[TIB] Re: games


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[TIB] Re: games




of course, copying other ppl's work is wrong.  i hate it when ppl do it to me,
so i won't do it to them.  does anyone know some good programs that have what
i'm looking for??

zach

Bradley Achorn wrote:

> I find that the best way to learn how to do something that is already being
> done is looking at other's work. Check out the scource for a program that
> does similar to what you are trying to do. Of course, you must know TI-BASIC
> and the other calc functions fairly well before you can really learn any
> technique from their code. And don't copy their code either.
>
> ----Original Message Follows----
> From: Zach Tong <zachtong@go-concepts.com>
> Reply-To: ti-basic@lists.ticalc.org
> To: ti-basic@lists.ticalc.org
> Subject: [TIB] Re: games
> Date: Wed, 26 Sep 2001 20:36:08 -0400
>
> i'm gonna reply to both of these at once.  first of all, wow.  that is way
> more
> complicated stuff than i have used.  but i can learn.  first of all, you
> really
> need to show me how to do this.  i understand what you said, but i have no
> way
> to even possibly fathom how to do it.
>
> first, how would i make  library thingy to hold my sprites, how do i make
> the
> sprites, and how doi use them.
>
> secondly,the exact same questions but with bitmaps and matrix stuff.
>
> thank you for your patience, i know teaching a newb is often very stressful.
>
> zach
>
> Matthew Waters wrote:
>
>  >
>  >
>  >      The idea of a realtime battle system in BASIC was just a joke. Even
> if
>  > you could implement it, it would be slower than molasses oozing down a 45
>  > degree incline. Don't even try it, unless you plan on making some z80 ASM
>  > components to the game.
>  >
>  >      As for sprites, they are merely animated graphics that can be moved
> (as
>  > opposed to tiles on a map and such). As for making maps with a matrix,
>  > createbitmaps (also matrices) to use as tiles, then assign a positive
>  > integervalue to each tile, and put those values into wherever you want
> them
>  > in the matrix.
>  >
>  >      As for your last question, I believe that will work on any TI model
>  > graphing calculator.
>  >
>  >     <stupidjoke> BTW, did anyone notice that the AMS operating system for
>  > the68k calcs is an anagram for ASM?</stupidjoke>
>
> Mike Hogsett wrote:
>
>  > A sprite is a small graphic image which is generally used for game
>  > objects (such as paddle, ball, and bricks in breakout).  In a game
>  > graphics library there would ( or should ) be library functions for
>  > placing sprites into a graphics buffer ( either the screen itself, or
>  > an offscreen buffer ).  Often these sprites constist of two images.
>  > One is the image itself (often multiple bitplanes for a color image) ,
>  > and the other image is a mask (a single bit plane).  The mask controls
>  > which pixels of the image are actually drawn.  Also the masks may be
>  > used for a collision detection function.
>  >
>  > The most frequently seen sprite is the mouse pointer.
>  >
>  >  - Mike
>  >
>
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