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Messages - tloz128
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91
« on: March 30, 2011, 10:09:50 pm »
Ooh, this sounds fun. Will it be written in Java? And if so, might I be able to look at a bit of the source code? (for learning purposes of course) On another note, might I put in a request for a triforce statue?
Maaaaybe in Java. I'm skeptical. As for a triforce statue, how would that look? I think something similar to yeong with graffiti would work better. Also, a triforce is a little unoriginal (not that I fault you for it), is there something more unique to you that you'd like?
Alright, I see where you're coming from. Then as for something else username-related, how about a framed picture of of an Oocoo from Zelda Twilight Princess?
92
« on: March 30, 2011, 09:56:38 pm »
Ooh, this sounds fun. Will it be written in Java? And if so, might I be able to look at a bit of the source code? (for learning purposes of course)
On another note, might I put in a request for a triforce statue?
93
« on: March 29, 2011, 11:31:38 pm »
Bump. Any progress Iambian?
94
« on: March 29, 2011, 11:28:17 pm »
My cave is a bit messy right now. I'll probably take a pass on showing off mine. EDIT: yay for 222nd post
95
« on: March 08, 2011, 11:29:07 pm »
This could be interesting... but I wouldn't get it unless I lost/broke my existing calculator.
96
« on: March 04, 2011, 12:17:37 am »
Yeah, I'm still here. I've just been a bit busy for calculator things. @SirCmpwn I will probably get around to uploading it to ticalc eventually, but I'm in no rush.
97
« on: January 31, 2011, 11:15:08 pm »
"Look at your calculator. Now at me. Now back to yours. Now back to me. Sadly, I'm not in your calculator, but you can make it look like it by using thepenguin77's 4-level grayscale program for ti-8x series calculators." ...also +1. Props to you on this!
98
« on: January 22, 2011, 10:48:38 pm »
I'm on my school's robotics team, however I did not go to that competition. Good luck with the FRC season to Ashbad and everyone else doing robotics!
99
« on: December 11, 2010, 11:51:05 pm »
So there would be essentially no slowdown at all if it were in 15Mhz mode! I'm just wondering though, could you post the source for the mod? I'll give you credit for this if I upload it to ticalc.
100
« on: December 11, 2010, 11:46:50 pm »
Done. Both files must be on your calculator.
That's awesome! Just wondering- did you put it into full mode for the music?
101
« on: December 11, 2010, 10:52:22 pm »
Nice! I may actually want the source code, and may give it back to you with a nice surprise I have a version of Tetris in progress on my calc, and I have an idea for this one...
Source code is below. I can elaborate on it if it's a bit confusing. Looks pretty cool, but i think the score goes up too fast. Is the score only 2-bytes? because that would be a problem, on ztris i got a score of 40k, so on yours that would loop multiple times.
Yes, the score is a 16-bit variable. I was a bit surprised though by the fact that you said the score went up too fast, though. It goes up way slower than in the original Tetris. To safeguard against the score from resetting for the time being, however, I made it stop increasing the score after it got bigger than 64000 and just made it say "Max". whoa, this is nice. how are you implementing your score system when you clear a line of blocks? you may want to look at this
The scoring is different from in the original Tetris, I can guarantee that. I did this, as previously mentioned, to prevent the score from increasing as rapidly as in the original. I would've used Calc84maniac's 32 bit addition/subtraction routine, but I don't know how I would display 32 bit numbers with the existing text routines.
102
« on: December 11, 2010, 09:57:38 pm »
^^thanks!
103
« on: December 11, 2010, 09:46:13 pm »
Wait, before you start reading play this in the background. http://www.youtube.com/watch?v=GmYx2p5WqUYI noticed that Tetris hasn't yet been made in Axe (as far as I know- correct me if I'm wrong), so I decided to make it. The game really is pretty much done, but I'm considering adding in a high-score feature. I can share the source code if anybody wants it, but it really isn't that great. Oh, and it runs in 6mhz mode. Comments? Things I can change/improve on in it?
104
« on: December 11, 2010, 09:35:36 pm »
+1 respect for textured walls
105
« on: December 05, 2010, 05:44:40 pm »
1.) Try to make the artwork in the game look as good as possible. Just because the calculator isn't very powerful doesn't mean you can't make a good-looking game. 2.) Don't release a public version of a game that is known to have significant problems (beta releases are different, though). 3.) Ask for advice from others on ways that you might be able to improve a game. Often times you may be biased in the judging of your own programs and they may not be as great as you yourself perceive them to be. 4.) Try to make something that will be not just played and deleted within a brief period of time. Aim to make the game something great. 5.) Optimize, optimize, optimize! Make it your goal to make the game code as efficient as possible.
Also, even though this does not make the game itself any more professional, it would be a very good idea to distribute the program under the GPL and include the source code with the game (like DJ said- the TI community is very open source, and I know I for one agree with this unofficial philosophy).
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