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Messages - program4

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TI Z80 / Re: Quasilat
« on: March 13, 2011, 11:14:08 am »
Okay, thanks.  ;D

So, should I make the "hard" mode available to those who didn't beat the normal mode yet? I'm leaning towards a yes, since I never beat the game on "normal" mode. (My high score is 1231 out of 1426, I believe).

TI Z80 / Re: Board GCF
« on: March 13, 2011, 11:09:46 am »
Board GCF v1.4

*Optimizations! (lots of them- I can't believe how unoptimized my previous version was :P)
*Less labels
*Much faster "Easy" opponent (though the same difficulty)

The option to turn the calculator off (pause) was present in the first version, but I forgot to include the file. Just make a program like this:


And, during the game (or the menu), press [MODE] to turn the calculator off.

TI Z80 / Re: Homescreen Game Pack
« on: March 13, 2011, 10:42:31 am »
Yeah, I can't wait for the next release! These games are probably the best minigames written in TI-BASIC so far.  :)

And, I was bored, so I just decided to optimize my Gravity game slightly more. It's not much more, but it gets rid of an unneccesary Delvar K (I didn't need it anymore) and -1->S (Delvar S saves a little memory, and it was easy to make it work).

TI Z80 / Re: Homescreen Game Pack
« on: March 12, 2011, 06:37:14 pm »
Here's some screenshots, if you are curious.

TI Z80 / Re: Quasilat
« on: March 12, 2011, 06:02:34 pm »
Yeah, I also don't like that as well.  I guess it's fine with the flicker. ;)

One thing I noticed when I glanced at the code:
You have some code like "formula->Str0:expr(Str0 which is pretty cool, but it could be optimized if you wrote it like this: "formula->u:u (the 'u' is [2nd] [7])  I hope this helps. :D

That code was just the one that attempted to deal with the flicker, so it won't be included.  ;)

TI Z80 / Re: Homescreen Game Pack
« on: March 10, 2011, 10:34:19 pm »
I edited it so that it doesn't have any labels, and saved space by speeding up the game when you have lower health (instead of higher score). Now it's a lot faster and slightly smaller!  :)

TI Z80 / Re: Quasilat
« on: March 09, 2011, 10:22:09 pm »
Thanks, ralphdspam!

@ztrumpet: I don't think the pxl-Test( thing will work. I tried it, and the speed dropped from about 4 frames/second to under 3, and the graphics don't end up well. I attached the file in case you want to look at it.

TI Z80 / Re: Quasilat
« on: March 09, 2011, 09:52:30 pm »
I am having a problem running the program.  :(
Every time the parser runs into
Code: [Select]
1+2randInt(1,16), it says "ERR:OVERFLOW" ???
(When I run it from HomeScreen, it does the same thing too)
Perhaps an OS 2.55 problem?
Try doing a 0->rand on the homescreen.  (Some assembly program didn't clip their sprites...)

I had that problem twice also, after I used Doors CS to run some assembly programs. I just used the "Reset Defaults" option in the memory menu, but I guess ztrumpet's solution is better :P

For my program, I'm probably just going to have the "hard" mode as an option in the main menu, since it is basically impossible to beat level 15. :P

So, I have the equation of the line. I use that, and given the x-coordinate of the point, I find the y-coordinate so that the point lies on the line. Then, I move the point 2 pixels up. I think the floating is caused by how the line is made of pixels instead of being perfectly straight...
Okay, cool.  What if you did a pixel test on each of the corners to see if it needs to move up or down after finding the y, as "fine tuning"? :D

I could try that. Hopefully it won't slow the program down too much.  :D

TI Z80 / Re: Quasilat
« on: March 09, 2011, 09:37:16 pm »
So, I have the equation of the line. I use that, and given the x-coordinate of the point, I find the y-coordinate so that the point lies on the line. Then, I move the point 2 pixels up. I think the floating is caused by how the line is made of pixels instead of being perfectly straight...

