-- - - - - --- -
-- - ---- - --- --
-- - - - - -- --
- - -- - ---- --
----- -- - ---- -
- - -- --- -- -
--- --- -- -- -
--- --- - -- --
-- ---- - - ----
:rand^16 -> A //A is the Y-coord of the line
4*(A) -> A
-- - - - - --- -
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-- - - - - -- --
- - -- - ---- --
----- -- - ---- -
- - -- --- -- -
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Another idea:For that idea, a
Try to use
:pt-off(X,Y,[FFFFFFFFFFFFFFFF])
:pt-on(X,Y,[code of smiley])
It'll make a white space behind the smiley, so that you can see it better.
Another idea:For that idea, a
Try to use
:pt-off(X,Y,[FFFFFFFFFFFFFFFF])
:pt-on(X,Y,[code of smiley])
It'll make a white space behind the smiley, so that you can see it better.
Pt-Off(X,Y,[code of smiley or pointer]
would be enough as "Pt-Off" puts a sprite but erases what there is at the location before.
No it doesn't. Pt-Off() simply XORs the sprite in parameter slot 3 against the said place on the buffer, it doesn't clear the space behind it first.Wut ? Weren't you confused with Pt-Change ?
Oh, my bad, you are correct. I remember that Pt-Off used to mean it XORed it against the buffer, I guess that has recently changed.I don't think it's ever been like that. Pt-Change( has always been used for XOR.
I need to ... make a counter of some sort so that it shifts the screen every few times through the loop, instead of every time.
.use the variable A for the counter you need
.Main game loop:
1->A
Repeat getkey(15)
A+1->A
If A=4
1->A
End
If A=1
Vertical +
Vertical +{r}
End
.Rest of your code goes here
.
.
End
If A=4
1->A
End
If A=B
1->A
End
@buttsfredkin Thank you for the code, but I already did that using the score counter.
Pt-change(A,B,Pic1+E)
DispGraph
Pt-change(A,B,Pic1+E)
So that the lines are not erased when the pixel testing part comes.Ok, I updated the first post to have the source and the most recent executable. About the sprites.
Right now, I have this:Code: [Select]Pt-change(A,B,Pic1+E)
So that the lines are not erased when the pixel testing part comes.
DispGraph
Pt-change(A,B,Pic1+E)
If there is a better way to do that with an 8*8 sprite, please let me know. I am also thinking of adding fire so that when you die, you fall into flames. Powerups, like a rocket that would cancel out gravity, or springs which would make you jump further, are also being considered. I may also add an enemy mode, where "ghosts" would eat lines, or try to shove you off. Let me know if you approve of these ideas.
:clearDraw
:clearDraw^r
before showing the score.Nice! I like the flame animation :w00t: ... I know I have seen a tutorial about how to do that somewhere, but I have forgotten by whom it was made :banghead: Judging by the screenie it looks like it could turn out to be one of those simple and addictive games, so if it works out, kudos to you! :D
You should makeCode: [Select]:clearDraw
before showing the score.
:clearDraw^r
Then the flames wouldn't be black before showing the score
And you may show the score and the text around it in the second line, not in the first line.
try not to make the jump more like on my pic.
wait betwean jumping up and falling.
a simple way to do masked sprites, if you don't feel like messing around with ptmask(, is to OR the entire area you want the sprite to take up and not be transparent, and then XOR all the white spaces. i already have the character sprite above broken into the parts to be OR'd and XOR'd.
here's another pic to help explain the OR/XOR thing better.the first row of sprites is displayed with PtOn(, the second is displayed on top of them with PtChange(, and the third row is the end result. those black things underneath the sprites are shadows which are displayed when he jumps down a ledge. they aren't displayed when walking normally.Spoiler For image:
can you make this work on the ti nspire? touchpad
I have!can you make this work on the ti nspire? touchpad
This is an 84+ game. You would need the 84+ keypad.
Hi and welcome on the forums. Simply connect the 84+ keypad then send the game using TI-Connect or TiLP.no ahck needed as ndless?
By the way this game looks nice mrmprog :)
no ahck needed as ndless?It's compiled to asm, so I think you do need ndless (not sure if the 84 keypad changes this), but you also need a ti-84+ keypad for sure.
how do i work it out then?
btw i am getting communcation errors on 84+ pad... with TI connect software,
the student software for nspire didnt give me any error..
Maybe try TiLP, I haven't personally gotten it to work, but I hear that it is very reliabletilp does actually install the drivers, as the ti connect software said,
Okay, it seems you are at desperate needs according to my terms.
I can think of only one (impractical) option:
Use a Ti-84 (if you have one) to download the needed program/ possibly axe (if you want the source), then transfer the files from the Ti-84 to the nSpire
Wow, I know this is really messed up, but it is the only way I can think of other than trying different computers
EDIT: ninj'd
looking good, tried my custom way :0 tell you soon about it,.
ti connect actually can read my general info about the calc !!!
im out of options?
im out of options?
I suggest trying different OSs, maybe just go a library and try it or something similar
shweet! what kinds?Food to boost score, lives, and the such probably will be added. I may add things like trampolines, jetpacks, and possibly mines if I can.
The death is awesome.Thanks. I used the awesome flam tutorial that Builderboy made. You should check it out. Anyway, I have the code that displays the power ups and places them in, I just have to add the effects that they will produce and lives. When I am done, there is one section of code that I think can be optimized, but I don't know how.
Super boots, trampoline, jetpack, invincibility bubble, extra lives...Thanks, I will work on some of those. Any ideas for sprites?
PAPI JUMP!! XD XDI am thinking of making a way to have "sprite sets". With my current code, it would be super easy. However, I need more ideas for sprites. If you have any, let me know.
It looks good, but you should change the sprite to something like Papi jump's ball ":D