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Calculator Community => Other Calc-Related Projects and Ideas => TI-Nspire => Topic started by: Jonius7 on April 11, 2012, 08:27:02 am

Title: TI-nspire Hold 'em - Basic and Lua
Post by: Jonius7 on April 11, 2012, 08:27:02 am
Hi,

When I got the TI-nspire Clickpad in 2010, there was one game that I started developing in May, before anything else...
This game has 2400+ downloads on ticalc.org... is my most completed TI-nspire Basic game... certainly my most well known (expect for possibly Health Bar :P)...
Considering I had topics for my other (incomplete and possibly stalled) projects, I did not have a topic for my best game:

(Jason's) TI-nspire Holdem! (click for ticalc.org link!) (http://www.ticalc.org/archives/files/fileinfo/430/43059.html)

I have decided to create this long overdue topic to post on past and current progresses in this game!
This project has a bright future, where I have (mostly) finished with the Basic version, it has great potential for a great graphical Lua game!


I must also say that this program was originally based on Matt Oslan's poker dealer game (which is was the most downloaded TI-nspire Basic Game O.O)
However it has evolved and is now completely different, possibly using 90% now using 98% of my own code.

In my latest version yet to be released I have made huge optimisations in cuttting down some programs from 157 lines of code to just 3 315 lines to 5 and 472 lines to 7 by adding a list somewhere in another program linked to it.

My focus now is shifting development to adding detection of poker hands (determining whether you have a royal flush or a pair for eg) and AI. With Lua I can also develop a graphical interface too!

This topic will have it all. (well maybe not). I need to make another announcement about my (new) website too. http://www.tistadium.co.cc (which is currently down and gone :O)

Latest BASIC version: v1.2.4

(http://www.ticalc.org/archives/files/ss/833/83335.gif)
Title: Re: TI-nspire Hold 'em - Basic and Lua
Post by: ElementCoder on April 11, 2012, 10:56:07 am
Lua sounds great! I'll definitely want to see that happen.  :D
Seeing how you improved your code, let's say it sounds very familiar XD Especially with my current project :P

P.S. Your list of programs in your stadium seems interesting. Is there a possibility I could have a look at the source/get all of em?
Title: Re: TI-nspire Hold 'em - Basic and Lua
Post by: Jonius7 on April 11, 2012, 11:52:22 am
Lua sounds great! I'll definitely want to see that happen.  :D
Seeing how you improved your code, let's say it sounds very familiar XD Especially with my current project :P

P.S. Your list of programs in your stadium seems interesting. Is there a possibility I could have a look at the source/get all of em?

It sounds very familiar? To what? I did create this game waaaay back in May 2010

Yes ElementCoder I have thought about releasing the source code and stuff. I have already released a whole rar file with most of my project in there in my General Projects Topic
http://ourl.ca/15462
Title: Re: TI-nspire Hold 'em - Basic and Lua
Post by: ElementCoder on April 11, 2012, 02:04:36 pm
It sounds very familiar? To what?
I mean reducing many lines of code into just a few lines. (say 300 to 20 becuase loops are more useful :P)
Title: Re: TI-nspire Hold 'em - Basic and Lua
Post by: AzNg0d1030 on April 12, 2012, 04:49:29 am
Jonius7, would you mind posting a screenie?
Title: Re: TI-nspire Hold 'em - Basic and Lua
Post by: Jonius7 on April 13, 2012, 02:33:10 am
Oh sorry I attached that quickly. All info is on the ticalc.org upload with some nice screenies!
http://www.ticalc.org/archives/files/fileinfo/430/43059.html
Title: Re: TI-nspire Hold 'em - Basic and Lua
Post by: Jonius7 on September 10, 2012, 01:27:12 am
Jason's TI-nspire Hold 'em has reached 3000 downloads!
http://www.ticalc.org/archives/files/fileinfo/430/43059.html

I shall soon be uploading a 'master' plan for my intentions of taking this game to a whole new level.
Title: Re: TI-nspire Hold 'em - Basic and Lua
Post by: AzNg0d1030 on September 10, 2012, 04:42:06 pm
Jason's TI-nspire Hold 'em has reached 3000 downloads!
http://www.ticalc.org/archives/files/fileinfo/430/43059.html

