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Messages - tloz128

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31
TI Z80 / Re: [2011 Axe Entry] Uncharted TI
« on: June 24, 2011, 10:39:06 am »
How restrictive is the compression algorithm in terms of level design? It seems like levels would be filled with houses (or whatever those are), or can you switch which tileset is being used?

32
TI Z80 / Re: [Axe Parser 2011 Contest Entry] The Slime
« on: June 23, 2011, 07:34:19 pm »
I remember at one point I wanted to make a platformer where the character could run on walls. I never really got it worked out about how I would go about shifting the gravity, but it seems as though you've got it working pretty well here. Nice job so far!

33
Other / Re: The benefits of OOP
« on: June 23, 2011, 07:31:18 pm »
I'm not asking whether procedural programming or OOP is better, I'm asking what the benefits of OOP are over procedural programming. Procedural methods aren't perfect. For example, networking in most procedural languages is a PITA because of all the things you have to deal with. There are languages that make networking relatively easy though, like Java. I think tloz128 brought up a good point with the part about working with other programmers. It's much easier to just pass arguments than read the documentation for that routine.
Our robotics team wrote all of its code in C++, and we focused a lot on abstraction. It saved us hours of work and made quick modifications a breeze.

34
Other / Re: The benefits of OOP
« on: June 23, 2011, 06:20:25 pm »
@Ben: I don't think anyone is going to argue that Java (OO) is easier than TI-BASIC (Procedural). Ease of understanding really depends more on the language's syntax than the paradigm.
If I may chime in, it would be a nightmare to write any really large project in TI-BASIC.

EDIT: @tloz: I understand that class are organizational, but how are they better in that aspect from subroutines with documented variable use?
Like I said, there are no functional benefits over procedural programming. But, having worked with both documented subroutines and classes before, classes are far superior. The layers of abstraction they provide keep the code organized and manageable.

35
Other / Re: The benefits of OOP
« on: June 23, 2011, 06:06:57 pm »
It is possible to do everything that can be done in OOP with procedural programming, but that is not where the benefits come in.

Let's say, for instance, that you are working with a large group of people on a very large project, and that each person is assigned a different part of the code. Abstraction through OOP makes it so that each programmer does not need to know the specifics of how everything works. Rather, everything is simplified so that only what is required can be seen, making the code much less of a hassle to understand.
Also, classes are excellent organizational tools. For example, I find them very useful for making enemies in games.

In short, OOP provides no functional benefits, but organizational.

36
Miscellaneous / Re: Urban legends and myths about your area
« on: June 22, 2011, 08:33:30 pm »
http://www.prairieghosts.com/whitecem.html

There's a lot of stories about Cuba Road. It's not too far away either.

37
TI Z80 / Re: [2011 Axe Entry] Uncharted TI
« on: June 21, 2011, 12:13:53 pm »
That's some nice compression you've got going there. Makes me wish that I had done a little more than just using nibbles for my tilemap...

38
Miscellaneous / Re: Seeing into the future?
« on: June 21, 2011, 10:57:35 am »
1.) I've had coincidences before, but I don't jump to the conclusion that they are related to my dreams. The brain tends to try to associate meaning between things, even when they sometimes are unrelated. We can't help it; we evolved this way. I'm not dismissing the possibility of seeing the future, but it is very unlikely.
2.) No.
3.) Nothing relating to the future.

39
TI Z80 / Re: Cube Droid Saves the Galaxy
« on: June 20, 2011, 10:10:23 pm »
I'm looking forward to playing this. ;D

40
TI Z80 / Re: AXLE - 2011 Axe Platformer Contest
« on: June 20, 2011, 09:58:31 pm »
An option could be included to load custom tilemaps as data like
Code: [Select]
1,1,1
1,2,3
2,2,3
or something, and a program could be made to write the tilemaps. It's obvious and straightforward, but it works.
I'm a bit confused about what you're trying to say...
The reason I'm a bit opposed to custom levels is that there would always be the possibility of ending up in random sections of RAM. In Sam Heald's Mario, there wasn't that problem because the levels were single tilemaps without any doors.

41
TI Z80 / Re: AXLE - 2011 Axe Platformer Contest
« on: June 20, 2011, 06:12:49 pm »
Maybe, but there would be some difficulty in doing that. The levels in Sam Heald's Mario were pretty straight forward because there was only one tilemap. With AXLE, there are multiple rooms to keep track of.

If anybody really wants to create their own levels, it should be relatively easy to modify the code. All that would be needed to be done would be to replace the included levels with custom ones before compilation. I'll include the level editor for that sake.

EDIT:
Maybe I could release a different version that runs custom levels? Hmm... shmibs, you've gotten me thinking.

42
TI Z80 / Re: AXLE - 2011 Axe Platformer Contest
« on: June 19, 2011, 11:42:58 pm »
Alright, I have an update. I'm working on a title screen right now. What you see below is a work in progress, so let me know what you think.

Along with that, I have finished the first two levels. I have a screenie, but I should warn you that it is HUGE (over 9mb). It shows the paths through the first two levels and every room in them. I wouldn't recommend looking at it if you would like to figure out the way through the levels by yourself, which is why it is a spoiler. If you do look at it, please let me know how my level design is. :)

Spoiler For Spoiler:


The only main thing I have left is level design, along with a few finishing touches (such as saving and improving the effects and transitions). I will have a full game this year, and I hope for it to be very competitive. I would like to wish everyone the best of luck with their projects as well.

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Nice. Btw, what does COMB mean?

44
TI Z80 / Re: Axe Wiki
« on: June 18, 2011, 02:47:16 pm »
I finished the changelog page. Feel free to mess around with the formatting.

45
TI Z80 / Re: AXLE - 2011 Axe Platformer Contest
« on: June 17, 2011, 11:08:25 am »
I would absolutely love to see this project come to fruition.
Don't worry, it will. :)
Oh, and welcome to Omnimaga.

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