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Messages - AaroneusTheGreat

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136
News / Re: Axe: a new TI-BASIC-like language for the TI-83+ and 84+
« on: March 11, 2010, 10:57:45 pm »
Man I'm beyond glad to see something like this. I've been wanting to program more for the z80 calculators (again), and this may be the deciding factor of getting back into it. I've always loved the basic programming language because of it's ease of programming, and I used it for a while, but when I discovered the speed of ASM I more or less abandoned my TI-Basic career (this was before any of the ASM libraries for BASIC came out (I know I'm a dinosaur aren't I?)). (Wow lots of parentheses in this post.)

What this reminds me of is a usable, fast, and simple version of Visual Basic, except for the 83+ series. Also you beat VB because you have a program that makes a single executable file, not a folder of a bunch of objects and crap that you have to sift through to find your executable, or set a setting to make a single file. Excellent work.

137
The Axe Parser Project / Re: Axe Parser
« on: February 05, 2010, 03:47:38 am »
I agree with Kev, if you find a way to implement access to the built in math functions too it will greatly improve the effectiveness and functionality of this project. just a helpful hint

EDIT:

if I'm not mistaken there's a plethora of info on the hex codes for the functions and such if you search ticalc.org.

138
The Axe Parser Project / Re: Axe Parser
« on: February 05, 2010, 03:28:33 am »
I'm coming in pretty late in the news of this but really amazing work Quigibo. I'd love to take this for a test drive as soon as I can, I used to love to program in basic but when I learned C and ASM, I slowly phased it out of my repertoire due to speed issues (I know people have made amazing ways around this recently, this wasn't available back then to severely date myself here) and the fact that I needed to focus on other things in RL as well. I'd really love to see this thing reach a complete and optimized state so that we can see what amazing things I'm sure will be made with it. Good luck and keep it up! 

139
News / Re: GB/GBC emulator running on real TI-Nspire hardware.
« on: January 10, 2010, 09:14:39 pm »
freaking amazing! I cant wait for some more progress on the nSpire asm project. Keep up the good work guys! soon enough I'll be able to start porting Doom89 to the nSpire :-D </shameless plug> haha

140
TI 68K / Re: DOA
« on: March 14, 2009, 02:30:17 am »
Doa is currently in a sleepy stage. I am going through a lot of rl issues. Really a lot of major stress and some major life changes and issues. DOA survived a 3 or 4 month long sleepy period before, this won't last too long, but by no means is DOA dead for good. I'll let you know when things settle down and I get back to work. I'm going to finish this project if it takes years but one day hopefully in the not too distant future people will be playing DOA.

141
TI 68K / Re: DOA
« on: January 31, 2009, 04:45:56 pm »
The Fifth Level is coming along nicely, plus I fixed a few errors concerning lighting and also added a new nifty effect, smoke. In level 5, it will be difficult to see because the rooms are filled with smoke, due to the broken air handling system, also you can't breathe, so you are forced to use your emergency rebreather/oxygen supply, which only lasts for about 5 or 10 minutes.

The fifth level is going to be based on time, if you get to the end of it before your oxygen runs out, then you beat the level, if not, you die. Plus there will be enemies to fight, and you have to unlock certain doors to reach the transport pod to advance to level 6.

These sorts of tasks will be implemented here on out to keep the game from getting monotonous.

142
TI 68K / Re: DOA
« on: January 25, 2009, 05:35:30 pm »
I'm working on the layout of level 5. Things have been kind of crazy lately. I hope to have level five done soon. I also have a couple of new features in the planning stages, they have to do with the player's ability to interact with the environment I'm setting up. I should have a couple more things that the player can interact with that help him or her and also move the story along. I have the basic story all mapped out now.

So much to do and so little time to do it.   :-\

Now to find that elusive "free time" stuff.

143
Miscellaneous / Re: Life's a Bitch
« on: January 19, 2009, 12:11:52 pm »
I went through something just like this in highschool. It hurts and I'm not going to tell you that you get over it over night, but it will be okay, and like you said it may not be over yet. My sister and her fiance dated for 5 years and must have broken up at least 3 times during that. If it's really meant to be, it will be, if not there's always hope for happiness elsewhere.

I spent the better part of three years single recently before I met the woman I'm with today, I didn't think I'd ever be with someone again, right when I gave up trying she found me. 8 months later here we are today. It can turn around, if you want to PM me I could let you know more of the story of why things went so badly for me, and how they changed, but It's not something I want every body reading. Anywho, the offer is there. If you want to talk let me know. Good luck.

144
TI 68K / Re: DOA
« on: January 16, 2009, 03:10:33 pm »
DJ: Nah, the floor is neither random nor based on the world map or anything. It's actually three images that are changed randomly, if you look hard enough for long enough you'll see that the same thing shows up every couple of steps or turns.

Thanks for the support everyone, its one of the reasons I keep working on my projects, if no one was interested I would probably have given up long ago. Well, maybe not, I usually finish my projects for myself foremost. I'm glad you all like it just the same.

I started work on level 5 and it's beginning cinematic scene. I should have level 5 done by Monday or so, if all goes well.

145
TI 68K / Re: DOA
« on: January 12, 2009, 07:05:35 pm »
Made some progress:

This one shows the new fist weapon in action:



This one shows you a bit of the redesigned level 3:


146
TI 68K / Re: DOA
« on: January 11, 2009, 11:44:16 am »
Yes I'm excited about it. And I hope the debug process is nothing like Doom89's lol that was a mess.

147
TI 68K / Re: DOA
« on: January 10, 2009, 10:08:22 pm »
Getting closer to being done with the fist, it would have gone faster had I not had to draw my sprites myself, a lot of the graphics in DOA are ripped from my favorite raycasting games, but I couldn't find a punching animation I liked so I started drawing them by hand today. I'm done with #1 of 3.

I also have several new level tasks in the work and one new level style already completed, I have to create the cinematic scene explaining it before I can finish that level, but it's getting done. I'm slowly but surely marching towards the finish line.

I'm surprised as heck at how bug free DOA is at this stage in development, I was expecting more difficulty, but my planning turned out to be much better than I thought and it's going quite smoothly. I'll let you know more soon. Plus I may have a new screenshot soon.

148
TI 68K / Re: DOA
« on: December 31, 2008, 09:01:21 pm »
Thanks man. Im starting work soon on two new levels, I have the ideas already worked up, most of the implementation already mapped out in my head, the only thing left to do is to sit down and write code. I have a few more graphics things to do as well, I started work on a new weapon, your fist, so you can pummel your enemies to a pulp once you run out of ammo.

I have to finish writing the code for the fist weapon and draw the images for that and that will be done, which won't take long, I expect to have that done by next week or so. So more to come, things are going much more smoothly, I've reached the downhill slope I think, most of the work in this game has been setting up the engine so that I can do things like this.

149
TI 68K / Re: DOA
« on: December 27, 2008, 10:18:03 am »
Thanks guys. :)

150
TI 68K / Re: DOA
« on: December 26, 2008, 10:11:37 pm »
I recently implemented a neato new feature, Proximity Mines both as traps and for the player to use against his or her enemies. Also, I fixed several issues that have been around for a while now, and it seems the game engine is currently completely stable, which is nice to have it that way so soon again, I'm sure  I'll break it again while adding new things, but that's how it goes. I also started work on the player's default weapon, being his fist, so soon you will be able to shoot till you're out of bullets, then pummel things to death with your fist.

I also started writing down ideas for DOA in a notebook as well as a general outline of work to be done to keep better track of DOA's daunting to do list. Anywho, here's a screenshot.




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