Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - JustCause

Pages: 1 ... 45 46 [47] 48 49
691
TI Z80 / Re: My First Quantum Translocator
« on: October 08, 2010, 08:55:24 am »
Development stalled until Tuesday, when I get my calc back from a friend. He's fixing my ultra-decimated 2ND button, which I have actually worn away the rubber from. 3 solid years of playing Phoenix + epic button mashing skills = Your button has no recoil. [EDIT: I SAID RECOIL.]

Next update will include level loading.

692
TI Z80 / Re: My First Quantum Translocator
« on: October 06, 2010, 08:52:26 am »
Ah ok good to hear lol ;D
mmm...maybe what I should have said is that it will run at the same speed as the Flash MFQT. Having not played it in two weeks, I don't remember how fast it actually goes, so...yeah.

693
TI Z80 / Re: My First Quantum Translocator
« on: October 05, 2010, 12:41:23 pm »
Thx, Runer.

One thing though: will the game run this fast in final version?
No.

;D

694
TI Z80 / Re: My First Quantum Translocator
« on: October 05, 2010, 08:56:04 am »
And a quick question: why is the following code in the program? The code seems pretty infinite-velocity-proof already, so you can probably get rid of it.
Code: [Select]
:If sub(CY,-3
:If V>50000
:0→V
:End
:End
Um. Uh. The V>50000 actually tests if your velocity is negative, or at least I think it does. This prevents the 0->V from taking effect unless you are moving upward, which could be a problem with the way I've done ground collision...basically, I forgot. Thanks for extras.

Also, I'm fairly sure that the bluescale does NOT harm the screen. There's a relevant thread on UTI.

695
TI Z80 / Re: My First Quantum Translocator
« on: October 04, 2010, 05:09:06 pm »
CORE .5 REMOVED DUE TO BIGGER AND BETTER UPDATE

696
TI Z80 / Re: My First Quantum Translocator
« on: October 04, 2010, 09:53:52 am »
If you decide to upload the source again, I can help optimize it again ;)
Super, thanks. This time, it'll probably be more structure-level optimizations. Because of my pixel-based collision system, the bouncy platforms are referenced in two separate loops, one to handle collisions and one to draw...there's got to be a better way of doing that. (also, I changed the universal division to /64: it helped the speed, thanks for the suggestion.)
LOL at your gold trophies. I want Arcade.

PS: I didn't actually forget my calc on Friday, it was buried in my backpack and I couldn't find it--the direct result of which was my failing a physics quiz.

EDIT: Update will be delayed slightly due to the d***s on the Student Lounge computer playing Super Smash Bros. New time is 4:00.

697
TI Z80 / Re: My First Quantum Translocator
« on: October 04, 2010, 09:01:31 am »
Update by 12:00 PM CST. Includes grayscale shadow, physics fixes, and bouncy platforms--we've hit Core .5, guys. *pops sparkling grape soda cork*

698
TI Z80 / Re: My First Quantum Translocator
« on: October 01, 2010, 11:44:21 am »
Your best bet is to make it /128 or /256 instead or /100.
Will change before next update...probably. I have something of a stack of changes to make and Spanish class in 2 minutes. (Yes, I do all of my posts between periods.)

EDIT: Yeah, remember that update I promised? I forgot my calc at home. Update on Monday.

699
TI Z80 / Re: My First Quantum Translocator
« on: October 01, 2010, 10:48:58 am »
By the way, just to clarify something: a lot of the optimizations were just code order and logic optimizations, but a decently sized part of the optimization was that I changed how subroutine CY works. Instead of storing the result into r6, it now simply returns the value directly to where it was called. I adjusted all your existing calls to subroutine CY already, but in the future, instead of doing something like:
Code: [Select]
sub(CY,3
If r₆
Just do:
Code: [Select]
If sub(CY,3
And just a note, using sub() like this can sometimes cause an argument error when compiling if you leave out the closing parenthesis. If you get this error, just add the closing parenthesis. (Press PRGM when the error is displayed to go to the exact point in the code where you need to add the parenthesis)
Thanks! I knew I should have been able to do something like that. I'll update the source and recompile before posting the update.

Also, will doing /2/2/25 save speed compared to /100? Chain division or something...would love help on that

700
TI Z80 / Re: My First Quantum Translocator
« on: October 01, 2010, 09:52:49 am »
12:00 as 12 AM?
12 PM.
Shaved 216 bytes off the executable ;) Not bad, considering saving 216 bytes in a 1519-byte executable is 15% gone with just code optimizations.
Thanks, will update new source before upload.

701
TI Z80 / Re: My First Quantum Translocator
« on: October 01, 2010, 08:59:36 am »
Thanks for all the support, guys! I never would have gotten anywhere without you.

New update today by 12:00 CST: includes grayscale shadow (hehe meishe), a host of minor optimizations, more walls, a fundamental change to the momentum code that you won't notice, and all sorts of other things.

I've hyper-commented the source and will upload that as well. Optimizations welcome.

I'll also upload three or so pages of my notes, as well as a sketch of the planned splash screen and maybe other things.

702
TI Z80 / Re: My First Quantum Translocator
« on: September 30, 2010, 12:54:59 pm »
Cellar Door Games has now taken an official interest in the project: check the old vid.

703
TI Z80 / Re: My First Quantum Translocator
« on: September 29, 2010, 04:59:42 pm »
Nice so far ^^. You may want to fix going out of the screen, though :P

In the final version, when I have level loading working, that'll be a cue to go to the next level. Until then, WALLS. ^_^

704
TI Z80 / Re: My First Quantum Translocator
« on: September 29, 2010, 01:01:02 pm »
Source and executable are up. Have fun.

@DJOmni: I do have a link cable, but sporadic access to TI Connect and a calc that doesn't like link cables. So I have a thirty-minute window that requires the use of another calc and a flash drive.
@Michael_Lee: Both.
@Builder_Boy: The second one.

EDIT: lol, missed all your questions

705
TI Z80 / Re: My First Quantum Translocator
« on: September 29, 2010, 09:52:09 am »
Glad to see that the powers that be have taken an interest. I'll type out the source later today.

Changes from latest vid:
added cooldown time for teleports
added dedicated telejump key
increased ground solidity (you no longer get stuck in the floor when traveling too fast)
added something that looks like an actual level
increased reliability of general collision detection

Pages: 1 ... 45 46 [47] 48 49