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Offline Compynerd255

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Re: Portal X
« Reply #705 on: February 28, 2011, 10:27:09 am »
Okay, that menu looks freakin' sweet. I believe it will be a robust framework for whatever you decide to do with it. When you post this to ticalc.org, remember to ask the staff to feature you.
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Offline squidgetx

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Re: Portal X
« Reply #706 on: February 28, 2011, 04:33:32 pm »
Hey, Buillderboy, nice menu ;)

One question; how do you cycle through the appvars? Do you copy the whole VAT to RAM, or is it more of a sliding-window type of thing? If it's the latter, could you tell me a rough outline on how to do it?

Edit: code in pastebin

Downwards scrolling works fine, but upwards scrolling is glitching really badly.

I need a way to do this without using any user RAM...
« Last Edit: February 28, 2011, 04:55:49 pm by squidgetx »

Offline Builderboy

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Re: Portal X
« Reply #707 on: February 28, 2011, 05:19:37 pm »
Yeah I copy the names of the appvars into savescreen before displaying, although theoretically i guess, you could write routine to read them directly from the VAT

Offline sodium.777

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Re: Portal X
« Reply #708 on: February 28, 2011, 06:12:54 pm »
can i play this on tinspire?

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Re: Portal X
« Reply #709 on: February 28, 2011, 06:23:40 pm »
You should have a header for custom levels, and only display those with the appropriate header.

Offline willrandship

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Re: Portal X
« Reply #710 on: February 28, 2011, 06:26:20 pm »
@sodium yes, if you have the 84+ keypad. It's written in axe, after all.

Offline sodium.777

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Re: Portal X
« Reply #711 on: February 28, 2011, 06:29:41 pm »
are there any programs besides ndoom written for tinspire cas?

Offline willrandship

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Re: Portal X
« Reply #712 on: February 28, 2011, 06:38:57 pm »
yes, the GBC emulator, Block dude Nspire, Trapped Nspire, and a few others.

Offline Builderboy

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Re: Portal X
« Reply #713 on: February 28, 2011, 07:12:47 pm »
You should have a header for custom levels, and only display those with the appropriate header.

Yes I do have this in place, but for the purposes of demonstration I disabled it so you guys would have something to see :)

Offline DJ Omnimaga

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Re: Portal X
« Reply #714 on: February 28, 2011, 07:18:02 pm »
I love the intro Builderboy, especially the spinning thing and the scrolling menu bottom. I always liked those, I even implemented them in XXR. :D

Offline Builderboy

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Re: Portal X
« Reply #715 on: February 28, 2011, 07:19:54 pm »
Yay :D Glad you liked it :) Also, did anybody notice that the 5 panels flicker on as the screen is raised?  It wasn't captured very well in Wabbit, so its hard to see D:

Offline FinaleTI

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Re: Portal X
« Reply #716 on: February 28, 2011, 07:23:21 pm »
Yay :D Glad you liked it :) Also, did anybody notice that the 5 panels flicker on as the screen is raised?  It wasn't captured very well in Wabbit, so its hard to see D:
I noticed.


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Re: Portal X
« Reply #717 on: February 28, 2011, 08:19:55 pm »
I noticed as well, very cool.

Offline DJ Omnimaga

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Re: Portal X
« Reply #718 on: February 28, 2011, 08:32:46 pm »
Oh right I see it now. Nice.

Offline Builderboy

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Re: Portal X
« Reply #719 on: March 01, 2011, 09:58:30 pm »
Woot, I am working on the Axe based level editor right now, and it's coming along rather nicely :D I have a dynamic tilemap display working, and it alters the display as you edit.  It uses the exact same map rendering code, so it gives you an exact preview of what your level is going to look like.  It also gives you a very simple way to edit objects as well, as is detailed in the screenshot.  When your cursor is placed over a button or a plasma ball emiter, you can press Alpha to edit the door that the tile opens when activated.  From then on, whenever you place your cursor over the tile, it will highlight the door that it opens :D

I am definitely going to keep polishing this up for the final release, and there will be a lot more options.  You will be able to load levels, save them to appvars, pack multiple levels into a single appvar, and even reorder the levels inside the appvar!  Here is a screenie of what I have so far.