I shall soon be uploading a 'master' plan for my intentions of taking this game to a whole new level.
Congrats and good job! (from customer)
Title: Re: TI-nspire Hold 'em - Basic and Lua
Post by: blfngl on September 10, 2012, 06:01:17 pm
Ooooh I was gonna make that >:( but nice job! :thumbsup:
Title: Re: TI-nspire Hold 'em - Basic and Lua
Post by: Jonius7 on September 19, 2012, 11:53:01 pm
As I said there is a poker dealer game out there already from Matt Oslan (it is the most downloaded TI-nspire Game on ticalc.org O.O) but I decided that it just wasn't good enough. Over time I have recoded pretty much every part of the program so it is my program now pretty much.

I need to get more familiar with Lua first, but here is a general progression plan (not restricted to language)

1. Determine what type of hand a player has.
This is quite an essential step in figuring out the poker hand rankings and where it stands. I have partially tried to do this and I have an idea (convert cards to number values in a matrix or list and compare values directly) More details later

2. Able to compare hands and determine the winner of a player
Previous point must be completed.

3. Begin a simple Computer AI that can compare hands and (possibly?) play for itself
After the program can determine poker hands, an AI can then be programmed in.

4. Add in more than 2 players
This will increase the complexity and I will have to reprogram some 2 player specific elements for this to work.

5. More complex AI
Details include better detection and prediction at whether others have good hands, when to fold (eg: fold if too many players are completing), when to bluff. Generally I have to know a lot about how to play the game myself in order to be able to have AN IDEA how to program it.

EDIT: I shall put this in the first post eventually...
Title: Re: TI-nspire Hold 'em - Basic and Lua
Post by: Jonius7 on October 09, 2012, 12:55:15 am
A few days (maybe a week) ago I went through TI-nspire Hold 'em and optimised and added some things. I was nearly going to call it v1.3 but currently it's v1.2.4. Most importantly, I fixed up the all-in bug where no matter what happens, one player loses all his/her chips and the game ends. Just deleting two lines of code where I had put 0 -> [variable] fixed it all up!

Putting this up on ticalc.org as soon as is reasonable for me to set this time aside.
http://www.ticalc.org/archives/files/fileinfo/430/43059.html

I've been thinking about a Lua version all the time, and I am still trying to think on how to progress on this. It will be slow progress but I also have limited time to keep to big picture of what I want the program to look like (clearly a much higher standard than the Basic version right now, [maybe I'm setting standards too high]), in order to stay focused.
Title: Re: TI-nspire Hold 'em - Basic and Lua
Post by: Jonius7 on October 11, 2012, 07:36:10 am
Ok I have an extremely incomplete, buggy and almost not working start to my Lua version of TI-nspire Hold 'em. I have used the How to have a nice "input" function in Lua on inspired-lua.org for input into changing number values. After fiddling around and running it heaps of times correcting nightmarish easy and both more challenging bugs, I find one that looks like I have to rewrite 25-30% of what I have currently again. The input function creates strings, I tried to compare these strings to a number, resulting an error on line 67. So for the "input" function, looks like I'll actually have to make it somehow a number that can be user-changed, displayed and compared to other numbers.

I also need to know how you can do algebra in Lua. Oh wait, in TI-nspire Basic if you typed 0.5x (x being a variable) it would automatically put in the multiply symbol in. Looks like I have to do that in Lua also (* symbol), any other handy ways?

I hope some of this made sense, I'll come back later with some clarification if necessary.
Here is the code so far:

