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Topics - Raylin

Pages: 1 ... 4 5 [6] 7 8
76
Axe / Making Axe subroutines?
« on: June 07, 2010, 09:34:46 am »
A couple questions come to mind when I think about my entry.

I heard something about a limit on the source code you can compile.
What is that limit?

Also, how would you chain multiple Axe programs together for those big programs?

77
Axe / Enlarging sprites?
« on: June 06, 2010, 11:43:58 am »
Is there a way to do it in Axe without losing resolution?

78
TI-BASIC / Check if there are changes between two lists?
« on: June 01, 2010, 11:25:24 pm »
Is there a way to do this?
I think there is a relativity test for this but it escapes me.

First try:
:If {A,B,C,D,E,F,G,H,I,J,L,M,N}<>LLTSAV

Second try:
:If (delta)List({A,B,C,D,E,F,G,H,I,J,L,M,N})<>((delta)List(LLTSAV)

sum() has that possibility of the sums still equaling. So, I don't want to use that...

79
TI Z80 / xLib Version of ARMY?
« on: May 26, 2010, 09:17:12 pm »
Since Axe is still morphing and geometry drawing looks far off, should I just make an xLib version of the game?
With the exceptions of the battles...?

80
Axe / [UPDATE] Speed Order Program
« on: May 16, 2010, 11:35:12 pm »
This is the current program for the ARMY speed order.

Code: [Select]
:.SPDORDER
:Disp "Loading...
:"vARMYOrdr→Str1
:GetCalc(Str1)→θ
:If θ=0
:GetCalc(Str1,100)→θ
:For(X,0,99
:rand→{θ+X
:End
:End
:conj(θ,L1,100
:1→A
:While A
:0→A
:For(X,0,99
:If {L1+X}<{L1+X+1}
:expr(L1+X,L1+X+1,1
:1→A
:End
:End
:End
:1→A
:Fill 0→{L2},100
:For(X,0,99
:{θ+X}→Z
:For(Y,0,99
:If Z={L1+Y}
:(Y+1)→{L2+X}
:End
:End
:End
:For(X,0,99
:Disp {L2+X}►Dec,i
:Repeat getKey
:End
:End

If anyone has any optimizations for this, that would be nice.
And, if anyone can patch up the little problem that occurs with duplicates (The problem is that the same value is assigned to duplicates.), that would be nice as well.

81
Miscellaneous / Immersion
« on: May 12, 2010, 02:22:16 pm »
I was thinking about some things today and I began to wonder...

Shadow of the Colossus completely immerses you in a world that is so, so much bigger than your own character.
That feeling makes you feel like a part of that world.
Basically, the graphics make you a part of that world.

How can someone create such a feeling for a calculator game?
Also, tell me what calc games have immersed you.
What calc games have consumed you, mind, body, and soul?

82
Miscellaneous / Ran a mile in bare feet
« on: May 06, 2010, 03:43:44 pm »
So, today, when I go to school, I forgot we had to run the mile.
Guess I wore to school.
Flip-flops.

Guess who couldn't make up the mile if I missed.
Me.

Guess who's black.
Me.

Jokes about slave feet were made.


But, I got an 'A' and ran the thing in 6:51.

83
I was thinking about it.
Could you do this?

The only issue I can think of would be the data saving and loading...

By subroutines, I mean using the Asm() command in a BASIC program to run an Axe-compiled program.

84
TI Z80 / Starting it up again (ARMY)
« on: May 05, 2010, 09:38:46 pm »
Well, I had already rewritten the code I lost.
But, this is the official thread saying that ARMY is not dead.
So, there.

85
Miscellaneous / [PS:SOTS] Who are the Phantoms and what can they do?
« on: April 22, 2010, 02:01:56 pm »
They are ghosts of the past; they have seen the world destroyed before. (HINT. HINT.)

As Phantoms, they automatically gain the ability to travel between dimensions. However, this takes time and concentration to do.

They are the only people who can refine Resonance, excess energy from the Power. (The Power is an overwhelming source of energy that is at the core of the planet. More information on that later.)

This energy can be forged into weapons and, if this energy is refined enough, that Phantom is said to achieve Perfect Resonance. Perfect Resonance takes shape as the elements (fire, water, earth, air, lightning) in our world.

By using Resonance and their inherent ability to travel between dimensions in conjunction, the Phantoms can achieve an astral form. This allows them to exist on all dimensions at once, making them able to pass through anything. (Like ghosts.)

86
Axe / DispGraph(r) and greyscale?
« on: April 21, 2010, 01:56:46 pm »
Could I possibly have an example on how to use this correctly?

87
Art / What size sprites? (ARMY)
« on: April 15, 2010, 06:59:18 am »
EDIT: I was rushing this morning. Rewrote to sound nicer.

I am trying to find a decent sprite size for ARMY.
I need to fit 100 units on a screen while still being able to distinguish between units...

Suggestions?

88
General Calculator Help / I bricked my calc...
« on: April 14, 2010, 10:45:55 pm »
Krolypto v1.4 installed.
Activated password-protected startup.
Turned off calc.
Plugged in USB cord.
Turned on calc.
Forgot about password-protected startup.
Tried transferring a file.
Failed.

RESULT:
Only thing that responds is the [ON] key.
Battery pull doesn't work.
Can't seem to get the backup battery out.

89
Axe / PIC2HEX
« on: April 14, 2010, 09:21:03 pm »
Does anyone have the routine that converts an entire picture to hex?

90
TI Z80 / ARMY Gameplay Mechanics
« on: April 14, 2010, 02:09:11 pm »
The battles play out like this:

  • The player(s) select their first squad loadout.
  • Squad stats are loaded and Speed (SPD) values are evaluated. Then, the turn order for each ARMY is determined.
  • A random number is given to each player. Highest is given the Initiative and goes first.
  • Units automatically perform the action given to them and when finished, their number falls to the bottom of their corresponding turn order.
  • At any given time, the player may use a Tactic. A Tactic is a skill that is dependent on the player's skill. The Tactics vary from warping another squad in to firebombing the entire ARMY. These, in conjunction with the Class Focuses, can change the battle in a heartbeat.
  • The battle continues until one player is out of squad members on the battlefield.
  • NOTE: When a unit dies, it STAYS DEAD.

This is just the gameplay for battles.
Sooner or later, I will put the gameplay for Searching the Wasteland and Calling in Reinforcements.

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