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Messages - Geekboy1011

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thank you dj im hope fully going to work on the rest of it tonight

still looking for suggestions on sprites and stuffs so if ur in the mood to try to draw them
post them
and if there liked or give an idea for another it will probaly get used

for(n,0,L1(1)-1  ; sets troop that is being checked
3+4N ->a ;sets its xpos to a 
for(b,0,L1(1)-1 cycles through all troops
3+4b -> c stores the troops xpos in to c
if L1(5+4n)=1 ;if troop is on team 1
if L1(c) <= L1(a)+(L1(a-1)*4)  and L1(c) >= L1(a); if xpos less than or equal to and xpos doen not equal less than the troops location
if L1(c+2) = 2 ;if on the opposite team
if ans=2 ; accuracy
3 -> L1(a-1+4B) ; put 3 in unit slot to signify dead/ no troop
if L1(5+4n) = 2
if L1(c) >= L1(a) - (L1(a-1)*4) and L1 (c) <= L1(a)
if L1(c+2) =1
if ans = 2
3 -> L1(a-1+4B)

what do you think it is the check code for crimson
well part of it

ok thanks that means im not totally screwed up in the head

oh what would be more effective for the loop (not optiminzation wise speed wise)

while <var> <not equal to > L1(1)


for <var>,0,L1(1)

im having trouble figuring out wbhich would be faster?

i love the photos in the sig eeems  Gimp?

yea summer school stinks

currently ive decided to work on the battle engine i figure once that is close to done ill start everything else again
im just having trouble (im really bad at like large equation writing) writing the equation that will check all of the units on the field that are enimies for locstion and probability of hitting them (like accuracy)

any help / ideas on how to do this would be nice

one thing i think would work is to use a list for the troops kind of built like this

L1(1) # of units on field
L1(2) unit type
L1(3) x pos
L1(4) row
L1(5) # team   (start of unit one)
L1(6) continue with L1(2) here   (start of unit 2)
L1(3) L1(3) here
and so on and so forth

what do you think
oh and
im not going to be on irc untill school next year :(

well i wish i was in summer camp im acttually in summer school i failed social studies

i sadely lost all of my pics and stuff (the file have somthing wrong with them)  so i am going to ask again kindely for any ideas on sprites ect.

and eeems i agree with the taking off more than we can chew but i like the callange so im up to it (i need to get free time first though stupid school :()

TI-Boy SE - Game Boy Emulator For TI-83+SE/84 / Re: TI-Boy SE
« on: June 18, 2009, 06:45:44 pm »
yayyyyyy cant wait

come on ticalc add it already :(

idk thats why i am asking

my friend suggested a guy looking downa barrel of a scope a guy walks in to the sight !blam! the guy dies then crimson ware fare is shown\

Gaming Discussion / Re: Cool online games
« on: June 15, 2009, 04:03:48 pm »
well because i am programming it with Eeems and ti-newb ill post crimson warfare tell me what  u think in the topic


ok the menu's are almost done i was not at home and forgot to send ti newbs sub to my calc(ti-newb are u gonna make a third option for the flames or should i :) )
so son the'll be done

till the game is finished i am taking requests for the splash screen thing so post ur ideas please :)

the next step is to get a semi working battle engine that is not slow and begin the ai structure

this means
order in which the ai does things ect
move ment
building check

so there thats the next step i think ?

any questions just post any ideas just post any... u got the idea :)

TI Z80 / Re: BBC Basic Tetris
« on: June 11, 2009, 06:04:15 pm »
thats just plain cool

yea that post has to be updated ill get to it right now

edit original is fixed ill copy it to the first one :)

TI-Boy SE - Game Boy Emulator For TI-83+SE/84 / Re: Game Boy Emulator
« on: June 11, 2009, 11:39:31 am »
Here is a question how fast is it with out sound like compared to normal

Other Calc-Related Projects and Ideas / Crimson warfare the ti game
« on: June 11, 2009, 11:09:40 am »
ever play the flash game no go play than join help is always welcome ;D

it is a rts that you basically go and send troops at each other untill both sides are dead

start screen is under debate
battle engine ........ workin on it smile.gif
so far we have decided(i think) that the enemies will move based on a loop counter when the troop # hits the desired value move else add one so on other than that thats it for the engine

celtic 3 is attached

map done mabey edited for more places

menues just need to be implemented yay

people already included on the credits
just about everyone on this forum

ignore the this and cmenu) horrible not wanted to play number ......wait i dont care until it is truly released( crimson.8xp is missing use the old one (calc crash and stuff need to get back up)
aa.8xp is the new backround for those who care

crimen(3) is the new menu sub routine by ti newb

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