If there were translation errors, pardon my French (pun intended). I blame Google Translate. :PThere are tons of 'em. :trollface:
1. Are there? Because if I took each paragraph separately in Google Translate, it translates about right. :PIf there were translation errors, pardon my French (pun intended). I blame Google Translate. :PThere are tons of 'em. :trollface:
Also I didn't get the pun. ???
There are some indeed :
-La instead of le in the first paragraph.
-Votre instead of ton, vos/tes, vous/tu, that's like thou instead of you. :P
-Petite is better before suggestion than after, since it's more common that way.
-Pas de tuiles se déplaceront => aucune tuile ne se déplacera.
-Encore shouldn't be there.
-Il n'y avait pas de glissière => il n'a a pas eu de glissement.
-Suggestion finalE. A ton of French people make this mistake too. :P You don't have gender differences for objects though, that's why.
-Les 0 et 8 graphiques => les graphiques du 0 et du 8.
-ça ne semble pas naturel
-ne ressemble pas AU
-bon COMME il est
-graphismes is better than graphiques (actually the meanings are way different, graphique = graph (yes, the math thing)).
That's about it.
Gagné and Perdu mean Won and Lost.
And I got it now, pardon is a French word originally. :P
Could you implement game saving ? Like, I quit the game then come back and I continue the previous game and don't have to start over ?Your French is better than mine. :P
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Tu pourrais implémenter la sauvegarde ? Genre je quitte, je reviens et je continue ma partie au lieu d'en recommencer une ?
Your French is better than mine. :PWell I am French, so... :P
And I might put that in my port...if I had one. :/Are you talking about animations or "just" detecting where a tile should go and whether it should merge with another one ?
I STILL need help with the basic SLIDING! :mad:
Can someone please help? None of my implementations are working! :/
I'm having trouble with the actual detection and sliding itself, not the animations. For some reason, all my slides either rotate the board or delete tiles (and don't actually merge, mind you). Help with a basic implementation?Your French is better than mine. :PWell I am French, so... :PAnd I might put that in my port...if I had one. :/Are you talking about animations or "just" detecting where a tile should go and whether it should merge with another one ?
I STILL need help with the basic SLIDING! :mad:
Can someone please help? None of my implementations are working! :/
Area you using a tilemap? How do you store what your tiles are on? I used the first 16 bytes of L1 to store the blocks.So do I. I store a 2 tile as 1, 4 as 2, 8 as 3, 16 as 4, etc.
Same, and 0 is no block. The only problem is the animations aren't smooth like nikitouzz's version :/Well, help? :/
Well, help? :/I'd say that you should just try to make something really stupid, not something geniusly optimized fast and small.. Like a If for each directionnal key and 4 times "the same" code. Then, you'll optimize that if you want.
Bug report !Having two boards...I never thought of that...that could help later, too, with animations (possibly)... ^-^
I had on the bottom row, in that order, 2, 8, 256, nothing, and when I pressed right, I had nothing, nothing, 2, 8 and the 256 was offboard.
I don't remember what I had on the other rows though.
J'avais dans cet ordre là sur la dernière ligne, 2, 8, 256, rien, et quand j'ai appuyé sur droite j'ai obtenu rien, rien, 2, 8, et le 256 était à côté du plateau.
Je ne me souviens plus de ce que j'avais sur les autres lignes par contre.Well, help? :/I'd say that you should just try to make something really stupid, not something geniusly optimized fast and small.. Like a If for each directionnal key and 4 times "the same" code. Then, you'll optimize that if you want.
Let's take the left key as an example. What you do is go through your board from left to right, and move the tiles you encounter to the left if they can move. I'd suggest you actually have two boards, one being the board before the movement, and the other one being the board after the movement (and then you store the "after" in the "main").
Same for the right key, except that you go through your board from right to left this time, and you move your tiles to the right, obviously.
O.OI had already reported it here http://www.omnimaga.org/ti-z80-calculator-projects/2048-%28with-animations%29-!/msg381313/#msg381313
Before the update, I wanted to report a bug in your program where, if you edit saveSScreen (L1 in Axe) in a certain way (I don't know exactly how, but running Fill(L1,17,1) is known to work), some blocks may slide off of the play area. Here is a screenshot (Axe doesn't work in my Wabbitemu, so instead, I made the program and compiled it on my calculator and transferred it to the computer):
(http://img.ourl.ca/2048BugNikitouzz.gif)
However, I see that you updated your game, and it doesn't happen anymore with your version. :/ Consider this a warning for people who haven't upgraded.
I had already reported it here http://www.omnimaga.org/ti-z80-calculator-projects/2048-%28with-animations%29-!/msg381313/#msg381313 (http://www.omnimaga.org/ti-z80-calculator-projects/2048-%28with-animations%29-!/msg381313/#msg381313)Well, at least I knew a possible way to trigger it. :P
Axe doesn't work in my Wabbitemu, so instead, I made the program and compiled it on my calculator and transferred it to the computer.That's probably because you didn't dump the ROM from your calc but used the "Open source software" option.
I DID dump it from my calc. :P I just had to patch the OS before being able to put it on my calculator (that's why the check triggered by MODE + ALPHA + S always fails). I dunno if it's you can't downgrade or what, but it's a bit modified from the original to get it to work.Axe doesn't work in my Wabbitemu, so instead, I made the program and compiled it on my calculator and transferred it to the computer.That's probably because you didn't dump the ROM from your calc but used the "Open source software" option.