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Messages - Aichi
Pages: 1 ... 17 18 [19] 20
271
« on: October 07, 2010, 08:22:13 pm »
Hope it is clear that I meant 'dependent' when i wrote 'independent' in my last post. I will think about that idea, thanks. I found the solution for the getkey problem in an axe program example of quigibo. I had to use getkey -> K (or another variable).
272
« on: October 07, 2010, 07:51:41 pm »
Im really glad about all these positive feedbacks. You have to defeat the boss to get a score, because the score will be independent of the played time. You would be able to cheating by let destroying your ship at the start. Leaving the help menu will you bring to the score screen. This is a solution for my getkey problem for the moment. If you want to leave the help menu, you have to press 2ND, but the key will be also used for the main menu in the first frame. The game speed gets very bad after I had to redesign the code. Im going to try some ways to get more framerate without making a larger size.
273
« on: October 07, 2010, 12:22:58 pm »
What Runer posted is correct.
@ JosJuice I think you meant kibibyte.
274
« on: October 07, 2010, 12:10:53 pm »
You should input 16384 Ans*2 into the homescreen. Press ENTER by 2 times, then the TI outputs 16384 32768 65536. That must be the avaible size (In Bytes) of apps.
275
« on: October 07, 2010, 11:56:13 am »
Damn, i mean Byte, not KB. Ok, that confused me. =D Apps can have a size of 65KB. What I wrote in the first post should be right.
276
« on: October 07, 2010, 11:52:46 am »
16384 B; 32768 B; 65536 B, or not? Maybe youre right, I never saw an app with this size Edit: I made KB to B.
277
« on: October 07, 2010, 11:38:50 am »
I have many ideas for projects atm, but I lose the most possibilities by the memory which is avaible for a game. How possible would it be to let Axe compile a code into an 32/65KB app?
278
« on: October 07, 2010, 11:15:55 am »
I fixed all bugs in the bossfight and made a new Pause system, so now there are more balance in the framerate. The Game is attached on the first post.
279
« on: October 06, 2010, 04:30:52 pm »
@ Magic Banana The first isnt a bug. It was the solution for the problem, that makes viewing and quitting score screen with the same key impossible. And you just get a score entry by defeating the boss. :P
280
« on: October 06, 2010, 04:03:48 pm »
Finally I release my very first Axe Game: Pugluna. I spend much time in the last 2 weeks for it. I would be glad about every feedback, bugreport and about any language mistake report (My english sucks. :P) My game runs only in 15MHZ mode. Have fun! ^-^
281
« on: October 05, 2010, 03:41:28 pm »
@ DJ Yes, sorting word values would be a nice improvement. - My own laptop is broken at the moment and I cant be often on a PC (Most time online in wii browser, Omnimaga has some strange graphic bugs there by the way. ). Im going write the lost part again and realease v0.1b here as soon as I can.
282
« on: October 05, 2010, 11:03:08 am »
SortD is just able by using 8 Bit values? What a bummer. I will still use my sorting routine.
283
« on: October 05, 2010, 10:17:48 am »
@ Runer It doesnt work too, if I use SortD.
284
« on: October 05, 2010, 06:21:57 am »
Is it possible to sort 16bit numbers in an Appvar? I tried this for example:
"appvTEST"→Str1 Getcalc(Str1, 6)→A 4000→{A}r 2000→{A+2}r 5000→{A+4}r SortA({A}r,6)→A
It didnt work, so I wrote an own Sorting Routine. Regards, Aichi
285
« on: October 02, 2010, 01:16:31 pm »
@ Runer Ok, thanks for the information. I wont integrate a highscore feature for the moment. I wanted to have my vars in the code, because that is very safety. Appvars arent suitable to store highscores in it. Maybe I can hide the highscores somewhere, so the OS will ignore it by showing data. This is used by Mirage. Regards, Aichi
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