TI Z80 / Re: Quasilat
« on: March 09, 2011, 09:29:02 pm »
I'm not sure what you mean. Like, moving the box one up from how it is right now?

Like, from this:


To this:



Because, if I do that, the ball looks like it is floating in the air sometimes.  :-\

TI Z80 / Re: Quasilat
« on: March 09, 2011, 09:20:08 pm »
Note:  You cannot take the log of 0.  May I suggest something like this log(Ans+not(Ans)) when you put the value before that expression.  Try running the program after deleting the high score list. ;)

Oh, yeah, I was planning to do that, but I forgot when I was coding it in. :P

Wonderful game (after I hacked my way in).  It looks very polished, except there's no way to get a highscore on hard without first knowing to press [Math].  I still think the third one is a little flickery, but other than that it's very, very cool. :)


Do you think I should just "give away" the secret feature to prevent confusion?

Also, I'm not sure I can limit the flicker any more.  :(

TI Z80 / Re: Homescreen Game Pack
« on: March 09, 2011, 09:07:34 pm »
I might be able to make one, I really just need an idea...
* yunhua98 goes to browse

Maybe something like this program I made below (make it good enough for the game pack):

I made a game today in like 30 minutes. It's called Gravity, and basically you use the left and right arrow keys to move your character (theta) to the bottom right corner (the character automatically moves down, like gravity), while avoiding the X's. It's 320 bytes, but it probably still needs to be optimized.

The only thing is, I used labels in this program, and I don't know how to program without labels  :P

Pressing [MODE] pauses. The game speeds up gradually as you get a higher score.
I optimized it and made it faster, and I added a health bar (except it is just a number).

I hope this will make the game long enough (2-4 minutes instead of 10-60 seconds previously).

The file attached is just the game.

TI Z80 / Re: Quasilat
« on: March 09, 2011, 08:46:55 pm »

Quasilat v1.2

Lots of new features!

*Used QUASINEW.8xp for the new version, but kept the original Balance game
*The ball in Balance is on top of the balance beam now.
*Fixed the glitch in Balance in the secret mode
*Added highscores!
*Optimized parts of the program; 1969 bytes
*Better title screen! (Well, only a little better...)
*Uploaded to (previous upload was version 0.9)

The third game seems a little flickery, but that's my only complaint. ;D

I think the flickering is better, now that I placed the ball on top of the line.

My high scores:

Spoiler For And, if you're dying to know what the "secret" mode is...:
Spoiler For Do you really want to know?:
Press [MATH] once at the title screen, and start the game. :)

EDIT: Attached file. How come I always forget? :P
EDIT 2: Fixed the bug ztrumpet mentioned.

TI Z80 / Re: Quasilat
« on: March 07, 2011, 09:12:16 pm »
@jsj: I'll probably save one highscore in a future release.  ;)

@DJ: Well...  ;D

Spoiler For level 3:
Just press DEL and let go, press it again, and let go of it again (all quite quickly), keeping the beam balanced, and you should be fine.
Spoiler For level 5:
First, make sure no enemies are "dangerous" (able to kill you soon if you don't move). If there are, move your character to dodge them. Then, estimate where the ball in Pong will land, and move your paddle to that spot. If you can't quite yet do that (since more "dangerous" enemies came out), move the paddle partially to the desired spot, and dodge the enemies in Dodge. Repeat this process.

@ztrumpet: Thanks! The flicker is caused by Pt-On and Pt-Off being not fast enough, probably, so I'm not sure I can fix it. :-\ I'll try, though.

TI Z80 / Re: Simul v1.2
« on: March 06, 2011, 10:52:33 am »
Yeah, the readme says the source is included.

By the way, I reached level 4 but died in less than a second, since I used the arrow keys for the lower right game. :P

And, the main reason I wanted the source was so that I could edit the difficulty of the games :P (and make it so that I start from level 2 or 4).

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