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 - Michael_Lee

Pages: 1 ... 62 63 [64] 65 66 ... 70
946
TI Z80 / Re: Axe Minesweeper
« on: September 19, 2010, 01:20:03 pm »
Thanks, shimbs!  I'll be sure to take a look at it.


Also, after taking a short break after the contest, I've started adding and debugging again.

This time, I added cursor snapping and fixed some bugs.

Also, I've changed the version format, because my previous way of doing it was pretty arbitrary and was fairly meaningless.  Now, it makes more sense! (but only to me)

I've also tried including the actual application - I found a way to export them from my calculator by opening a .tig group file, but I don't know if they'll actually work.  Could somebody give it a try?

Also: is it possible to change appvars while they're still archived?


Edit: I swear, wabbitemu gets faster each time I use it...
Edit 2: The app is now signed.

947
The Axe Parser Project / Re: Axe Parser
« on: September 18, 2010, 10:08:16 pm »
This might not be the best place for me to ask this, but what exactly is an axiom, and what are they going to be used for?

948
TI Z80 / Re: My Axe Contest Entry
« on: September 18, 2010, 10:00:25 pm »
Awesome job!
It looks really impressive.

I wish USA used the 24h system x.x
Use it anyways.  It'll be another form of reference, in case of any doubt.
Also, instead of AM or PM, try 12 noon or 12 midnight.  It's more clear.
Also, maybe add a sort of countdown on the main page so that people can tell how many hours and minutes they have left (approximately?)

949
General Calculator Help / Exporting/signing apps?
« on: September 18, 2010, 09:51:55 pm »
Does anybody know how I can export apps?
Also, what's 'signing apps'?  How does it work?

950
Miscellaneous / Re: A small survey!
« on: September 18, 2010, 09:44:54 pm »
Hmm...
I can't figure out if fencing is a light or non-contact sport.  Technically, we don't touch each other (we just stab), but contact is made...

nvm.

951
TI Z80 / Re: Axe Minesweeper
« on: September 18, 2010, 04:47:06 pm »
You're right - shouldn't be that hard, but at the time, I didn't want to muck around with cartesian coordinates.  This is what I do:
Code: [Select]
Determine X and Y
For(A,0,[total_rows])
    For(B,0,[total_cols])
        Pt-On(6*A+X,6*B+Y,Picture stuff)
    End
End
I use X and Y to determine where to start drawing the entire thing, and I just shift X and Y coordinates when I'm scrolling.  (most of my map is drawn off-screen, which might account for some of the slowdown).
Because I could never remember exactly how large my viewing square was (was it 62 pixels wide, or 21), I avoided.

952
TI Z80 / Re: Axe Minesweeper
« on: September 18, 2010, 04:20:00 pm »
Well I think I'm just gonna put my two cents in.

I feel like the idea of wrap around is a little taboo in Minesweeper. I just think it will mess with people who go in expecting to play a normal Minesweeper game but then when a number on the edge says four but they can only find two touching ones, it might mess with them and think the game is flawed. Even if you put it in a Readme.txt file there is no guarantee people will read it. Also the wrap around expansion is a little odd too because that would be completely new and odd to some people. Like I know for a fact those would mess with me unless I really focused and remembered those things.
I agree, which is why I was planning to add wraparound (the four in the corner sort of thing) as an extra that's toggled off by default.  If players don't like it, they can toggle it back off.

As for what you were calling map looping. I like this idea, though not in the context you were saying. I think you should be able to scroll out to the end of the map and then when you go one more over it wraps back to the first row/column.

Code: [Select]
1234  1234
123X  X234
1234  1234
1234  1234
Taking SirCmpwn's name, this would be cursor snapping.  This feature existed in my earlier vids, but I canceled it because I didn't have time to make it work with scrolling.  I'll definitely add this feature.

It'll be odd if you do:

Code: [Select]
1234  2341
123X  234X
1234  2341
1234  2341

I could be wrong, but that's what it sounded like you were saying.
I agree, I think it's disorienting (player reaction: Where am I?  Why is this minefield endless?!  Where is that last unflagged square?! Argh - ragequit!) and difficult to implement, so this probably won't happen.

953
News / Re: Axe Contest poll and judging starts
« on: September 18, 2010, 10:23:56 am »
Quick question: can I post my game on ticalc, or should I wait until the contest is over?

954
TI Z80 / Re: Axe Minesweeper
« on: September 18, 2010, 10:21:15 am »
@ Shimbs: Huh - so I was wrong  :P
Your sprite stays in the center of the screen though - is that built in, or can that be changed?  My screen only moves if the pointer approaches the edges.

@ Everybody:
Right now, I'm not entirely sure what people mean by wraparound, looping, etc., so:
Wraparound - by this, I mean that if a mine is located on an edge, it increments the numbers on the opposite side.  Also, if you click a blank bubble that goes off screen, then it continues on the other side.
This should be easy-ish to implement.

Map looping - by this, I mean that if the entire minefield map would continue to draw itself to the side and corners over and over, giving the illusion that the minefield has no boundary.  DJ suggested this idea, but while it would be cool, it would also be incredibly disorienting for the player and difficult for me to code.

