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Messages - AaroneusTheGreat
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196
« on: November 13, 2007, 05:34:00 pm »
Not programmable yet I emailed them a while back and their PR person told me they were planning it, but they needed to improve the operating system first, so don't discount it yet. Hopefully they weren't lying to me or something :knight: This lost legends thing looks freaking amazing, I must say.
197
« on: November 06, 2007, 02:17:00 am »
198
« on: November 05, 2007, 04:52:00 pm »
Well, after several weeks of relative inactivity in this thread, I have something to post. I did a rigorous walk through of Doom89, and have made some pretty good optimizations, and the best news is that I have gained several frames per second in speed and lost several bytes of memory consumption. I estimate it runs 3-4 perhaps even 5 frames per second faster. Which is really great, because it makes playing the game much more fun. Also I revamped the way the game used to exit when you quit, and condensed all the code for that down to one function which runs any necessary functions to clean up after itself based on need, and it displays any number of varying error messages for any particular types of errors. Which is a great improvement over what used to happen if you forgot a texture file or something. It used to just keep on going and you just saw scrambles for the images it didn't have. And if you were really unlucky it gave you an address error. But none of that happens now. I am still waiting for beta testing to be complete before I move on to submitting it to ticalc.org and other sites. (and yes, I will upload it here, I don't want to leave good olde Omni out of the loop ) So until that is done, and I fix any potential problems that may come up, you'll just have to do what I've been doing for the past couple of weeks. Work on other projects. Occasionally make a cameo appearance in the Real World. And wait...
199
« on: October 12, 2007, 10:01:00 am »
Right, this eliminates the need to finish the level to save the game. (one of the things that kind of irked me with Corridor 99, you had to sacrafice a life and finish a level to save your game. But the game was very well done.) Now you can save wherever you are.
200
« on: October 10, 2007, 03:31:00 pm »
Thanks a bunch. It's been a great project. I've learned so much during the short time I spent on it. UPDATE: As per usual I jumped the gun saying I was on the Final Beta. I did a little more editing, and I implemented a *full* save feature. It saves every possible condition *exactly* how you left off. All the dead enemies will still be dead, all the items you picked up will still be picked up, etc. Plus, when you load your game and you were at a new sector, it doesn't do the intro stuff for that sector again, allowing you to just skip directly to what you were doing when you left off. Plus I implemented this nifty system that allows me to have a variable file size without having to worry about address errors. It calculates the file size before closing the file and if it's odd, then it adds one more byte in the form of a number 12. (just a random number between -127 and 127, and 12 is a nice even one) If it's even it does nothing, and it does the same when loading. It reads that useless byte if the file size is odd so that it never reads or writes to an odd address. I thought it was pretty clever. I guess you could say this is nearly the final beta. If nothing goes wrong with the save feature or any other bugs, then it will be.
201
« on: October 10, 2007, 12:02:00 pm »
UPDATE: The Final Beta has been released to my beta testers today! This is the last stage in the development of Doom89! I finished up the credits, the cinematic ending and all the story stuff over the last two days, and spent today polishing everything up. Once this is through testing and bug fixing, version 1.0 will be released to the public. (Whoo! Only a little while to go! )
202
« on: October 08, 2007, 03:14:00 pm »
Its similar to a serial cable. I think it's a specialty port that TI manufactures though. It may be of a standard type (probably is) but I don't know of anything else that uses that kind of port. UPDATE: I just finished scene one of the three part cinematic ending and I am most of the way through the second scene. I fixed a bug in the saving/loading function of the game, and am working on another one concerning doors closing on enemies when they shouldn't be able to. Won't take long and I'll have that bug fixed. Plus I need to remember to fix the movement of the "you are here" indicator on the map, so that it shows things accurately. I think it skips around a little right now, due to an oversight on my part. So, not really all that much left that I know about. ... Yet.
203
« on: October 08, 2007, 11:51:00 am »
The Viewscreen is a little hard to find, yes. The nifty thing is is that the 92+ and Voyage 200 are viewscreen calculators standard. So you don't have to buy a special version of either to use the viewscreen.
204
« on: October 07, 2007, 03:09:00 pm »
Thanks. @Nitacku, good job burning up your 84+ SE, that must have taken some skill to manage to give it so much juice that you actually fried the resisters and capacitors that are there to prevent that. It'd be best just to use rechargable batteries if you want to save some $.
205
« on: October 05, 2007, 05:49:00 pm »
Since this is a birthday thread, I guess I'll post mine. I'll be 19 on the 17th of this month (October, if you have been living under a rock ). My parents got me a Ti-Voyage 200 as an early bday present! I'm having a lot of fun with it. (You know you are a calc nerd when you ask for a calculator for your birthday )
206
« on: October 05, 2007, 02:33:00 pm »
That's actually not a bad idea. That would be pretty cool. I always thought it would be pretty cool to own a Ti-ViewScreen because You could use the projector to play games on a big screen. That would be Pwnsome.
207
« on: October 05, 2007, 02:35:00 am »
Yep, if this game were on a console, it'd be wayyy to easy.
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« on: October 04, 2007, 04:38:00 pm »
QUOTE | Will I be able to write programs on the TI-Nspire products? If so, what is the programming language? Will a software developer's kit be available? Currently, there are some programming capabilities (specifically function and program definition) on TI-Nspire and TI-Nspire CAS. Increased programming functionally will be available in an operating system release expected to be available for download in early 2008. The programming language is TI-Basic. Be sure to update your handheld's operating systems regularly to receive these and other enhancements to functionality.
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I thought you'd find this interesting, I found it on the Ti-Nspire website. I was just curious to see if they had announced anything about it's programming capabilities. This looks pretty promising.
209
« on: October 03, 2007, 04:44:00 pm »
Nice to have you on board Cadethian! May I ask what calc's you own so that I'll know how I can help you in the future? @DJ QUOTE | how is structured your computer RAM and how you can make coffee with MS Paint |
210
« on: October 02, 2007, 03:35:00 pm »
QuoteBegin-Harrierfalcon+2 Oct, 2007, 20:21--> QUOTE (Harrierfalcon @ 2 Oct, 2007, 20:21) | or I'll make a lot of disappointed people... |
You can make people!? o.o Well I guess we all can, but I was thinking of like making them by hand... Okay this joke went nowhere. :knight:
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