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Messages - willrandship
Pages: 1 ... 182 183 [184] 185 186 ... 208
2746
« on: September 03, 2010, 07:59:32 pm »
Grrr.......that makes it ineligible for the contest :'( I guess I can just stick with 9-level....strange no one else uses that. Unless of course 8-level doesn't include white  then it is 8 level. Edit: Plus I dont' know asm anyways
2747
« on: September 03, 2010, 07:38:33 pm »
I'm too inexperienced at programming in axe at all to worry about optimizations right now  I don't need an extra buffer, just for the current front buffer to flicker like the back buffer.
2748
« on: September 03, 2010, 07:27:03 pm »
My big time number one: When people act like they know what you're talking about, but don't. It's not the fact that they don't know, I understand that. It's just that they assume I'll rail on them for being stupid. Heck, I need people to explain things to me just about every day!
2749
« on: September 03, 2010, 07:02:07 pm »
no, I'm using just dispgraphrr, and two sets of 4-level grayscale. Unfortunately, it behaves similarly to 3-level when done like that, so with 3, 2, 1 and 0 representing each sprite's 4 level value, 3 over 1 is the same as 1 over 3, and so on, giving only 9 values from the 16 pixels in my test pattern.
If I had the evolving pattern from the backbuffer also on the front buffer, this would be true 16-level.
I'm not sure how effective combining all three dispgraphs would be, since they basically build on each other.
2750
« on: September 03, 2010, 06:35:56 pm »
Hmm.....darn, the routine I'm using only gives me nine level  While there are 16 combinations, there are only 9 results. I need the evolving backbuffer thing from dispgraphrr on both buffers!!!! darn, anyone know how? Oh and btw, no need for the extra ram or anything  I don't even know where that stuff is! Plus, 15mhz isn't any faster on the nspire (at least to me) so it will probably be 6mhz too.
2751
« on: September 03, 2010, 05:47:22 pm »
Well I haven't written much yet, still working on the battle engine right now. Something to note: the 16 level, if I don't go with something easier for the contest, will not be moving. It will be a still picture  I decided that I wouldn't have time to make a game that was great in many ways, so I decided to try to make a game that is great in one way, and decent in the other aspects: Graphics. Practically nada in the action department, I seriously doubt I'll use a tilemapper of any kind, and there will be a lot of just pictures and text. It will be an RPG, and it may (probably will) have a battle engine. DJ, didn't you make a demo prog in axe once that was doing 16-level? that thing with the curvy line? It was back around v2.5 or so I think.
2752
« on: September 02, 2010, 10:11:15 pm »
well, kind of. Interpreting means basically what you said.
if you've ever heard of RPG maker 2000 or Game Maker, they are both Interpreted languages, which, like you say, means basically compiling as you go, and forgetting the compiled stuff after it's run.
And yes, but I was just saying axe was a fairly viable super-fast replacement for Ti-basic, and to the first-time user it appears to be doing something similar.
I think the 86 pre-parsed its code, because it would take a while to run after being edited, and take a while to be edited after run. Still only about 84+ speed though (which is amazing considering how much worse of a cpu it has, and the actual parsing it has to do. TI-84 basic only has to read the tokens, while 86 basic has to read real text.)
2753
« on: September 02, 2010, 09:55:44 pm »
@meishe Hmm....isn't that pretty much what axe does? (well kinda)  I know, it converts it to asm, not preparsing per se, but it's a similar idea. BTW, the concept of parsing before running a program is called compiling  Floating point arithmetic.....is there any way around it in TI-Basic?
2754
« on: September 02, 2010, 09:53:00 pm »
I was curious, actually, player. good to know!
Very nice vid! I liked the music too, is it in the music downloads?
2755
« on: September 02, 2010, 12:04:31 pm »
I have started my new one. No screenies yet. This will be an RPG, with little to no action, but awesome graphics. If I can pull it off, it should have a 16-level title screen and 8 to 4 level grayscale all over the place. nothing moving though :p except in the battle engine.
2756
« on: September 01, 2010, 10:48:44 pm »
Hmm....what about setting up a forum board just for the music? You can restrict forum sections to specific ranks, right? Probably more work than it's worth though  not a bad change IMO
2757
« on: August 31, 2010, 11:49:50 am »
I would love to see this released.
Even if it's only ~50% of the real 89, I won't notice the difference. The 89 was twice as fast as the non-plus 92, as far as I can tell (exaggeration) so I doubt I'll know the difference.
2758
« on: August 31, 2010, 11:47:13 am »
Hmm, so is there any chance of a menu or gui of some kind? it would be nice if you could load and save to different files without closing the viewer.
2759
« on: August 31, 2010, 11:43:50 am »
Well, if we port one, it won't work with the regular TI-OS until we get the keys, then we could write our own.
2760
« on: August 31, 2010, 11:41:04 am »
Now that I have some time at school, I might begin anew. I was thinking a tech demo for my action-oriented game, because I won't have enough time for any actual content.
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