527
« on: May 09, 2009, 01:55:35 pm »
I don't use Instring( yet because I am only testing for one right now, but I may add more ones later.  I wonder which one of ours is faster right now? (I'm using a TI-83+ ROM) oh yeah, those "..." tiles are monkey bars which my character is climbing across
5528
« on: May 09, 2009, 01:01:26 am »
unless of course you are trying for a very large string right?
5529
« on: May 09, 2009, 01:00:32 am »
Invasion of privacy/identity theft will always be illegal for regular citizens such as me, you and the other users of these forums.
but not for non regular citizens?! 0.o
5530
« on: May 09, 2009, 12:53:49 am »
and a cookie
5531
« on: May 09, 2009, 12:51:17 am »
I think we are talking about chips not chili, though it has chili flavour...I've never had Chili in Arizona before...not even sure I've been there
5532
« on: May 09, 2009, 12:43:05 am »
I figured it out, and I also figured out how to detect the way it is, I'll post my code in a bit.
:For(A,1,8) :Text(‾1,8A-8,0,sub(Str1,15A-14,15 :StorePic 2 :Text(‾1,8A-8,0,sub(Str2,15A-14,15 :RecallPic 2 :End :2→B:3→A :DelVar J :While 1 :A→C :B→D :Text(‾1,8A-8,6B-6,"Ω :DelVar K :getKey→K :If K:Then :B+(K=26)-(K=24→B :If B≠D :Then :If ""=sub(Str1,15A-14+B-1,1 :D→B :End :End :If ""≠sub(Str1,15(A+1)-14+B-1,1 :Then :A+1→A :If J:A-1→A :Else :J+L1(1)(K=21→J :End :If J:Then :A-1→A :J-1→J :End :If A≠C or B≠D :Then :Text(‾1,8A-8,6B-6,"Ω :Text(‾1,8C-8,6D-6," :End:End
it runs pretty quickly on the 83+. this version also includes spikes and stuff.
5533
« on: May 09, 2009, 12:38:23 am »
isn't it the sweet chili heat up here?
5534
« on: May 08, 2009, 07:14:20 pm »
ah, well I could do the boarder thing but still make it so the maps don't need to be very large, but what about detecting a tile above your character? how did you do that?
5535
« on: May 08, 2009, 06:47:08 pm »
^^ nice
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