Code: [Select]
--[[TI-nspire Hold 'em - A Lua Remake
History:
v0.01 Created 2012/09/23 really started working 2012/10/07
Buggy can hardly do anything, currently can change Chips, Big Blind, Small Blind]]--

function init_variables()
cc=0
bb=0
sb=0
gopt=1
scrn=1
end

init_variables()

function on.paint(gc)
    gc:setFont("sansserif","r",10)
    gc:setColorRGB(0,0,0)
-- gc:setPen("thin","smooth")  Is this necessary?
if scrn==1 then
gc:drawString("[c] Chips        " .. cc,10,10,"top")
gc:drawString("[b] Big Blind    " .. bb,10,25,"top")
gc:drawString("[s] Small Blind  " .. sb,10,40,"top")
gc:drawRect(10,70,20,20)
elseif scrn==2 then
gc:drawString("Right let's get rolling!",10,10,"top")
end

end

function on.charIn(ch)
if ch >= "0" and ch <= "9" then    -- checking for digit inputs
if scrn==1 then
if gopt==1 then
if string.len(cc) <= 7 then   -- limit string length
cc = cc .. ch            -- concatenate
platform.window:invalidate()   -- screen refresh
end
elseif gopt==2 then
if string.len(bb) <= 6 then -- and sb <= 0.1bb then   -- limit string length and bb to <= 0.1cc (now moved)
bb = bb .. ch            -- concatenate
platform.window:invalidate()   -- screen refresh
end
elseif gopt==3 then
if string.len(sb) <= 6 then -- and sb <= 0.1bb then   -- limit string length and sb to <= 0.1bb (now moved)
sb = sb .. ch            -- concatenate
platform.window:invalidate()   -- screen refresh
end
end
end
end
--Game settings keys
if scrn==1 then
if ch=="c" then     --Ok there must be a way to optimise this block
gopt = 1   
elseif ch=="b" then
gopt = 2
elseif ch=="s" then
gopt = 3
end
platform.window:invalidate()
end
end

function on.enterKey()
if scrn==1 then
if cc >= 100 and cc <= 10000000 and bb >= 0.001*cc and bb <= 0.1*cc and sb >= 0.01*bb and sb <= 0.5*bb then
platform.gc():drawString("Congrats! Settings set up correctly",10,70,"top")
scrn=2
gopt=0
else
platform.gc():drawString("Check these conditions",10,70,"top")
platform.gc():drawString("Chips between 100 and 10 million",10,85,"top")
platform.gc():drawString("Big blind between 0.001 and 0.1 Chips",10,100,"top")
platform.gc():drawString("Small blind between 0.01 and 0.5 Big Blind",10,115,"top")
end
end
end

function on.backspaceKey()
if gopt==1 then     --Ok there must be a way to optimise this block. Again.
cc = string.usub(cc,0,-2)  -- deleting last char
    elseif gopt==2 then
bb = string.usub(bb,0,-2)  -- deleting last char
elseif gopt==3 then
sb = string.usub(sb,0,-2)  -- deleting last char
end
    platform.window:invalidate() 
end

platform.window:invalidate()

It's a first and slow step. I could also do well to learn from my other Lua project, Numstrat.

PS: This took at least 1.5 hours, maybe 2. OMG how can it take so long!!!
Title: Re: TI-nspire Hold 'em - Basic and Lua
Post by: Jonius7 on October 13, 2012, 05:26:06 am
No one? Maybe this'd be better suited in the Lua Language section.
Title: Re: TI-nspire Hold 'em - Basic and Lua
Post by: Rhombicuboctahedron on October 13, 2012, 11:37:26 am
Well, when I ran it with the script editor, pressing c, b and s works fine, as well as backspace and typing numbers, and not typing letters.
However, when I press enter, it just goes blank, instead of displaying congrats or the other four strings. I tried using some functions, such as var.recall or var.recallStr, that I thought should convert strings to values, like “0” to 0. That did not work.

In the end, I found the problem

plat form . gc ( )
Returns a dummy graphics context. It is typically used to measure pixel lengths and
heights of strings when a normal graphics context is not available. This may be the case
when creating new text elements when the script app is initialized. A graphics context
is available only during paint events, and that may be too late to create and size the
containers for text _elds.
This graphics context should not be used to draw graphics because it is not guaranteed to
be associated with a window.
Introduced in platform.apiLevel = "1.0"
Removed in platform.apiLevel = "2.0"

