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 - leafy

Pages: 1 ... 4 5 [6] 7 8 ... 104
76
TI Z80 / Re: Reversi (Othello)
« on: December 20, 2012, 11:18:41 am »
Wut?  I thought that this thread was for discussing reversi with you...  and also helping you and giving suggestions... and that you are doing this mostly for interrupt practice?
Well, if you want to discuss interrupts, please do it in an axe thread rather than derailing this topic :P By all means, reversi suggestions are fine, but limit the side discussions if possible.

77
TI Z80 / Re: Reversi (Othello)
« on: December 20, 2012, 01:07:26 am »
Sorry, I removed them because I felt they were derailing the topic :P I thought I only removed the ones discussing interrupts, but if I deleted yours too I'm sorry D: I should probably avoid doing that in the future, though.

78
TI Z80 / Re: [Axe] KarRace
« on: December 19, 2012, 02:11:15 pm »
May I suggest adding some animated elements to the wheels? This can really add a lot of depth into the motion of the game.

79
TI Z80 / Re: Reversi (Othello)
« on: December 19, 2012, 02:00:39 pm »
The thing is, some functions in this game take an extremely long time to calculate out (especially the AI!) The only way I could stick with using greyscale then is if I used interrupts, so it'll still look nice while it's doing all the calculations in the background.

80
TI Z80 / Reversi (Othello)
« on: December 19, 2012, 01:56:17 pm »
Hey guys,

So I wanted to finally learn how to use interrupts, so I made a Reversi program for kicks. Some of you might know this game as Othello, but whatever. So this is pretty different from most other reversi programs for calc out there, because it's going to have a built-in AI that I'm trying to make as strong as possible (my goal is to beat builder's dad, who's apparently a reversi champ!)

So far for the AI, I'm utilizing a combination of minimax and strong evaluation (for corners/edges), but I'm still ironing that out so it doesn't destroy the VAT like it does now :P Here's a screenshot of a very early version, at any rate.


81
TI Z80 / Re: [AXE] Bullet Hell
« on: December 19, 2012, 01:53:46 pm »
TBH, imgur and img.removedfromgame.com are preferred, because you can stick them straight into the post, and if they should the omni servers go down for whatever reason they'll still be accessible.

82
The ^r^ is actually supposed to be the superscript r, found under 2nd+Apps(Angle).

83
Axe / Re: AXE Tilemaping - Please help!
« on: December 18, 2012, 02:49:17 pm »
That's because in the For loop you'll have to change the X range from 1 to 12.

84
Site Feedback and Questions / Re: Email addresses censored weirdly
« on: December 17, 2012, 10:11:53 pm »
I'm having the same issue on Chrome.


85
Axe / Re: What can be done in Axe in 3D ?
« on: December 17, 2012, 04:13:24 pm »
A lot of them aren't feasible with higher accuracy and faster speeds. Still, you should take WiredWorks further and see if you can add flood-filling or textures for faces.

86
TI Z80 / Re: My Current Project
« on: December 17, 2012, 01:59:10 am »
Just a heads up, it'd be nice to put up a screenshot along with your download, so we know what we're getting into! You can do that in WabbitEmu, and upload the image to imgur or img.removedfromgame.com

87
Portal X / Re: Portal Prelude
« on: December 16, 2012, 01:47:08 pm »
Am I the only one that didn't see the solution to level 38 instantly :(

88
Miscellaneous / Re: Post your desktop
« on: December 15, 2012, 02:11:32 pm »
Awww yiss.


89
Portal X / Re: Portal X (Prelude) Bugs
« on: December 14, 2012, 07:52:53 pm »
Don't worry, it's not the code for the game :P It's probably just converting a bunch of junk data to tokens.

90
Math and Science / Re: Buoyancy
« on: December 14, 2012, 10:19:39 am »
Thanks for the great explanation, guys! It seems a bit less counterintuitive to me now :)

Pages: 1 ... 4 5 [6] 7 8 ... 104