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 - ajorians

Pages: 1 ... 3 4 [5] 6 7
61
TI-Nspire / Re: nTileWorld (a Chips Challenge port)
« on: June 29, 2013, 04:44:07 pm »
Hi Guys!

Legimet: Go ahead and use any code modifications I made!  I added a preprocessor define: NSPIRE_BUILD that I put in the code A LOT!  I also put in another one called USE_NSPIRE_FONT that when defined will use nSDL_DrawString.  I did that because then I wouldn't need the external file font.bmp.tns.  I #ifdef out so much because I didn't realize all that Tile World had.  I've been replacing the function 'exit'; which is why I have a bug when pressing Escape on the levelset menu (but I'll fix it)!

Oh and by the way one "bug" that I do want to fix is if you don't have a certain external files (or not in the correct subfolder) I think I crash; but I'd like to make an error message instead! :)

DJ Omnimaga: If you think it is best to called it Chips Challenge I will.  Because I used some one's source code I figured I shouldn't rename the port of their project.  BTW, the original title for Chips Challenge was Tile World.

Thanks for liking it!  And have a terrific day!

62
TI-Nspire / Re: nTileWorld (a Chips Challenge port)
« on: June 29, 2013, 08:24:28 am »
I'm in the process of porting this same exact game and was going to finish it in a few days.

I didn't know; but please keep working on yours!

63
TI-Nspire / nTileWorld (a Chips Challenge port)
« on: June 28, 2013, 09:39:08 pm »
Hey Guys,

Tile World is an open source reimplementation of Chips Challenge.  I have been working on porting it to the Nspire calculator.  It is playable!  So download the attachment and add it to your calculator.  It can be added to any folder; and then you need the 3 subfolders (with content) relative to the main program.  It'll make sense one you download this.

I did try it on a non-CX Nspire and it looked rather good!  I am not a good player of this game; so what I could use from all of you is to try the game.  I beat several of the levels; but let me know if they are all beatable!

Some differences are: I made it so you can advance/go back to previous level using the 'n' and 'p' keys without needing to beat the prior levels or typing in a password.  You can restart a level by pressing the 'r' key.  I don't have keeping track of completed levels.  And it isn't finished so there may be more as I keep working on it.

I do have some bugs that I know of.  But let me know if you find a bug.  I know when choosing the level it sometimes says the wrong ruleset for a levelset.  And pressing escape on the level selector doesn't exit; but just choose a levelset and then press escape and it'll exit.  And I know about the text display issues.  I'll do some bug fixing soon! :)

But all in all I think it game is coming out amazing!  So let me know what you think!

And have a great day!

64
TI-Nspire / Re: Ndless Commander 0.4 -- TI-Nspire File Browser
« on: June 23, 2013, 08:19:34 am »
Hi excale,

Actually thanks for sharing this!  I was looking for that and didn't know if it already existed.  I bet others (if not today, then some day in the future) will need it.

Have a great day!

65
TI-Nspire / Re: Ndless Commander 0.4 -- TI-Nspire File Browser
« on: June 23, 2013, 01:36:50 am »
I found your program really useful!  I desired to delete some files that were created at the root (at '/' not '/documents') and I didn't know of a program that could delete them.  So I made a super quick modification to your program to accomplish such a thing.  And I tried to be very careful.  If I have time I'd like to add just a tad of UI like what you did when a file is copied; as well as fix any bugs related to the change.

I have the program ask the user if they are sure before deleting.  After I delete visible in My Documents view, such as a file in /documents/ , I still see it listed when I exit the program.  So I just press the On key and then go back into My Documents and it is gone as expected.

Below are the modified source files.  I figure that if somebody needs to use the delete functionality they probably know how to compile ndless programs.  Though if people want I'll upload the Nspire TNS file.

Have a great day!

66
News / Re: C++ on the TI-Nspire
« on: June 18, 2013, 02:04:10 pm »
I saw on tangrs blog that exceptions don't work because of some unimplemented functions. What are these functions??

Sorry, second post :(

For sure std::terminate.  I am under the impression that when an unhandled exception is called it would call that function.  I'd have to look up to know more.

Thanks!

67
News / Re: C++ on the TI-Nspire
« on: June 18, 2013, 01:56:38 pm »
Hey Guys,

Indeed!  I compiled the very simple Text_Exceptions and with the throw,try&catch commented out and there is a size difference (see below).  Personally I'm perfectly fine without exceptions; but I could see if somebody using Boost or something would need to write around their issue.

Thanks and have a wonderful day!

68
News / Re: C++ on the TI-Nspire
« on: June 18, 2013, 09:07:05 am »
Hey Guys,

I'm very happy to see C++ support implemented in Ndless!  AFAIK with bFLT format handling it should be easier to create a game with external A.I. players.  Like a plugin.  So imagine playing Connect 4 (for example) and somebody creates a new A.I. player to play with and all you got to do is add the one new A.I. file.

ikj: I tested the "issues with global variables" and they are indeed solved!  See Test_Globals attachment.  C++ exceptions are disabled (see Test_Exceptions attachment); but we can create some amazing things without them!

Have a great day!