Pointer-moving-to-the-other-side - Currently without a snappy name, this feature would let your pointer move to the other side if you hit a boundary and keep going.  This feature existed in some of my earlier screenshots, but was removed after the large minefield sizes along with time constraints made it more difficult.

955
The Axe Parser Project / Re: Bug Reports
« on: September 18, 2010, 10:18:24 am »
Yes - garbage collecting seems to work wonders.  I find that whenever I get a mysterious error that never happened before, garbage collecting usually clears things up.

956
TI Z80 / Re: Axe Minesweeper
« on: September 17, 2010, 08:12:44 pm »
Code: [Select]
for(L,0,99
PtOn(L^10*6,L/10*6,L1+L
End
Dispgraph


I like this, but am slightly confused by the rest.

I don't think this:

scrolling for variable sizes larger than 10*10(x and y positions are listed as A and B respectively. these could technically be stored in a single variable with accessing via ^ and / as well, but that just makes things too confusing):

Code: [Select]
0->A->BRepeat D=15
Repeat D
getkey->D
End
A+((D=3)*(A<[total map width minus 10]))-((D=2)*(A>0))->A
B+((D=1)*(B<[total map height minus 10]))-((D=4)*(B>0))->B
for(L,0,99
PtOn(L^10*6,L/10*6,[total map width]*B+A+L1+L
End
Dispgraph
End

would work.  Assume that there's a 4x4 map for simplicity, and I want it to look like this: (* is a mine, and can be replaced by an arbitary number over 8 )

01*2
012*
0011
0000

If I stored that map data to L1, it would look like this:

01*2 012* 0011 0000
(with spaces for readability)

Using your code, if I just wanted to display the graph, without adding scrolling, I would do this.
Code: [Select]
For(L,0,8
PtOn(L^4*6,L/4*6,4*B+A+L1+L
End
(assuming for a moment that A=B=0)
Which would display only the first 9 numbers in L1 and look like this:

01*
201
2*0

Parts left out: 00110000

instead of ideally, this:

01*       2
012       *
001       10000
          Right column = parts of the list left out.


At this moment, I'm not sure if your code will accommodate displaying correctly.  I think you've made the same kind of error for looping too.
Or did I completely misunderstand your code or did something stupid on my part?  (apologies if I did, I'm a bit tired)

957
News / Re: Axe Contest poll and judging starts
« on: September 17, 2010, 07:11:10 pm »
Mines4: Classic minesweeper clone. The undo feature is convenient. Allowing the player to hit a mine on the first selection should be changed.

Thanks for the feedback!  I'll definitely try adding an implementing your suggestion.

~~~~~~~~

My general impressions of the games so far:

Parsec:
It gets a bit boring after awhile, but has lots potential and possible areas for expansion.

Simul:
Difficult to play on Wabbitemu, so I'm going to wait until I can try it on the real calc.
I like the contrast adjust, and it seems like the kind of game I could easily get hooked on.

Blur:
Very twitchy.  Lobster mode?  This must be a meme I don't understand.

Mansion Impossible:
Erm... pressing the buttons don't seem to do anything, and some of the text seems to be broken.

Splut:
I'm pretty sure I should be able to beat this, if I were smart enough...
It gave me an ERROR: LINK when I tried to quit.  Is this expected?

Heros of Might and Magic:
I'm pretty sure that I missed following an instruction somewhere, but it seems pretty interesting.  I'm not sure how the battle system works, though.

THEaxeGAEpack:
Falldown was hard, but I liked the 3d pong.  Didn't seem too buggy to me, but I wasn't very good at it, anyways (I kept dying, my own fault).

Advanced Wars TI:
Not sure if I really understand how to fire a gun, but it was pretty fun.  The arrow keys feel a little laggy, though.  Do I have to alternate between 2nd and enter?  Couldn't I just use one?

Wacky Fun Random Numbar Generator:
...
?

Space Dash:
I liked the graphics!  The gameplay gets a little bland after awhile, though.

Axe Platformer:
It took me a while to get the hang of jumping well, but it was fun.  For whatever reason, the gameplay felt almost slippery, like the character was about to slide at any moment...

Jump!:
Didn't I see this in a video somewhere? 

958
TI-BASIC / Re: Checking/Accessing Eight Points Around One Point
« on: September 17, 2010, 01:56:05 pm »
I'm jealous - it's such a shorter way to do it then mine... :)

959
TI-BASIC / Re: Checking/Accessing Eight Points Around One Point
« on: September 17, 2010, 01:50:10 pm »
Does this work?

Code: [Select]
X-coordinate ->X
Y-coordinate ->Y
For(A,-1,1)
    For(B,-1,1)
        If A and B      (so that the code doesn't run if A and B = 0)
        Then
           Do stuff with X+A and Y+B
        End
    End
End


Edit: wait, I think calc84's method might be better. 

960
TI Z80 / Re: Axe Minesweeper
« on: September 16, 2010, 08:04:04 pm »
Umm...
The cursor jumping to the other side was something I was originally going to include, anyways, although I was unable to make it work in time.
Making the actual map loop continuously would be wickedly hard (and I'm unable to come up with any clever ways to do it at this moment).
With wraparound, I think you just have to make the mine placement and expanding loop to the other side once, which should be easy enough to do.

Pages: 1 ... 62 63 [64] 65 66 ... 70