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darkstone knight


Advanced Member


Joined: 07 Sep 2008
Posts: 438

Posted: 26 Feb 2009 02:49:46 pm    Post subject:

nope, it a mutated donut, dont you see?
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 16 Apr 2009 03:35:32 pm    Post subject:

As of yesterday the main menu graphics layout was completed from the checklist. Game create/load abilities should be done after another day or so. Since this is a rain weekend coming up, I want to pull an all-dayer and hopefully get everything up to Paste/Undo completed.

The real good news is the sprite drawer worked...showing that the tilemapper should be portable as well.

In the TI-82 code, I want to add the high-jumping feature (where you can jump off fences, rocks, or trees to gain extra hight. And the JET Fortress boss needs starting. A partial list of other stuff to do this week...

- Add "low memory" detection & error message for file select
- Finish "Delete!" "New!" "Load!" "Copy!" and "Config!" support. (Paste and Undo will take longer)
- Port the tilemapper
- Add BrandNewGame: label (favorite color / favorite food selection)
- Get DeleteAppVar to clear the temp file
- Finish the crane rooms


Last edited by Guest on 16 Apr 2009 03:35:48 pm; edited 1 time in total
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Galandros


Active Member


Joined: 29 Aug 2008
Posts: 565

Posted: 17 Apr 2009 06:23:52 am    Post subject:

DigiTan wrote:
As of yesterday the main menu graphics layout was completed from the checklist. Game create/load abilities should be done after another day or so. Since this is a rain weekend coming up, I want to pull an all-dayer and hopefully get everything up to Paste/Undo completed.

The real good news is the sprite drawer worked...showing that the tilemapper should be portable as well.

In the TI-82 code, I want to add the high-jumping feature (where you can jump off fences, rocks, or trees to gain extra hight. And the JET Fortress boss needs starting. A partial list of other stuff to do this week...

- Add "low memory" detection & error message for file select
- Finish "Delete!" "New!" "Load!" "Copy!" and "Config!" support. (Paste and Undo will take longer)
- Port the tilemapper
- Add BrandNewGame: label (favorite color / favorite food selection)
- Get DeleteAppVar to clear the temp file
- Finish the crane rooms
Sweet progress coming...

Keep up!
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 23 Apr 2009 03:50:33 pm    Post subject:

I've recently decided to cut "Undo!" support from the file select menu for a couple reasons. Mainly, I think it was complicating the menu code beyond what it needed to be. Most players would only have used it once or twice after all.

Second, I was concerned it would create a false sense of safety. The plan was to make action "undoable" until you leave the menu. If anyone misunderstood this limit, it would definately lead to a lost game eventually. Instead, it will ask for confirmation during all deletes and copy-pastes.

"Paste!" and "Config!" can handle archived games as well, but they will not put it back afterward by default. The readme will suggest leaving saved stuff unarchived as much as possible. Hopefully, all of file select will be out of the way by the end of this week.


Last edited by Guest on 23 Apr 2009 04:09:21 pm; edited 1 time in total
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 01 May 2009 12:55:46 pm    Post subject:

New copy/paste & delete operations this week. Unarchiving and re-archiving is automatic for this stuff.

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elfprince13
Retired


Super Elite (Last Title)


Joined: 11 Apr 2005
Posts: 3500

Posted: 01 May 2009 08:03:32 pm    Post subject:

I almost feel like the file selection screen needs another gear in that blank white space on the left. The first 3 or 4 times I've looked at it, I saw the white space instead of the gear (I think because it's broken up by the names of the save files)
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 01 May 2009 10:01:14 pm    Post subject:

Oh yeah. Kinda like that "two faces or a vase" thing. At one point, I had a scrolling background behind the gear just like the one the 82 version has. After seeing it, I thought the screen looked too busy for a load/edit interface. (Still have screenshots if anyone's interested).
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Spencer


Advanced Newbie


Joined: 06 Nov 2005
Posts: 99

Posted: 03 May 2009 02:44:12 am    Post subject:

Clearly a spinning gear is the solution
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elfprince13
Retired


Super Elite (Last Title)


Joined: 11 Apr 2005
Posts: 3500

Posted: 03 May 2009 03:23:16 pm    Post subject:

try this as the background for your file operations, possibly with a really slow rotation speed like Spencer suggested.
[attachment=2650:copying.gif]


Last edited by Guest on 03 May 2009 03:36:03 pm; edited 1 time in total
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Weregoose
Authentic INTJ


Super Elite (Last Title)


Joined: 25 Nov 2004
Posts: 3976

Posted: 03 May 2009 05:48:40 pm    Post subject:

TI-Basic port go!

