Welcome to TerrariaCE! As the name suggests, this is a port/recreation of Terraria for the TI-84 Plus CE! You can build, destroy (and that's all right now) I have implemented the surface, caverns, and underworld layers, with complete vertical and horizontal scrolling, and layer transitions. The width of the world can be compared to approximately 1/5ths of a regular Terraria small map. World generation right now takes approximately 35 seconds, but other than that, loading times are really good!
Current program size: 3.6 kb
Looks pretty cool! I like the design of the trees
Pretty clever to use the plot functions to do this!
Might make it hard to add much more, though.
Any more plans for it?
This looks like TI-Basic.
Added a day/night cycle, with a bit more background variation (mostly on the surface layer only, becomes black at high elevations, and brown when getting close to the cavern layer) next is adding more objects, implementing the inventory, refining the underworld generation, and adding biome maps.
Absolutely pushing Basic to its limits, the usage of plots is phenomenononal, and also props on the consistent and simplistic art style, can't wait for it to drop
very cool, looking forward to seeing this completed
Coder_2917 wrote:
This looks like TI-Basic.
That's because it is.
Wavejumper3 wrote:
Pretty clever to use the plot functions to do this!
Might make it hard to add much more, though.
Any more plans for it?
Thanks! And yes, you are correct. Though it does simplify the collision code a lot. Also, I have no idea if I would be able to add entities, any ideas?
I have added biome maps! Due to plot limitations, the entire color of the terrain changes based on the X position of the player. I will probably be able to share an apng or gif either tomorrow or the day after that.
As promised, here is the eye candy!
Terrain generation takes a bit of time, so be patient!
Is it possible to make the terrain generation faster?
Coder_2917 wrote:
Is it possible to make the terrain generation faster?
Yes most likely. I am currently using seq() commands to create the terrain lists, and I can replace that with direct list arithmetic operations.
Code: // What I mean is:
seq(Y₁(X),X,1,199→L₂ //current
// is the same as
199→dim(L₁
Fill(1,L₁
cumSum(L₁→L₁
Y₁(L₁→L₂
// and the second way should be much faster.
Here are 2 tricks that could be helpful here:
1) You can create a list as a function of another list
Code: {1,2,3,4,5->L₁
"2L₁+1"->L₂
//L₂ will now be pegged to L₁, so modifying L₁ will modify L₂.
2) There's a very common golfing trick using binomcdf to create a list 1,[...],n, which is very short and fast.
Code: cumSum(binbomcdf(198,0->L₁
//L₁ will now contain {1,[...],199}
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