So, I was using level 2.0, and it also says not to use it for drawing graphics such as strings.
It may still work on OS 3.1, but if I’m not mistaken, I believe you changed to OS 3.2 in the OS compatibility post.
Title: Re: TI-nspire Hold 'em - Basic and Lua
Post by: Rhombicuboctahedron on October 13, 2012, 12:52:08 pm
Okay, I changed it a little to get it to work, but a big problem was that you were trying to compare a number and a string.
However, I noticed that if you multiply the string of a number by one, it makes it that number.
Also, I moved the congrats and correcting strings into the function on.paint(gc) section
My changes are probably w=quite ugly and inefficient, but it gets all the way to the “lets get rolling” string

Code: [Select]
--[[TI-nspire Hold 'em - A Lua Remake
History:
v0.01 Created 2012/09/23 really started working 2012/10/07
Buggy can hardly do anything, currently can change Chips, Big Blind, Small Blind]]--

function init_variables()
  cc=0
  bb=0
  sb=0
  gopt=1
  scrn=1
  message=""
end

init_variables()
 
 function on.paint(gc)
    gc:setFont("sansserif","r",10)
    gc:setColorRGB(0,0,0)
  -- gc:setPen("thin","smooth")  Is this necessary?
  if scrn==1 then
   gc:drawString("[c] Chips        " .. cc,10,10,"top")
   gc:drawString("[b] Big Blind    " .. bb,10,25,"top")
   gc:drawString("[s] Small Blind  " .. sb,10,40,"top")
   gc:drawRect(10,70,20,20)
   if message=="wrong" then
       gc:drawString("Check these conditions",10,70,"top")
    gc:drawString("Chips between 100 and 10 million",10,85,"top")
    gc:drawString("Big blind between 0.001 and 0.1 Chips",10,100,"top")
    gc:drawString("Small blind between 0.01 and 0.5 Big Blind",10,115,"top")
    end
  elseif scrn==3 then
   gc:drawString("Right let's get rolling!",10,10,"top")
  end
  if scrn==2 then
   if message=="congrats" then
    gc:drawString("Congrats! Settings set up correctly",10,70,"top")
   end
   end
 end

function on.charIn(ch)
  if ch >= "0" and ch <= "9" then    -- checking for digit inputs
   if scrn==1 then
    if gopt==1 then
     if string.len(cc) <= 7 then   -- limit string length
      cc = cc .. ch            -- concatenate
      platform.window:invalidate()   -- screen refresh
     end
    elseif gopt==2 then
     if string.len(bb) <= 6 then -- and sb <= 0.1bb then   -- limit string length and bb to <= 0.1cc (now moved)
      bb = bb .. ch            -- concatenate
      platform.window:invalidate()   -- screen refresh
     end
    elseif gopt==3 then
     if string.len(sb) <= 6 then -- and sb <= 0.1bb then   -- limit string length and sb to <= 0.1bb (now moved)
      sb = sb .. ch            -- concatenate
      platform.window:invalidate()   -- screen refresh
     end
    end
   end
  end
--Game settings keys
  if scrn==1 then
   if ch=="c" then     --Ok there must be a way to optimise this block
    gopt = 1   
  elseif ch=="b" then
    gopt = 2
   elseif ch=="s" then
    gopt = 3
   end
   platform.window:invalidate()
  end
end

function on.enterKey()
cc=1*cc
bb=1*bb
sb=1*sb
  if scrn==2 then
   scrn=3
  end
  if scrn==1 and cc >= 100 and cc <= 10000000 and bb >= 0.001*cc and bb <= 0.1*cc and sb >= 0.01*bb and sb <= 0.5*bb then
    message="congrats"
    scrn=2
    gopt=0
   else
    message="wrong"
   end
   
end

function on.backspaceKey()
  if gopt==1 then     --Ok there must be a way to optimise this block. Again.
   cc = string.usub(cc,0,-2)  -- deleting last char
    elseif gopt==2 then
   bb = string.usub(bb,0,-2)  -- deleting last char
 elseif gopt==3 then
   sb = string.usub(sb,0,-2)  -- deleting last char
 end
    platform.window:invalidate() 
end

platform.window:invalidate()
Title: Re: TI-nspire Hold 'em - Basic and Lua
Post by: Rhombicuboctahedron on October 13, 2012, 07:07:52 pm
I stole (borrowed) some of Jim’s Klondike code, and made what I thought a general template might be. The code is very inefficient, but it gets the job done.

