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Messages - Jens_K

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46
TI-Nspire / Re: Jens' Script Editor - An on-calc lua editor
« on: May 27, 2014, 12:16:24 pm »
Why I can't open MENU :D ?
Probably because you focus the console application, that happened to me too a few times ;) Just click on the editor so that it's rim is black instead of grey

47
TI-Nspire / Re: Jens' Script Editor - An on-calc lua editor
« on: May 27, 2014, 11:28:52 am »
Sorry, I had no time yesterday, but now here is the first v2.0 alpha release:

Improvements:
- Seperate Applications for editor, console and user script execution application (I have no idea how to call it :P )
- console:
  - logs the "print" outputs, errors and status logs of the editor (will be adjustable)
  - scroll with arrow keys
  - clear with ctrl+del
- user script executor  ::)
  - support and securety for advanced event handling
- editor
  - fixed the insert function
  - more efficient syntax colouring (still a bit buggy)



Note:
- This is a very early alpha release, there are many bugs and unfinished features, feel free to report all bugs you find!
- After hitting "run" in the menu, switch to page 1.2; there your script will get executed as soon as you switch
- To stop your program switch back to the editor and press the return-button ("the little arrow in the bottom right corner)
- You have to manually stop the running program before you can start a new version
- Starting and stopping your script will be much easier and clearer in future releases

- You can freely rearrange and resize the applications as wanted, but only the console application is ment to be copy&pasted
- If the console on the user script page gets in your way, just click on it's bar and delete it
- The whole code is muddled up, I'll tidy it up later

PS: I'm also searching for a better name; "Jens' Script Editor" is quite unhandy... Would "IDE" be a correct term to describe this program, so that I can call it "jIDE" or something like that?

48
TI-Nspire / Re: Jens' Script Editor - An on-calc lua editor
« on: May 25, 2014, 05:01:34 pm »
Also, you should wonder if you want to support old apilevel (since 3.6 is ndlessed, not a whole lot of people will be/stay on OS 3.1 forever...).

On some cases, it will be simpler to just use new apis rather than testing if it's available then use it, (in addition to having to code fallbacks (when possible) for older versions.)
Yes, you are right! Covering all possible situations for an error is far more complicated that just register and errorHandler... but now I already covered the most anyways ^^
But outsourcing the loading menu to a seperate GUI to be able to load files on apilevel 1.0 would be much work... I think I'll add a poll to this topic for the question of compatibility!


Reducing functions would be very nice to as I mentioned it but I know it's hard to do it :)
Yes, very hard indeed... I currently have no idea how to realize that with the current "engine"... But it wouldn't be the first time if I found an unexpected solution in the middle of a boring history lesson ;)

Could you give anyways the new file ?
Um... lets say tomorrow (trust me, you wouldn't have much fun with the current mess of the front-end! ;))

Another question : how about compatibility with the "Ressources" images on os 3.6 ? And customize the colours ?
I still use the old 3.2 software (sorry), because I couldn't find much informations about 3.6; neither about the lua api, nor the 3.6 script editor. Does it still have an option to convert an image to the old format?

49
TI-Nspire / Re: Jens' Script Editor - An on-calc lua editor
« on: May 25, 2014, 10:58:26 am »

Hello again!


Well, you may noticed that the reboot of this project didn't proceed as intended; When I looked in the code the only thing I saw was very much work, and everything I did ended up in problems an more work which quite deterred me.


But finally I pulled myself up and did a huge chunk of work on this project so that I finally finished the following features:
- seperate editor, console and user script application
- far more efficient syntax colouring: Image codes are no problem anymore!
- advanced protection: custom event distribution and defining event handling functions after initialization is now supported and protected
- fixed the "insert" function


I know, that doesn't look like much work, it was enough to keep me from making progress :P
Now that I "broke this barrier", I hopefully can continue to work on your suggested features :D


Here is what's planned for v2.0
- autocompletion
- customizable "insert" function
- customizable syntax colouring
- better unicode character support
- better saving and loading (the menu doesn't support dynamic changes on OS 3.0, which is why some people had problems with loading)
- unlimited code length (It's currently limited by the maximum length of saveable strings)
- more detailed error screen with informations(callStack and local variables) via the registerErrorHandler; therefor only for apilevel 2.0
- save use of the 2DEditor (only for apilevel 2.0)
- if possible: resetting environment for every new "build" via setfenv (I have to do some research here)


The current develpment version is still very unstable and buggy, but as soon as I think it's usable, I'll upload it :3

50
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: April 20, 2014, 08:05:13 pm »
@CinusMinus: :o  WOW! This is awesome! :D  I feel very honoured that you created a tool for this game, thank you very much! I thought about a program like this too, but I didn't have the knowledge to implement it. That is really great! I'll immediately try it out!  :)  If you need any support with development, feel free to ask!

