Computer Science Canada Turing run mode resolution |
Author: | storm2713687 [ Fri Mar 01, 2013 7:55 pm ] |
Post subject: | Turing run mode resolution |
Hey members of CompSci, I was just wondering, is there a way to adjust the run mode resolution for Turing? I'm using version 4.1.1; do I need to use a certain code if it's possible? |
Author: | Insectoid [ Fri Mar 01, 2013 8:45 pm ] |
Post subject: | RE:Turing run mode resolution |
See View.Set(). |
Author: | Zren [ Fri Mar 01, 2013 9:10 pm ] | ||
Post subject: | RE:Turing run mode resolution | ||
View.Set Here's an example using Window.Open .
Edit: Okay, that was weird. Must have pulled from my cache when I Right Clicked the tab > Duplicate when seeing if anyone already replied (I opened the tab and forgot about it). |
Author: | Raknarg [ Sat Mar 02, 2013 1:08 pm ] |
Post subject: | RE:Turing run mode resolution |
or more simply: setscreen ("graphics:500;500") the first number being the x size and the second being y size |
Author: | storm2713687 [ Sat Mar 02, 2013 7:40 pm ] |
Post subject: | Re: RE:Turing run mode resolution |
Thanks for the help guys ![]() Raknarg @ Sat Mar 02, 2013 1:08 pm wrote: or more simply: setscreen ("graphics:500;500")
the first number being the x size and the second being y size I'll go try this one out since it does seem a lot more simple ![]() |
Author: | Raknarg [ Sat Mar 02, 2013 8:02 pm ] |
Post subject: | RE:Turing run mode resolution |
Also, for future reference: setscreen ("graphics:max;max") sets the screen to maximum resolution size. |
Author: | storm2713687 [ Sat Mar 02, 2013 9:26 pm ] |
Post subject: | Re: RE:Turing run mode resolution |
Raknarg @ Sat Mar 02, 2013 8:02 pm wrote: Also, for future reference:
setscreen ("graphics:max;max") sets the screen to maximum resolution size. YES!!!! THAT'S WHAT I WANTED THE MOST, the other one is good, but this was what I was mainly looking for ![]() I'm so stupid for not mentioning I was looking for that lol, but TY! |
Author: | Raknarg [ Sat Mar 02, 2013 10:04 pm ] |
Post subject: | RE:Turing run mode resolution |
Just note that if you're trying to make a program to use on multiple computers, the best thing to do is scale your images so they are positioned correctly on any monitor size. Or not. Do whatever. |
Author: | storm2713687 [ Sat Mar 02, 2013 10:05 pm ] |
Post subject: | Re: RE:Turing run mode resolution |
Raknarg @ Sat Mar 02, 2013 10:04 pm wrote: Just note that if you're trying to make a program to use on multiple computers, the best thing to do is scale your images so they are positioned correctly on any monitor size.
Or not. Do whatever. My programs are so far just simple calculators ![]() |
Author: | Raknarg [ Sat Mar 02, 2013 10:07 pm ] |
Post subject: | RE:Turing run mode resolution |
Exactly, so you can spend time learning a simple concept then ![]() |
Author: | storm2713687 [ Sun Mar 03, 2013 8:41 pm ] |
Post subject: | Re: RE:Turing run mode resolution |
Raknarg @ Sat Mar 02, 2013 10:07 pm wrote: Exactly, so you can spend time learning a simple concept then
![]() I've only made one or two different "simple" calculators, but I only add new things I learn from tuts ![]() I wish I'm in grade 10 already though, then I can take compsci and have a teacher to help ![]() |
Author: | Insectoid [ Sun Mar 03, 2013 9:19 pm ] |
Post subject: | RE:Turing run mode resolution |
Once you learn keyboard input, simple graphics, loops, for statements and procedures/functions, you can build almost any old arcade game. There aren't any tutorials for most of those, but you can create them with a little thought and time. It seems daunting now, but once you understand the most basic tools you will have no trouble. |
Author: | storm2713687 [ Mon Mar 04, 2013 8:09 pm ] |
Post subject: | Re: RE:Turing run mode resolution |
Insectoid @ Sun Mar 03, 2013 9:19 pm wrote: Once you learn keyboard input, simple graphics, loops, for statements and procedures/functions, you can build almost any old arcade game. There aren't any tutorials for most of those, but you can create them with a little thought and time. It seems daunting now, but once you understand the most basic tools you will have no trouble.
