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Messages - Xeda112358

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1516
General Calculator Help / Re: Tutorial for TI-89 basic?
« on: November 25, 2012, 08:20:09 pm »
I am not sure where a good one can be found, but if you want to experiment in the meantime, try TIBasicDeveloper and remember that there are specific types of "End" like EndIf, EndWhile, EndFor. Further, you can use vars like this: 32→abc. And you need to close parentheses on the 89, but it doesn't matter since the programs get pre-crunched when they are run (basically, it converts the code to a different format, usually cutting down on size. Oh, and lists are read like list1[element] instead of using ()

EDIT: To add to DrDnar's post: And sprites!

1517
TI Z80 / Re: [2012 apocalypse contest] The War of the Elements (Demo)
« on: November 25, 2012, 06:53:46 pm »
She's not a bro, she's a bra
Well, I guess that is one way to say it >.>

1518
TI Z80 / Re: [2012 apocalypse contest] The War of the Elements (Demo)
« on: November 25, 2012, 06:44:46 pm »
No problem, I hope it helps!

1519
TI Z80 / Re: [2012 Apocalypse Contest] Battle 4000
« on: November 25, 2012, 06:02:51 pm »
Good luck on them! I have two essays this week and then next week presentations, then final exams for four classes x.x

1520
TI Z80 / Re: [2012 Apocalypse Contest] Battle 4000
« on: November 25, 2012, 06:00:15 pm »
Thanks XD I have about 40 weapons and armor things planned, so I will try to add all that in this week (I had a four day vacation from school, but now we are in our last two weeks for the semester).

1521
TI Z80 / Re: [2012 Apocalypse Contest] Battle 4000
« on: November 25, 2012, 05:57:37 pm »
Nothing yet, but it will be the blacksmith/weapons smith. Basically, you give the person a little money and the required material and after a while, they will have your weapons/armor created.

1522
TI Z80 / Re: [2012 Apocalypse Contest] Battle 4000
« on: November 25, 2012, 05:47:14 pm »
Now for an update :D I made a few editors to help me speed up map making and I made a few other miscellaneous adjustments :) Now you get to see all the shtuff in action >.>

1523
TI Z80 / Re: [2012 Apocalypse Contest] Battle 4000
« on: November 25, 2012, 05:39:37 pm »
Yes, that is probably the best way to do those.

1524
News / Re: 2012 Apocalypse TI-83+/TI-84+ Programming Contest
« on: November 25, 2012, 05:38:38 pm »
So far, all four competitors are doing it for fun :P Somebody should keep a tab on this so they know what time of year to do a contest again XD

1525
TI Z80 / Re: [2012 Apocalypse contest] CATACLYSM
« on: November 25, 2012, 05:36:38 pm »
Cool, I can't wait :D

1526
TI Z80 / Re: [2012 Apocalypse Contest] Battle 4000
« on: November 25, 2012, 05:34:11 pm »
The code is smaller and a little faster, plus it has the advantage that you can store all of your sprites in a list (or as some other kind of number).

1527
News / Re: 2012 Apocalypse TI-83+/TI-84+ Programming Contest
« on: November 25, 2012, 01:47:32 pm »
Yeah, the same goes for me XD I'm having quite a bit of fun with this, actually :D

1528
TI Z80 / Re: [2012 Apocalypse Contest] Battle 4000
« on: November 25, 2012, 01:44:13 pm »
Yes, except it is done in 8 digit chunks. Also, the routine I gave copies the binary backwards, just as a heads up.

1529
TI Z80 / Re: [2012 apocalypse contest] The War of the Elements (Demo)
« on: November 25, 2012, 01:41:09 pm »
Hehehe, that shall be some fun code, then >:D Regardless of whether or not you use a tilemap, I suggest keeping two other buffers, one for collision detection and the other for enemy detection. This way, when you are walking, all you need to do is pxl-Test( on each buffer the area you are occupying. If there is an ON pixel in the collision buffer, it means you cannot occupy that location, if there is one in the enemy buffer, you take damage. Here are some relevant posts:
http://ourl.ca/15540/291634
http://ourl.ca/15469/291847

1530
TI Z80 / Re: [2012 Apocalypse Contest] Battle 4000
« on: November 25, 2012, 01:27:28 pm »
Oh, I am not going digit by digit, I am using the whole number. For example:
2172731964=10000001100000010100001000111100

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