51
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: April 16, 2014, 08:43:24 am »
Hi!
Changed plans: v1.0/0.14 will have many new features, such as infinite worlds and biomes, and will probably change great parts of the code, so I'll wait with the mod api stuff for the next version. I don't know when it's finished, I seem to be lazy these days :P


@AnToX98: Yes, I work a liitle bit on the editor, but I want to finish the next version first, which I'll finally call v1.0 :) Then I'll have more time!

52
TI-Nspire / Re: fast 2D shadow engine in lua
« on: April 15, 2014, 01:48:21 pm »
Oh wow that looks real sexy ! :D
* Streetwalrus thinks you'd do great stuff if you programmed for Ndless ;)
Thanks, but I like lua! :-[  I'm kind of afraid of native programming; I have no experience with any C language yet... Are there some good tutorials out there?


Indeed, it sure looks very nice :)
Thanks! And thanks to your optimization tips, it runs great!  :)


Blinded by the Dark Nspire port soon? :D http://www.ticalc.org/archives/files/fileinfo/226/22637.html

This looks pretty nice. I wonder how fast is it on a real calc?
I don't know this game, but I looks like it would be possible to port with this engine! But you'd have to make a seperate algorithm to check if an object like an enemie is in the shadow or not; the engine only proviedes the vertices of the shadow polygons.
On my Nspire CX with OS 3.2 (don't ask me why I'm to lazy to update :P) it runs with ~14 FPS, which is pretty fast for Nspire lua ;)

53
TI-Nspire / fast 2D shadow engine in lua
« on: April 14, 2014, 11:34:20 am »
Hi, I've been working on this little shadow engine for the Nspire the last 2 days:
It dynamically calculates and renders the shadows of a variable number of objects, relative to the position of the light source and draws their illuminated sides.
With 6 objects, it runs smoothly with 12-16 frames per second on the handheld.


Controls:
- click to enable/disable mouse control
- press m to change the render mode
- press r to enable/disable the illuminated rims
- in the upper left corner, there's a little fps counter


Note: There are some bugs, if objects are too close to each other or if the light source is too close to an object (but I didn't encounter a crash yet)


I made this engine just for fun, I don't think I'll do something with it or improve it soon; so you can do anything you want with it (but giving credit would be nice ;) )

54
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: April 02, 2014, 03:36:38 pm »
!!!Update!!!
Finally, after 2 months of work and over 1000 new lines of code, here it is: v0.13

Version 0.13 is now attached to the first post.


New Features:

Dungeons
- Skeleton spawner
- Disable spawner with torch on top


Optimizations
- graphics "fast" are now incredibly fast
- block-breaking-progress-frame-updates are now much faster with both graphic modes (less lag-placed blocks)
- world generation is a bit faster
- Compressed some compressable textures


Improvements
- Using arrowkeys in the inventory or number keys in the main game will hide the cursor
- More random phrases
- More detailed help message


Settings
- New: Alternative controls: Break blocks with [enter] and place blocks with [(-)]
- New: Option to save the game each time the player sleeps in a bed
- Helptexts for every setting
- [ctrl]+[del] resets all settings


Modding system
- ocdpack included
- Put it inside the MyLib folder, refresh libraries, add it to the mod list and restart the game


Inventory
- trash section
  - press [del] on an item to throw it into the trash
  - every 100 seconds, 1 stack gets destroyed
  - Trash will not be saved
- armor section
  - slot for helmet, chestplate, leggins and boots
- dragging an item around is now much faster


Creative Mode
- Proper inventory
  - lists for blocks, items and tools
  - page for the survival inventory
  - search function
  - press [(-)] on an item to get a stack of it
- items like tools, buckets and bonemeal won't run out now in creative mode
- toggle flying with [F]


Fishing
- Fishing Rod implemeted
  - Use [(-)] to cast and reel it (aming works like with the bow)
  - When the bobber submerges, a fish has bitten
- Fish added
  - can be cooked
  - gives health back


Armor
- Leather, Iron, Gold and Diamond
- Absorbes damage, but takes the damage it absorbes
- Right now, it absorbs any type of damage but I'll fix that soon


Fixes
- The drops of wheat and crops are now correct
- You can now only get hit by zombies on same height
- Item health bars are now correct (and colored!)




Yay!
The Modding system is ready, but unfortunately, I didn't have the time to make a proper API. You can of course write mods for this version, but I'll make the API and guides and stuff soon with v0.13.1, so you probably should wait for that.