I also looked at your plan
1. Determine what type of hand a player has.
Well, if you understand the code that the BASIC version used, you should just be able to transcribe this. Otherwise, just compare the seven cards, and return the rank of the hand (1 for straight flush, 2 for four of a kind, ect) and the highest card of that set (1 for ace, 2 for king) and compare the ranks, and if the same, the highest card

I made a general template that shows two random (and I believe never the same) cards, and then the five cards one at a time. If I remember how to play the game.

Title: Re: TI-nspire Hold 'em - Basic and Lua
Post by: Jim Bauwens on October 14, 2012, 08:16:36 am
My Klondike game is one of the first things I made, my code isn't that good. But if it helps you, go ahead and dig through it :)

Title: Re: TI-nspire Hold 'em - Basic and Lua
Post by: Rhombicuboctahedron on October 14, 2012, 08:22:58 am
Maybe, but I’m not very good at thinking of different ways of programming or making a program more efficient. All the lua programs that I have ever made have all had only one paint section , and I would just program it with if this screen, then paint this, if this screen, then paint this, ect.
Title: Re: TI-nspire Hold 'em - Basic and Lua
Post by: Jonius7 on October 15, 2012, 08:52:03 pm
Oh wow in total that's a lot of changes I need to look through. If I continue forward with this, I'll make sure to credit you and Jimbauwens as well.
Title: Re: TI-nspire Hold 'em - Basic and Lua
Post by: Jonius7 on October 16, 2012, 09:41:34 pm
Okay, I changed it a little to get it to work, but a big problem was that you were trying to compare a number and a string.
However, I noticed that if you multiply the string of a number by one, it makes it that number.
Also, I moved the congrats and correcting strings into the function on.paint(gc) section
My changes are probably w=quite ugly and inefficient, but it gets all the way to the “lets get rolling” string

Code: [Select]
--[[TI-nspire Hold 'em - A Lua Remake
History:
v0.01 Created 2012/09/23 really started working 2012/10/07
Buggy can hardly do anything, currently can change Chips, Big Blind, Small Blind]]--

function init_variables()
  cc=0
  bb=0
  sb=0
  gopt=1
  scrn=1
  message=""
end

init_variables()
 
 function on.paint(gc)
    gc:setFont("sansserif","r",10)
    gc:setColorRGB(0,0,0)
  -- gc:setPen("thin","smooth")  Is this necessary?
  if scrn==1 then
   gc:drawString("[c] Chips        " .. cc,10,10,"top")
   gc:drawString("[b] Big Blind    " .. bb,10,25,"top")
   gc:drawString("[s] Small Blind  " .. sb,10,40,"top")
   gc:drawRect(10,70,20,20)
   if message=="wrong" then
       gc:drawString("Check these conditions",10,70,"top")
    gc:drawString("Chips between 100 and 10 million",10,85,"top")
    gc:drawString("Big blind between 0.001 and 0.1 Chips",10,100,"top")
    gc:drawString("Small blind between 0.01 and 0.5 Big Blind",10,115,"top")
    end
  elseif scrn==3 then
   gc:drawString("Right let's get rolling!",10,10,"top")
  end
  if scrn==2 then
   if message=="congrats" then
    gc:drawString("Congrats! Settings set up correctly",10,70,"top")
   end
   end
 end

function on.charIn(ch)
  if ch >= "0" and ch <= "9" then    -- checking for digit inputs
   if scrn==1 then
    if gopt==1 then
     if string.len(cc) <= 7 then   -- limit string length
      cc = cc .. ch            -- concatenate
      platform.window:invalidate()   -- screen refresh
     end
    elseif gopt==2 then
     if string.len(bb) <= 6 then -- and sb <= 0.1bb then   -- limit string length and bb to <= 0.1cc (now moved)
      bb = bb .. ch            -- concatenate
      platform.window:invalidate()   -- screen refresh
     end
    elseif gopt==3 then
     if string.len(sb) <= 6 then -- and sb <= 0.1bb then   -- limit string length and sb to <= 0.1bb (now moved)
      sb = sb .. ch            -- concatenate
      platform.window:invalidate()   -- screen refresh
     end
    end
   end
  end
--Game settings keys
  if scrn==1 then
   if ch=="c" then     --Ok there must be a way to optimise this block
    gopt = 1   
  elseif ch=="b" then
    gopt = 2
   elseif ch=="s" then
    gopt = 3
   end
   platform.window:invalidate()
  end
end

