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Messages - Eeems
Pages: 1 ... 366 367 [368] 369 370
5506
« on: May 09, 2009, 10:39:19 pm »
probably, I haven't really made any games. and this one is fun so far...I might just make it into a platform engine though
5507
« on: May 09, 2009, 10:26:32 pm »
lol, I think the For( loop looks a bit more aesthetically appealing. then the way I did, and it's not that much faster
5508
« on: May 09, 2009, 10:17:11 pm »
so far it seems faster
5509
« on: May 09, 2009, 10:10:19 pm »
I'm going to test it yet, but I don't know
5510
« on: May 09, 2009, 10:01:24 pm »
you could just use two store and recall pics
5511
« on: May 09, 2009, 09:57:14 pm »
much faster! hmm, I just noticed that your character slows down a lot when he is in the air...
5512
« on: May 09, 2009, 09:52:51 pm »
sounds good, I'm going to test it out too
5513
« on: May 09, 2009, 09:46:52 pm »
the flickers not that bad, but it is a little slow. hmm, I wonder how big it will be. maybe I'll make it so that you can choose which one you want to use, the big one or the slower one
5514
« on: May 09, 2009, 08:50:25 pm »
well I got them fixed, here it is:
:For(A,2,9) :Text(-1,8A-2(8),0,sub(Str1,15A-(14+15),15 :StorePic 2 :Text(-1,8A-2(8),0,sub(Str2,15A-(14+15),15 :RecallPic 2 :End :L1(3→B:L1(4→A :L1(1→G :L1(2→H :DelVar M :DelVar JText(-1,0,90,H :While A≠0 and A≠10 and B≠0 and B≠16 and H :If E :Then :E-1→E :If not(E :Then :Text(-1,8,90," :End:End :A→C :B→D :Text(-1,8A-8,6B-6,"Ω :If M :Then :2→M :Text(-1,8A-8,6B-6,"Î :End :getKey→K :If K:Then :B+(K=26)-(K=24→B :If B≠D :Then :If B and B≠16 and ""=sub(Str1,15A-14+B-1,1 :D→B :End :End :If not(J) and ""≠sub(Str1,15(A+1)-14+B-1,1) and ""≠sub(Str1,15(A-1)-14+B-1,1 :Then :A+1→A :Else :J+G(K=21→J :End :If J:Then :If ""≠sub(Str1,15(A-1)-14+B-1,1 :Then :A-1→A :End :J-1→J :End :If (A≠C or B≠D) and B :Then :Text(-1,8A-8,6B-6,"Ω :Text(-1,8C-8,6D-6," :If ""=sub(Str1,15C-14+B-1,1 :Text(-1,8C-8,6D-6," :If 2=M :Then :Text(-1,8C-8,6D-6,"Î :DelVar M :End :End :If inString("Î*Δ",sub(Str1,15A-14+B-1,1 :Then :If "Δ"=sub(Str1,15A-14+B-1,1 :Then :H+3→H :If 9<H :Then :9→H :End :sub(Str1,15A-14+B,length(Str1)-15A-14+B→Str3 :sub(Str1,1,15A-14+B-2→Str1 :Str1+" "+Str3→Str1 :Text(-1,0,90,H :Text(-1,8,90,"+ :3→E :End :If "~"=sub(Str1,15A-14+B-1,1 :Then :Text(-1,16,90," :sub(Str1,15A-14+B,length(Str1)-15A-14+B→Str3 :sub(Str1,1,15A-14+B-2→Str1 :Str1+" "+Str3→Str1 :3→G :End :If "Î"=sub(Str1,15A-14+B-1,1 :Then :Text(-1,0,90,H :H-1→H :1→M :End :End :End :If B=16 :Text(-1,8A-8,6B-6," :G→L1(1 :H→L1(2 :A→L1(3 :B→L1(4
again ~ is that little square 0
5515
« on: May 09, 2009, 05:47:47 pm »
yeah I know, but that's easy to fix, and I was going to get around to fixing the monkeybars
5516
« 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
5517
« 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
5518
« 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
5519
« 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
5520
« 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
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