PS: Because of a very strange bug, I had to add the item "<nothing>" in the armor crafting menu. By clicking on it, a weird message appears (at least on my calc), but apparently it has no effect.

55
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: April 01, 2014, 10:00:12 am »
@nspireguy: Yes, v0.13 is finished but I still have to fix a very strange bug... I'll upload it later this day or tomorrow! :)

56
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: March 17, 2014, 05:46:05 pm »
  • Why are my saplings disappearing? Can they only grow on grass? Why do they dissapear even when they're on grass?
  • Will movement items be added (like Terraria)? I know you're trying to be MC in 2D, but without that 3rd dimension, moving around without hooks/larger jumps is annoying. (Especially on those 2-high hill things. I don't want to destroy it, but I can't get around if I don't!)
  • Why do mob spawners disrespect light levels completely? I could get it if they required a light level within 2 blocks of a torch, but making them only stoppable by blocking off/destroying is annoying.
  • Why are the checks for hostile light level at spawn at head level? (Just curious about this one.)
  • Yes, as the help text says, saplings can only be placed on grass (or dirt). As in the real Minecraft, they disappear if they don't have enough space to grow; but in that case you get the item back.
  • No, sorry, I only want to make a Minecraft port, not a new game. You can use ladders or a water elevator! And btw: All this non minecraft stuff could be added by mods!
  • Thats a new feature of v0.13: You can put a torch on it to disable it then. Remeber it's still in development (v0.12)
  • I don't know. I changed it to feet level for v0.13
Was crafting in 3.1 ever fixed? You should just have the gui show up for crafting and be able to scroll though them with arrow keys.
Yep it was fixed in v0.12


And by the way: v0.13 is mostly finished, I estimate that the release date will be around end of this month :)

57
TI-Nspire / Re: Jens' Script Editor - An on-calc lua editor
« on: March 09, 2014, 07:48:17 am »
@AnToX98: Thank you very much for the suggestions, that looks very cool! Now I'm looking forward to work on the editor again :D But to make that all properly, I'll have to rewrite very much of the code because some parts are really bad and slow; also a screen manager would be important for all the dialogues for the new features! I also didn't know about some very useful functions of the string library, which would make everything better! And seperating editor, console and user script to individual windows removes the annoying __mG! That will be über cool! :D :D

PS: How do you name development versions between v1.0 and v2.0?

58
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: March 01, 2014, 09:45:51 am »
That's awesome but I'm sad because you don't work at all on Jen's Script editor :(, there's so much to do and fix on it :(

Oh no, you're right; I totally forgot that I was working on an update there... Can you please pm me all the things you found I have to do to make it solid until I have the time to work on the big v2.0 update?

59
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: March 01, 2014, 08:28:17 am »
!!Update!!
Version 0.12.2 is now attached to the first post

Fixes & Improvemets:
- Probability of a freeze vastly reduced (still not sure why the timer stops so often for no reason)
- Fixed crash when destroying a used furnace
- Some minor fixes and improvemets

Can you eventually add more monsters like spiders? and what about the nether?
Yes, I think I'll create spiders for v0.13 and as I said to Piguy-3.14 dimensions such as the nether would be a post v1.0 feature

If you do attempt infinite worlds, there should be an option to have a limited world as well, i kind of like it, and it would probably have a lot less lag.
Yes, I'd keep the option of a finite world. I think the mapsize wouldn't affect the performance much; the engine is built to handle very large worlds; the lag is only because the Nspire LUA is so slow at drawing, but v0.13's fast graphic mode will be really fast (but only at moving the cursor ;)). But I'm a bit worried about the maximum length of a saveable string and the clipboard buffer... a large world already has about 17000 characters!

Thanks for quick reply, when do you estimate to release the update?
v0.12.2 now :P And v0.13 will take a while... I guess I'll take about a month

60
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: February 25, 2014, 01:23:57 pm »
@Piguy-3.14: Wow, thanks for the encouragement! :) Well, "final version" was probably the wrong expression; I meant v1.0, which means that it includes all initially planned features. When v1.0 is finished, I'll try to do some crazy stuff like infinite worlds, redstone, 2 layer system, dimensions, minecarts etc. But all of those features would take a very long time to develop and debug, so I want to finish all basic features first; but I think infinite worlds and redstone will be the first features I'll try to realize then ;)
I can't say yet how long I will continue working on MC2D and Nspire projects in general, because in 1 year I'll have finished high school and I intend to proceed to PC game/app development sometime...
And about the furnace bug: Yes, that was a stupid typo in the code which I fixed in v0.12.2, which I should have already uploaded if I wasn't that lazy... I'll do that soon :P

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