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CodeWalrus restructure

Started by DJ Omnimaga, September 28, 2015, 12:20:11 am

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semiprocoder

Yeah lua would be awesome as thats what I've been starting to program in lately. Python maybe, I learned a little bit of it a while ago, but I'm quite fuzzy on it, so lua would be best for me, but Python could be better for most people.
My cemetech username is awesommee333.

DJ Omnimaga

We should probably go with a minimal, but high-level languages. So far, those games only seems to work with TI-83/83+/84+/CSE/CE BASIC.

semiprocoder

I don't know scripts are pretty simple. Or, you know, someone could make a new language specifically designed for this :), so that it ports to like every calc imaginable.
My cemetech username is awesommee333.

DJ Omnimaga

As long as it's not like Walriicode (like TI-BASIC but with every command replaced with walrus sprites) or brainf*ck. :P It really needs to be one of the most used language in the calculator community, though.

semiprocoder

You know, I could probably make a converter from some made up language to lua source using c or java(or even make an on ti nspire editor, although it wouldn't allow you to move the code accross calcs), but I have 0 idea how I would port to ti basic due to its token structure. Also I am not sure I would be able to make a full on editor, it would just be a text file to like some source files or something, and it wouldn't be very optimized as I've never done this before and I am not sure how to(but I have some ideas I don't think its too hard for either basic or lua). I guess I could just make what it would like and then someone could make it into tokens. Also my knowledge of basic is very minimal and my knowledge of lua, although much greater, is still not too expansive.

And what do you mean by every command replaced with walrus sprites. Do you mean that you tell the compiler what to do with different sprites or does its drawing functions display sprites or something.
My cemetech username is awesommee333.

DJ Omnimaga

Such project would be a lot of work, since you would need to master most languages to do it. As for Walriicode it was a joke language idea in reference to those languages that are totally unreadable, like Brainf*ck. :P

semiprocoder

September 30, 2015, 03:29:58 am #21 Last Edit: October 01, 2015, 12:42:34 am by semiprocoder
Yeah, thats what I thought, but still, I don't think that lua(or basic once and if I actually start using it) would be too too hard. I have a couple years of learningness(whatever the word for this is) so I have c knowledge, just not as much lua, but I could do some basic stuff really easily. More complicated things might be left to someone else however. My compiler type thingy would be very horrible though and would only do simple things. I'm not saying it would be anything good.
My cemetech username is awesommee333.

DJ Omnimaga

Yeah I am just saying, since some people who never programmed before tend to be way too ambitious when starting new projects, only to realize that they bit more than they could chew. And often, people started new Zelda games as their first ever project, creating lots of hype in the community, but they finally would never get close to writing a single line of collision detection code.

semiprocoder

Yeah, that kinda happened to me for a bunch of projects a few years ago. I wanted to make a 2d minecraft(and sort of did so. It had a crafting system and stuff but everything was super simple), but gave up. That wasn't really my biggest project that I gave up though. I tried making a tower defense game once and even had plans for the mechanics and stuff. I made a bunch of classes and spent a couple of weeks on it, but I got bored because I still had 0 graphics done to show that I had something done. All I had was a decent bit of the mechanics I planned for it. Worst of all, I only did that less than half a year ago.
My cemetech username is awesommee333.

DJ Omnimaga

My first ever project was an RPG. :P




But it only had 1 dungeon lol (split in half, and it was impossible to come back once you reached part 2) and was completely broken, balance-wise.

Luxen

My first project had to be a compression system for TI, a lossless binary compression routine. Naturally, cause I was such a noob, I thought I could do it in ti-basic.

I guess if you count P3 in plotlib, then i did do a sort of compression routine, but I dont think that counts; all I did was exploit a larger plot setting and pulled less pixels from the original plot sprite.

DJ Omnimaga

I think some compression is possible in TI-BASIC, but it depends how complex. Illusiat has 100 item slots and save files have 5 items per list element because they are 2-digits, but saving the game takes over 5 seconds.

Luxen

When i said binary compression, i meant that my ti-basic program would take another program, crunch it with my personal non-existing compression, and then slap on a self extractor on top of it.

Without libs, cause i didnt even know they existed at the time.

...yeah.

semiprocoder

Just wondering, what type of compression were you planning?
My cemetech username is awesommee333.

Luxen

Lossless compression. cmon, you expect me to even research this stuff? I just knew i wanted a 'non-corrupting' executable compression.

I was doing  :w00t: until the lovely community woke me up to the real world.

Btw, thats w00t? It looks more like it should be 'psycotic' :/

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