Actually, Cervante's walkthrough covered all of those (but maybe not graphics, I'm not sure). I guess I can ALMOST make an old arcade game ![]() Would pac-man be one? |
Author: | Insectoid [ Mon Mar 04, 2013 8:26 pm ] |
Post subject: | RE:Turing run mode resolution |
Pac-man is one of the harder ones, but you can certainly do Pong or Breakout or Asteroids. |
Author: | Raknarg [ Mon Mar 04, 2013 8:38 pm ] |
Post subject: | RE:Turing run mode resolution |
or you can do what I did, I spent a bunch of time making a typical sidescrolling spaceship shooting game, which was a lot of fun to make (considering you get to do whatever you want, and put in what you like). Learning how graphics work was even better, though very time consuming. I'd spend hours hardcoding enemy ship drawings into turing. |
Author: | storm2713687 [ Mon Mar 04, 2013 8:58 pm ] |
Post subject: | Re: RE:Turing run mode resolution |
Insectoid @ Mon Mar 04, 2013 8:26 pm wrote: Pac-man is one of the harder ones, but you can certainly do Pong or Breakout or Asteroids.
I've never heard of Pong, Breakout, or Asteroids xD Raknarg wrote: or you can do what I did, I spent a bunch of time making a typical sidescrolling spaceship shooting game, which was a lot of fun to make (considering you get to do whatever you want, and put in what you like). Learning how graphics work was even better, though very time consuming. I'd spend hours hardcoding enemy ship drawings into turing. You made the drawings yourself? Damn... I suck at drawing ![]() |
Author: | Raknarg [ Mon Mar 04, 2013 9:28 pm ] | ||
Post subject: | RE:Turing run mode resolution | ||
ITs really easy. It's basically just a bunch of boxes and lines. The interesting part is when you throw in trigonometry and get moving parts. It's more time consuming than anything else... I compiled here some old sprites:
That's just simple spacial logic, knowing where things are and how they go together. Anyone could do it. Realistically though, most people would do this stuff in paint and then import it. I like the flexibility and accuracy however. |
Author: | storm2713687 [ Tue Mar 05, 2013 11:48 am ] | ||
Post subject: | Re: RE:Turing run mode resolution | ||
Raknarg @ Mon Mar 04, 2013 9:28 pm wrote: ITs really easy. It's basically just a bunch of boxes and lines.
The interesting part is when you throw in trigonometry and get moving parts. It's more time consuming than anything else... I compiled here some old sprites:
That's just simple spacial logic, knowing where things are and how they go together. Anyone could do it. Realistically though, most people would do this stuff in paint and then import it. I like the flexibility and accuracy however. So those are basically Turing drawn pictures? |
Author: | Raknarg [ Tue Mar 05, 2013 4:53 pm ] |
Post subject: | RE:Turing run mode resolution |
Yup. You draw ovals, boxes and lines, and fill the spaces with fills. Learning the sprite class can make this simpler I think, though. This is a really arduous solution. |
Author: | storm2713687 [ Tue Mar 05, 2013 8:48 pm ] |
Post subject: | Re: Turing run mode resolution |
Oh gawd... drawing things on Turing is still so confusing ![]() |
Author: | Raknarg [ Wed Mar 06, 2013 7:57 pm ] |
Post subject: | RE:Turing run mode resolution |
There's probably a tutorial somewhere. Or you can just ask. It's practically the same in every language, you treat the screen like a number grid, and you draw objects on certain points or fill in certain boundaries. |