Radian
FnOff
AxesOff
ZStandard
ZSquare
For(T,0,2[font="times new roman"]π
,[font="times new roman"]π
/72
16+3tanh(sin(13(T-7[font="times new roman"]π/16→A
8+.75tanh(99sin(8T-3.5[font="times new roman"]π
Line(8+Acos(T),-Asin(T),8+Anscos(T),-Anssin(T
End

Nah, there's no such port – I just had free time on my hands.

Last edited by Guest on 11 Jul 2010 05:39:39 pm; edited 1 time in total
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Galandros


Active Member


Joined: 29 Aug 2008
Posts: 565

Posted: 04 May 2009 11:14:31 am    Post subject:

Weregoose wrote:
TI-Basic port go!

Radian
FnOff
AxesOff
ZStandard
ZSquare
For(T,0,2[font="times new roman"]π
,[font="times new roman"]π/72
16+3tanh(sin(13(T-7[font="times new roman"]π/16→A
8+.75tanh(99sin(8T-3.5[font="times new roman"]π
Line(8+Acos(T),-Asin(T),8+Anscos(T),-Anssin(T
End

Nah, there's no such port – I just had free time on my hands.

You have to teach us to do things like that. Neutral It's just marvelous, I really want to know.


Last edited by Guest on 11 Jul 2010 05:42:52 pm; edited 1 time in total
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elfprince13
Retired


Super Elite (Last Title)


Joined: 11 Apr 2005
Posts: 3500

Posted: 04 May 2009 07:12:41 pm    Post subject:

That's incredible, how long did it take to figure out?
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Mapar007


Advanced Member


Joined: 04 Oct 2008
Posts: 365

Posted: 05 May 2009 09:35:19 am    Post subject:

Galandros wrote:
Weregoose wrote:
TI-Basic port go!

Radian
FnOff
AxesOff
ZStandard
ZSquare
For(T,0,2[font="times new roman"]π
,[font="times new roman"]π/72
16+3tanh(sin(13(T-7[font="times new roman"]π/16→A
8+.75tanh(99sin(8T-3.5[font="times new roman"]π
Line(8+Acos(T),-Asin(T),8+Anscos(T),-Anssin(T
End

Nah, there's no such port – I just had free time on my hands.

You have to teach us to do things like that. Neutral It's just marvelous, I really want to know.


I remember one of goose's posts about this kind of programs: "Well, I just throw some commands together" or something alike.


... lol


Last edited by Guest on 11 Jul 2010 05:43:24 pm; edited 1 time in total
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Weregoose
Authentic INTJ


Super Elite (Last Title)


Joined: 25 Nov 2004
Posts: 3976

Posted: 05 May 2009 11:03:32 am    Post subject:

It draws lines between two different circles with fluctuating radii, using the idea that the sign of x can be computed by the hyperbolic tangent of n times x (for sufficiently large n); the lines are made less rigid with smaller values, as can be seen in the outer circle (the A circle, if you're dissecting the code). Basically, add to radius, subtract from radius, repeat. I'm done derailing the topic now.

Last edited by Guest on 11 Jul 2010 05:38:37 pm; edited 1 time in total
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 25 May 2009 02:00:58 am    Post subject:

Heh heh. Who woulda thought we'd see the title gear in Basic? :D

- The tilemapper tmap20 was successfully ported today. There seems to be a decompression roadblock, but if it worked for the titlescreen it can work for maps. Since the tilemapper was the last of the "difficult" porting, I can safely say a TI-83+ release is 100% doable at this point. The Oceanside graphics were also added to the TI-83+ code.


Last edited by Guest on 25 May 2009 02:02:31 am; edited 1 time in total
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tr1p1ea


Elite


Joined: 03 Aug 2003
Posts: 870

Posted: 25 May 2009 03:49:11 am    Post subject:

CrASH_Man wrote some really neat stuff, and 100% 83+ = Yay! Smile.
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ztrumpet


Active Member


Joined: 06 May 2009
Posts: 555

Posted: 25 May 2009 02:14:07 pm    Post subject:

Has the origional Robot War come to the 83+ yet?
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 25 May 2009 06:39:38 pm    Post subject:

This game pretty much uses the same graphics core as the original, so I couldn't port it until just now. Since all the hero characters from the original are returning, I'll probably have to re-release the original the same time the new one comes out.
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geekboy1011


Advanced Newbie


Joined: 13 May 2009
Posts: 99

Posted: 25 May 2009 11:56:59 pm    Post subject:

cANT wAIT
AND TO WEREGOOSE awsome just plain awsome

once agin cant wait this looks like a lot of fun
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ztrumpet


Active Member


Joined: 06 May 2009
Posts: 555

Posted: 26 May 2009 03:53:13 pm    Post subject:

geekboy1011 wrote:
cANT wAIT
AND TO WEREGOOSE awsome just plain awsome

once agin cant wait this looks like a lot of fun

Agreed!!!
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