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Messages - program4

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76
TI Z80 / Re: Quasilat
« on: February 24, 2011, 11:30:12 pm »
Okay, this is awesome.  Wonderful game!  I really like it; great job, program4. ;D

Thanks!  :)

One quick suggestion:  Use Pt-On(X,Y,3) and Pt-Off(X,Y,3) for the +s in game three instead of Text(). ;)

I believe you mean game 2 (the upper right corner)  ;). I'll put this in.

77
Math and Science / Re: Math! (and that is not a factorial)
« on: February 24, 2011, 08:20:53 pm »
It might also depend on whether the number must be in 3 triples, or exactly 3 triples, since then 60 wouldn't work (60,63,87 and 60,448,452, for instance would make it at least 5).

78
TI Z80 / Quasilat
« on: February 24, 2011, 08:18:29 pm »
Quasilat is a game similar to Deep Thought's Simul, but in BASIC (and a lot worse :P). It's pretty slow right now, but the speed is fine if run on Wabbitemu (400% speed for the TI-83+ or 150% for the TI-83+SE).

Everything is explained in the readme in the .zip file except for one thing: the progress bar for each level is at the bottom.

Most recent release: http://ourl.ca/9352/183234

The screenshot below shows two games at once.

79
TI Z80 / Re: Homescreen Game Pack
« on: February 23, 2011, 09:04:30 pm »
Well maybe like a "health" bar, so the game exits when you miss over like 16 times. Or, try to get the most number of hits after 100 frames.  :)

80
Math and Science / Re: 0.5!
« on: February 23, 2011, 08:39:12 pm »

81
TI Z80 / Re: Homescreen Game Pack
« on: February 23, 2011, 05:53:11 pm »
This is turning out great! I like some of these games more than ones written in ASM  ;)
Thanks!  Did any particularly strike you?  Which one(s)? ;D

I have some suggestions: adding a pause and exit button to every game that "requires" one (especially action games).
Which games have you found these controls lacking?  I know I've moved the controls around on the various games; I'll have to standardize this eventually...

EDIT: For highscores, you could have a routine that takes care of all the games at the end of the program.
I'm planing this, just all the way at the very end. ;)

I really enjoyed Spike Doom. It was exactly like a game I was trying to make, but much faster. Stack 'Em Up was also really good. Guitar Hero was amazing at first, until I could get the "notes" with about 98% accuracy.  ;)

Gather '*' needs a quit button, and Box Mover also. Games like NUMB3RS, Sliding Num, and Avoid Him might need a quit button (as long as the speed isn't affected too much).

82
TI-BASIC / Re: Zeda's Hex Codes
« on: February 23, 2011, 05:46:31 pm »
iPart just takes off anything to the right of the decimal, so iPart(-1.7)=-1. int is the greatest integer function, or the greatest integer less than the input. Since -2 is the greatest integer less than -1.5, int(-1.5)=-2.

83
TI Z80 / Re: Homescreen Game Pack
« on: February 22, 2011, 07:02:06 pm »
This is turning out great! I like some of these games more than ones written in ASM  ;)

I have some suggestions: adding a pause and exit button to every game that "requires" one (especially action games). Also, is implementing highscores viable here, with 48 games?

EDIT: For highscores, you could have a routine that takes care of all the games at the end of the program.

84
TI Z80 / Re: Homescreen Game Pack
« on: February 20, 2011, 06:56:19 pm »
I edited the previous post with some bug fixes. Also, MODE pauses and CLEAR exits.

85
TI Z80 / Re: Homescreen Game Pack
« on: February 20, 2011, 05:49:39 pm »
I'm surprised that there aren't any Pong clones in this pack yet  ;)

So, PONG82 and PONG83 attached are versions of Pong. PONG82 is 351 bytes and is just regular Pong. In PONG83 (430 bytes), the scoring is different, and the score displayed at the top left corner acts as a wall (so that the ball bounces off it).

EDIT: I forgot to say, Y= moves the paddle to the very left, and GRAPH moves the paddle to the very right.

86
General Calculator Help / Re: Sending Programs
« on: February 15, 2011, 10:13:31 pm »
I reverted to the old OS. Now, programs can send to the archive, but a problem still persists (it was also on the PolyPatch OS): applications won't send. They make TI-Connect say "insufficient memory" even if I do have enough memory to transfer that app.  :(

87
TI-BASIC / Re: Zeda's Hex Codes
« on: February 14, 2011, 10:05:38 pm »
Perhaps the ASM equivalents of certain drawing commands would be good, like PxlOn( and PxlOff( and Line(. Sometimes drawing on the graphscreen is slow...

Also, are you going to put in the number to string hex opcode? Somehow I am obsessed about converting from a number to a string.  :D

88
TI Z80 / Re: Axe Tutorials
« on: February 08, 2011, 08:07:54 pm »
This is looking great right now! I really hope this will not be abandoned.

I also agree with kindermoumoute; practice exercises would help any programmer a lot. After all, practice makes perfect!  :D

89
BatLib / Re: Ideas-BatLib
« on: February 08, 2011, 08:04:23 pm »
That's nice  :D

Since BatLib is also math-oriented, will you add specific math functions (like the gamma function)? Also, if there isn't such a command already, a possible addition would be to convert a number to a string (the opposite of the expr( command).

I love how this library helps not just game programmers, but just about any TI-BASIC programmer!

90
TI Z80 / Re: Board GCF
« on: February 08, 2011, 07:51:55 pm »
In words, the GCF of two numbers is the largest integer that evenly divides both numbers. Like graphmastur's example, the largest integer that divides evenly into 198 and 54 is 18. (54/18=3 and 198/18=11). Any integer larger than 18 would not divide evenly into both 198 and 54.

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