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Messages - c4ooo

Pages: [1] 2 3 ... 63
1
So you can't do something like this?

Code: [Select]
{pointer + 1}
I dont think so, ask PT_. He did say he was going to add a command to read an address or something.

2
I didnt mean collision array ;) I mean one boolean value for each tile. Then if you have a tile with ID 5, you check if the 5th element is true / false. This is the fastest / most efficient method possible.
The tilemap data cant even be checked while i am moving around, so i have to hardcode boundaries and  actions based on coordinates (a good 1/3 of my code is just that)

If ICE is anything like Axe you should be able to check the tilemap data. If it is like Axe, you should check out the rpg example program that comes packaged with Axe.
I dont think ICE has direct memory access. At least not the last time i talked to PT_

3
@c4ooo I personally use the following method, it's less efficient speed-wise,
but it saves space so you don't have to make a collision array and a map array:

I create an array with integer values.
Each value corresponds to a tile-type.
You check if the tile is passable or not (but now it's not boolean, you have to check every tile-type).
Both systems seem to work swell enough :^)
I didnt mean collision array ;) I mean one boolean value for each tile. Then if you have a tile with ID 5, you check if the 5th element is true / false. This is the fastest / most efficient method possible.

4
Adding the rooms themselves is super simple... hard-coding the transitions and the collision detection is what sucks :banghead:
Also @DJ Omnimaga can you check your Cemetech PM's ? (it has to do with this game)
Hardcodeing? This is how you should do it: :_)
Create an array of boolean values, one for each block, and set false if the block can be passed through and true if its solid. When you collide with a block, get the block's value from the array and prevent the player from moving in that direction if it is true.

5
Calculator News, Coding, Help & Talk / Re: Choices for a new calc
« on: May 24, 2017, 02:24:35 am »
Yeah I agree. The speed of some commands, especially polygons and graphics, is similar to CE C. Only for loops and stuff like that are on the slow side but even then a Mario game with parallax scrolling is feasible.
TIBASIC had the potential to be slightly faster, but the parser is kinda bodged together, TI doesn't have good programmers it seems <_<

6
VelocityGames (PC/Web) / Re: Chess vg
« on: May 22, 2017, 08:01:36 pm »
Hook stockfish up to this :P

I don't think this is supposed to be allowed ??? [/font]
If that's what you mean, multiple queens are allowed. This is a good example: http://www.chessgames.com/perl/chessgame?gid=1106430

7
Gaming / Re: Kerbal space program.
« on: May 20, 2017, 07:03:28 pm »
aaah and u only use an external screen, ok
then I understand ur decicion xD  :thumbsup:
Yea the extra screen real estate is great for programming.

8
Gaming / Re: Kerbal space program.
« on: May 20, 2017, 07:00:50 pm »
why don't u just plug it out in u dont use it anyways... ???
Its a laptop.

10
Gaming / Re: Kerbal space program.
« on: May 20, 2017, 05:08:24 pm »
I definitely blame YOU for having two screens with such terribly different resolutions x.x
I dont use the one on the left so i just set it to lowest vga resolution possible.

11
Gaming / Re: Kerbal space program.
« on: May 19, 2017, 11:55:06 pm »
I decided to blow some stuff up: the ship is the "Athena Station" and can be found here:  http://forum.kerbalspaceprogram.com/index.php?/topic/152382-athena-a-ridiculously-huge-stock-space-station/

Missile heading towards target:

Just after impact, task manager got in the way:



rip:


Final picture:


Edit: i dont know why the resolution is so bad, blame imgur >_>

12
Also sorry for misleading you guys. The description I made in the last post was a dramatised way to
say there's no borders to the map, so it reads everything in the user space instead (hope that's not a misnomer)!
Best post ever, +1

13
Could I take the ideas from this, do some magic and port it to the CE? Looks amazing... (ooh shiny)
Its in axe.

14
Randomness / Re: So, Kotuism - what is it?
« on: May 18, 2017, 10:33:43 pm »
I hereby declare Walrii the one and only true God!

But walrii is the plural of walrus, newb :p
no

15
Randomness / Re: So, Kotuism - what is it?
« on: May 18, 2017, 10:30:29 pm »
Indeed, but again there can be religions about anything, even pr0n
Sounds like a good religion. @gameblabla should start it.

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