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TI Z80 / Re: [contest 2013 / BASIC] Toy Wars - Willrandship
« on: October 17, 2013, 02:01:52 pm »
By using small fonts I preserve compatibility with custom fonts, too! (The variable width font isn't part of that, at least in zstart)
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. 211
TI Z80 / Re: [contest 2013 / BASIC] Toy Wars - Willrandship« on: October 17, 2013, 02:01:52 pm »
By using small fonts I preserve compatibility with custom fonts, too! (The variable width font isn't part of that, at least in zstart)
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TI Z80 / Re: [contest 2013 / BASIC] Toy Wars - Willrandship« on: October 17, 2013, 11:26:50 am »
I thought of another optimization for my "dirty" redraws. If I keep a count of how many tiles are dirty, then redrawing tiles at the top will be faster. (since it will exit the draw loop earlier)
I'm also considering releasing a non dual-layer version for the 83+. It's so much slower than I expected. 213
TI Z80 / [contest 2013 / BASIC] Toy Wars - Willrandship« on: October 16, 2013, 10:49:14 pm »
Here's my contest entry so far.
Toy Wars A simple, easy to play turn based strategy game. I've been working on the map system. The plans right now are up to 5 players, with each being selectable as AI or a player. Teams cannot be allies. If you want to be allies, then be the same team. ![]() Each unit can move one square, attack, or use an item. An order is in the form of a direction only. Teams move all their units simultaneously, so a turn may have you making upwards of 20 actions. Each unit represents six soldiers, each with their own health bar and attack. Attacks are non-random in terms of damage, but random in terms of which soldier they hit. Thus, battles, while predictable and fair, are still never quite the same. (One team loses a soldier early, dealing less damage) Shelters restore each soldier left in the unit by 1 HP, consuming one use in the process. There will also be various forms of ranged weapons including lasers (straight line away from user), cannons (explosion away from user), and other items. Other non-unit items include breakable and non-breakable barricades, one-time health packs, etc. (I am taking suggestions as long as they're reasonable) The editor is already mostly finished. Changing a unit type takes some time, unfortunately, but I can't think of a way to make it any faster than it is. (it already does dirty unit checks so it doesn't redraw the whole map) Changing health is much faster. The map generator is extremely simple right now. It generates random numbers and places them in the map if they're valid. Health is always 999999 (full) for soldiers, and a random int from 5 to 15 for houses. I figure with 5 teams and a fair amount of terrain, the replay value should be quite high. The screenie is a little slow, since it's running in an 83+ on the emu. On an 84+ it runs a fair amount faster (but never as fast as I'd like: The cursor is reasonable instead of unbearable, but not really fast) 214
TI Z80 / Re: run for contest« on: October 16, 2013, 10:15:24 pm »
I'm guessing Axe, since he's using the text inversion command, and yet only has a title shown in the screenshot (generally the last thing in an asm program)
Then again it could be grammer or one of the BASIC libs. 215
Other / Re: z80-like portable computer for <$30! (If you build one)« on: October 16, 2013, 02:28:16 am »
I'll try it, but this PC should be able to handle it. I'll go with 9600 first, and scale it up from there.
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ROM Hacking and Console Homebrew / Re: Hacking multi-game arcade boards« on: October 16, 2013, 01:39:37 am »
I'm afraid not. Are there that many MAME games you want to play? Seems like covering handhelds and consoles should get you usable clones anyway.
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Other / Re: z80-like portable computer for <$30! (If you build one)« on: October 15, 2013, 07:02:05 pm »
So, I got it uploaded to my dev board, and I'm having a bit of an issue.
I'm getting the right length of responses (approx 130 characters on reset ie. the startup message, pong: + whatever string I pinged) However, the text I get back is 100% garbage. Something's not right here. Have tried on two separate computers, same issue. Specifically, here's the startup message. Code: [Select] 00 40 40 40 40 40 4A 4A 4A 40 C5 BA 78 40 C3 CF .@@@@@[email protected]@..
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Gaming Discussion / Re: Sonic for the Atari 2600« on: October 15, 2013, 02:09:39 pm »
I'm fairly sure that a small name change is enough to get it classified as a "parody" protecting it under the fair use act.
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Math and Science / Re: Portal Physics« on: October 15, 2013, 02:05:52 pm »
The proof for that lies not in the classical physics, but in the calculation of gravity fields. As a gravity field goes through a portal, it would still have to function, since objects that have gravity fields still function. As such, the gravity fields between the two portals would distort and, to a certan extent, balance, meaning no using portals for accelerated wall hops.
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Other Calc-Related Projects and Ideas / Re: 3D nSpire Dock« on: October 15, 2013, 03:48:07 am »
I mean it's not USB standard specification, since USB is 5v. It would be in spec for the device.
0.3v to 3.3v makes much more sense. 221
Math and Science / Re: Portal Physics« on: October 15, 2013, 03:46:43 am »
Keep in mind physics works the same no matter what perspective you use. This means that a portal falling towards a box must have the same result as the box falling toward the portal, but you have to take into account the difference in velocities of the other portal when changing these values.
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Art / Re: nSpire Emblem« on: October 15, 2013, 03:44:18 am »
Caused by fade to white transparency, when it should be fade to black transparency.
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Gaming Discussion / Re: Sonic for the Atari 2600« on: October 15, 2013, 01:26:42 am »
The demo already has downloads. I doubt they'll do a real cartridge release, and as such they'll get much less notice.
Atari ROMs really just ROM chips, iirc. That means it wouldn't be too bad to make one yourself using an appropriate EEPROM. Ask Keoni. He already made a programmable Atari cart. 224
Math and Science / Re: Portal Physics« on: October 14, 2013, 04:57:08 am »
It would apply a force. A calculatable force.
Arm ripping would be dependent on joint strength relative to said force. Keep in mind the only thing pushing back for the obtained momentum would be air friction. Think of sticking your arm out a car window. Two separate mathematical velocities: You in the car, and your arm going down the road at 55 MPH. 225
Math and Science / Re: Portal Physics« on: October 14, 2013, 03:47:11 am »
If portals cannot be on moving planes, then why can they be on the earth as it hurtles through the universe?
If it's relative to the gun, then why can the gun move? If it's relative to each other, then why can the portals be on a planet with separate linear velocities due to curvature and rotation? Lots of holes. I agree with the transfer of momentum. |
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