function on.enterKey()
cc=1*cc
bb=1*bb
sb=1*sb
  if scrn==2 then
   scrn=3
  end
  if scrn==1 and cc >= 100 and cc <= 10000000 and bb >= 0.001*cc and bb <= 0.1*cc and sb >= 0.01*bb and sb <= 0.5*bb then
    message="congrats"
    scrn=2
    gopt=0
   else
    message="wrong"
   end
   
end

function on.backspaceKey()
  if gopt==1 then     --Ok there must be a way to optimise this block. Again.
   cc = string.usub(cc,0,-2)  -- deleting last char
    elseif gopt==2 then
   bb = string.usub(bb,0,-2)  -- deleting last char
 elseif gopt==3 then
   sb = string.usub(sb,0,-2)  -- deleting last char
 end
    platform.window:invalidate() 
end

platform.window:invalidate()

OMG Thank you. I didn't realise before all the work you did into fixing it (how do you do it so quickly and efficiently?) but yes I detected the problem comparing the number with the string but I didn't know how to fix that.
I'll probably remove the congrats setup messages as I move on. That was just a visual indication to test if it worked (which it obviously didn't). Also will change the c b s keys to just moving up and down with arrow keys or something.

My Klondike game is one of the first things I made, my code isn't that good. But if it helps you, go ahead and dig through it :)


That would help, thanks.
Title: Re: TI-nspire Hold 'em - Basic and Lua
Post by: Rhombicuboctahedron on October 16, 2012, 10:58:29 pm
Thanks.
Since (I think) you programmed the basic hold em, all you need to do is transcribe the winner detection process, and then make an ai.
Also, maybe an idea would be to check the blinds ever time they are updated, by making a separate class, and displaying the number in red if does not suit the criteria.
Title: Re: TI-nspire Hold 'em - Basic and Lua
Post by: Jonius7 on October 16, 2012, 11:40:25 pm
Yep. I programmed the original TI-nspire Hold 'em Basic, and started working on this Lua version. The winner detection process and increasing blinds haven't been implemented in the Basic version yet however.
Title: Re: TI-nspire Hold 'em - Basic and Lua
Post by: Rhombicuboctahedron on October 17, 2012, 11:04:27 am
I think this might be a better way to access all the different things.
Instead of a call key, a raise key, a bet key, a done key, or whatever you need, you might want to incorporate a menu, so you just press menu to access the different options.
Some example code would be from a lua painter project a worked several months ago.

Code: [Select]
function black()
rcurrent=0
gcurrent=0
bcurrent=0
end
function red()
rcurrent=255
gcurrent=0
bcurrent=0
end
function orange()
rcurrent=255
gcurrent=128
bcurrent=0
end
function yellow()
rcurrent=255
gcurrent=255
bcurrent=0
end
function green()
rcurrent=0
gcurrent=255
bcurrent=0
end
function blue()
rcurrent=0
gcurrent=0
bcurrent=255
end
function violet()
rcurrent=255
gcurrent=0
bcurrent=255
end
function other()
drawcolor=1
drawwindow=0
platform.window:invalidane()
end
function thin()
linecurrent="thin"
end
function medium()
linecurrent="medium"
end
function thick()
linecurrent="thick"
end
function eraser()
linecurrent="thick"
rcurrent=255
gcurrent=255
bcurrent=255
end
menu={}
menu[1]={}
menu[1][1]="color"
menu[1][2]={"black",black}
menu[1][3]={"red",red}
menu[1][4]={"orange",orange}
menu[1][5]={"yellow",yellow}
menu[1][6]={"green",green}
menu[1][7]={"blue",blue}
menu[1][8]={"violet",violet}
menu[1][9]={"other",other}
menu[2]={}
menu[2][1]="thickness"
menu[2][2]={"thin",thin}
menu[2][3]={"medium",medium}
menu[2][4]={"thick",thick}
menu[3]={"eraser",{"eraser",eraser}}
toolpalette.register(menu)
Title: Re: TI-nspire Hold 'em - Basic and Lua
Post by: Jonius7 on October 17, 2012, 06:44:37 pm
Yes that's a good idea, I'll see what I can do with that, though programming arrow keys to move up and down the menu would still be useful.