69
TI-Nspire / Re: nPuzzleFrenzy for Nspire
« on: June 13, 2013, 03:03:11 pm »
Hi Guys,

I took your input and made some modifications based on it!

lkj: I'm glad you like playing it!  That is exactly the reason I like making these games! :)
I changed the font of the animated text to NSDL_FONT_THIN which hopefully is more your liking as well as I centered the text in each of the white boxes.  Before I pseudo-centered but now I actually get the letters width/height in the font!  See image.  And I made the animation delay before the letters move down much shorter.

SpiroH: Thanks buddy!  I'll try to keep being productive! :)

Streetwalker: Glad to hear you like it!  I made an option of speeds Normal, Fast and Instant (not instant but very fast).  I changed the font on the Options page to smaller to fit the extra option.  In a future program I'll make a nicer options screen where I can have any amount of options.  If you are feeling like tweaking the settings some; you can use a text editor like nTxt (http://ourl.ca/171900) and edit the settings file.  I would love to expose these settings and several more; but I figured this should do.

mdr1: I do hope activity on the TI-Nspire CX is growing!  It feels at the same rate as when I got my CX (and actually maybe slower).  But I do like seeing everyone's projects.  If it helps I try to include all of my source code and am perfectly happy if somebody edits or derives a new program from one of mine.  For instance if you wanted to make Bejeweled or some other game from this then please go ahead!

I hope this version works well for everyone!  And have a great day too!

70
TI-Nspire / nPuzzleFrenzy for Nspire
« on: June 12, 2013, 08:13:54 am »
Hey Guys,

If you wanted to play Puzzle Frenzy on your Nspire I guess you could emulate the TI-83+ (http://ourl.ca/18513) with Puzzle Frenzy.  That aside; I cloned the game!

Some changes (besides color for you CX users) are:
- Animating the swapping of tiles as well as the falling of the tiles.
- Updated tile images (but can enable the original "retro" look)
- Has undo/redo a move
- Keeps track of how long it takes you to beat a level
- Supports external level files (just a sample level is included)

It has all 60 levels from the TI-83+.  Unlike the TI-83+ version you can start any level without a password and I didn't add a endless mode.

Let me know what you think!  The big question I have is I display the move limit in an animating way before you start each level and I am debating whether to keep that or not.  So give it a try!  All source is included.  And have fun!

71
Computer Programming / Re: I'm learning C++!
« on: June 10, 2013, 04:10:34 pm »
Hi iNk&Venom,

I'd consider this pretty good for just starting!

All of your program is in the main function; if you want to make it easier to read you can separate things out into more functions.  For the mostpart you could translate your code to C easily (cout -> printf, string == -> strcmp, etc).  Eventually you'll try to do object-orientated programming; which is a whole new paradigm.

I'd suggest looking into for and while loops.  I started out using goto's as well; and they even exist in C# but replacing gotos with loops really do make the code easier to follow.  Keep learning! :)


72
Calculator C / Re: [Ndless] Problem with raycasting
« on: June 10, 2013, 09:25:30 am »
Hi Guys,

I know I am way too late in helping.  Well I did get your code compiling and here is a picture or two in case anybody was interested in what it looks like!  The pictures are from your original post's code (with the last while loop commented out); so the actual may look quite a lot different!  Keep working on it; I think it'll look great!

Have a great day!

73
TI-Nspire / Re: nMah - Mahjong clone for nSpire
« on: June 03, 2013, 11:36:03 am »
Hey Guys,

I was looking at a more fluid "mouse"; meaning by using the touchpad to get a mouse moving much faster in a game/program.

The answer is the 'touchpad_scan' function; which I haven't looked at before.  As a quick test I created Test_Touchpad.  So take a look at Test_Touchpad that is attached.  With that I can see what the values of the structure from touchpad_scan gives.  See image.

So I incorporated touchpad_scan into nMah!  So this is the same game only now the mouse should move much quicker!  I hope this is an improvement!  Give it a try and let me know!  The adjusted source is included; be sure to add the other required files that nMah needs as well!

Have a wonderful day!

74
TI-Nspire / Re: [Nspire C] Zombie Chase
« on: May 28, 2013, 08:49:12 am »
Hi Spenceboy98,

I just tested your build from May 24th on my Nspire CX and sadly I still see the 4 screens at the top with white the rest of the way down.  I tested it also on my Nspire Touchpad where it looked alright.  I hope somebody else is able to help you verify the problem I am seeing on the CX.  Since you don't want to share the source code; I can post the graphic3.c/.h, utils.c/.h and the Makefile I used when testing your code.  Maybe your version of those files differs than mine.  I think this game is great and I'd like to see it working.

Levak: I used lcd_ingray before on a CX.  I didn't see on http://hackspire.unsads.com/wiki/index.php/Libndls#Screen saying only when is_cx.

Well have a great day!

75
TI-Nspire / Re: [Nspire C] Zombie Chase
« on: May 24, 2013, 01:29:08 pm »
Hi Spenceboy98,

I just tested your program and I hit troubles with my CX :(

The first 2 screenshots are what it looked like to me.

Which is strange because I compiled your code and it looked fine (3rd screenshot).  I still have the code and can send it.  I am thinking that when I compiled and ran your code compared to this version it seems like the filesize increased a lot (4th screenshot; the version I got working is the smaller filesize).

Hope that helps.  Holler if I can be of any more help.  And have a great day!

Pages: 1 ... 3 4 [5] 6 7