EDIT: 1700 posts!
Title: Re: TI-nspire Hold 'em - Basic and Lua
Post by: Rhombicuboctahedron on October 17, 2012, 07:51:44 pm
Oh, no. The toolpalette.register(menu) makes the menu the type of menu you see when you press menu on a document, except instead of 1: Actions 2: Number, you see call, bet, restart, ect.
Title: Re: TI-nspire Hold 'em - Basic and Lua
Post by: Jonius7 on January 28, 2013, 11:04:12 pm
I am going to try continuing this... AGAIN.
Still that piece of code up there took close to over 7 hours?
Title: Re: TI-nspire Hold 'em - Basic and Lua
Post by: Rhombicuboctahedron on January 28, 2013, 11:12:58 pm
I am going to try continuing this... AGAIN.
Still that piece of code up there took close to over 7 hours?
Which code? (I posted three things, and don't remember specifying te length)
And good luck!
Title: Re: TI-nspire Hold 'em - Basic and Lua
Post by: Jonius7 on January 29, 2013, 02:39:42 am
Sorry I meant my own code, vaguely, it took me many hours just to get to that stage. And it's not even 10% complete.
Title: Re: TI-nspire Hold 'em - Basic and Lua
Post by: Rhombicuboctahedron on January 29, 2013, 07:31:26 am
Oh, that question mark confused me

Well luckily (:)) for you it seems like the hardest code for you is setting up the template.
You might find it easier once you just start programming the general gameplay and ai, because you’ll just be transcribing you menu game.

If you need any help, just post anything here.
Title: Re: TI-nspire Hold 'em - Basic and Lua
Post by: Jonius7 on June 30, 2013, 01:41:38 am
Hope to get back into this soon. And Lua Programming in general.
Also I didn't realise my v1.2.4 didn't release on ticalc.org or on here either.
Title: Re: TI-nspire Hold 'em - Basic and Lua
Post by: DJ Omnimaga on July 04, 2013, 01:21:10 am
That would be nice, but why do you usually vanish for several months even during school vacations? Is it due to sporadic interest or something? ???
Title: Re: TI-nspire Hold 'em - Basic and Lua
Post by: Levak on July 09, 2013, 07:39:10 pm
but why do you usually vanish for several months even during school vacations?
I'm not the center of the world, but I still have school projects running on until end of july :p
And I also know that depending on your geographic position, vacations are shifted up to 6 months.
Title: Re: Re: TI-nspire Hold 'em - Basic and Lua
Post by: DJ Omnimaga on July 10, 2013, 12:22:19 am
Yeah he usually vanishes during school breaks and stuff (such as vacations in Oct-Dec (Summer in Australia) but also other months.

Summer school and projects sucks though x.x. Aren't vacations supposed to be vacations?
Title: Re: TI-nspire Hold 'em - Basic and Lua
Post by: Adriweb on July 10, 2013, 05:39:00 am
Epita (http://www.epita.fr/)'s logic....
Title: Re: TI-nspire Hold 'em - Basic and Lua
Post by: Jonius7 on July 11, 2013, 03:58:36 am
That would be nice, but why do you usually vanish for several months even during school vacations? Is it due to sporadic interest or something? ???

Kinda. I am frustrated with my lack of progress in understanding programming languages. I feel like I don't know enough, and where to start/continue. I have some great ideas, but when it comes to programming I don't get it. It's not beyond my capability but a few reasons.

1. I'm lazy
2. I don't know what commands I can use
3. I don't know how to do something with the commands I can use
4. I get demotivated
5. I look at source code, but I really only half understand it (except for most of the code I write myself)
6. Perhaps I'm too afraid to ask for help these days...

I'm no longer in school, and I have lots more time during the Uni semester than I would have during school, so it's really no excuse of me.
sigh.