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Messages - TIfanx1999
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391
« on: May 05, 2015, 01:37:26 am »
Obviously, something isn't being emulated correctly on WabbitDS. Unfortunatley, the original author of WabbitDS (Jim E) has been gone from the community for quite a while. BuckeyeDude is the current maintainer (of wabbitemu), but as far as I know he's never done any work on the nintendo ds version. I've no idea if the source is even out there anymore. You could ask him or one of the other guys at Revsoft (where it was developed) about it, but I'm not sure you'd have much luck.
392
« on: May 05, 2015, 01:29:24 am »
393
« on: May 04, 2015, 08:22:54 am »
Really? the one in this post: Update!
- everything is controlled by a timer now, that means no more strange problems with the ghosts staying in their den or floating through walls
- changed the graphics for b/w calcs, it should now be playable also on them
- improved enemies in general
- closed memory leak and cleaned up the code
Tell me what you think about the speed of this version: too slow or good?
I still need to make a title screen and the AI is also a bit strange right now...
is the one I'm talking about, and it works fine for me.
394
« on: May 04, 2015, 08:20:32 am »
Have you ever used WabbitEmu on the Nintendo DS Sorunome? I don't think it's very up to date.
395
« on: May 03, 2015, 04:40:49 pm »
There's a post on the previous page that has a zip file. Try that on maybe?
396
« on: April 30, 2015, 11:49:59 pm »
He (DJ Omnimaga) hasn't retired. In fact, he been pretty active recently. He mostly hangs out over at http://www.codewalr.us these days (a new group which he and others founded). As for the TI community dying, I wouldn't exactly say that. There is a lot of focus on discovering things about the new TI-84 plus CE. And althought thing do seem to have been a bit slow lately, new members are what keep things going and drive activity. If you want to help, I'd encourage you to learn about programming and start working on some projects of your own. *Edit* I see you are the one who was interested in creating a 3d project in Axe. It's a good goal eventually, but it's a prettty huge and daunting task for a first project. I'd suggest tackling several small projects at first and work up to something like that.
397
« on: April 24, 2015, 04:33:21 pm »
-snip-
Ok thanks. But by "stip out" i litraly ment take all the Asm() opcodes out and insert them into my program.
Ps: why cant you just make a small PDF for this, as i think it will be the easiest option for everybody.
The whole idea of a library is to make things easier. I don't see why you'd want to pick it apart to reuse the code just to do the same thing either.
398
« on: April 24, 2015, 04:29:23 pm »
Well, considering the post you responded to is over 3 years old, and Apcalc hasn't visited since August last year... I'd say... wait another 3 years.
399
« on: April 24, 2015, 01:10:24 am »
So, this thing is slowly trickling into retail stores now. I picked one up at my local Wal-mart for $125 a few days ago.
400
« on: April 23, 2015, 11:48:12 pm »
Wow, what a fantastic game to port! I'll have to dig up my nspire and give this a try.
401
« on: April 11, 2015, 11:03:47 pm »
Yep, that's much better. If you apply that to the towns as well it'll be perfect!
402
« on: April 11, 2015, 06:44:45 pm »
I found a nice tileset earlier that I think I'll incorporate into the game. The dithering works well for purely B&W detail. I would like a second opinion, though. Do you think the character sprites go well with these tiles? I didn't dither any of the sprites because I was afraid it would cause them to blend with the background too much. I figure having more pronounced white pixels will help keep the sprites apart from the background tiles.
Incidentally, this tileset seems like an improvement over the one I was using previously. Areas look much less... square?
What sort of upward limit is there on the number of tiles in the tileset, and the resolution of maps? I may be able to squeeze 128 tiles, but a limit of 256 would certainly be generous. Maps should be no greater than 128x128, but I may be able to squeeze 64x64.
The number of maps may be slightly smaller since I have a new idea for handling indoor areas such as shops. For the most part, walking into a door leading to a shop will just bring up a shop menu instead of having you explore a small room and having to walk up to the shopkeeper to initiate the shop window. Given the resolution of the screen, it's actually very difficult to create a room that has both counter space and a shopkeeper standing behind it, because part of the tiles gets cut off. I figure my approach makes a bit more sense. Some areas will still have explorable indoors though, such as taverns.
I found a nice tileset earlier that I think I'll incorporate into the game. The dithering works well for purely B&W detail. I would like a second opinion, though. Do you think the character sprites go well with these tiles? I didn't dither any of the sprites because I was afraid it would cause them to blend with the background too much. I figure having more pronounced white pixels will help keep the sprites apart from the background tiles.
Incidentally, this tileset seems like an improvement over the one I was using previously. Areas look much less... square?
What sort of upward limit is there on the number of tiles in the tileset, and the resolution of maps? I may be able to squeeze 128 tiles, but a limit of 256 would certainly be generous. Maps should be no greater than 128x128, but I may be able to squeeze 64x64.
The number of maps may be slightly smaller since I have a new idea for handling indoor areas such as shops. For the most part, walking into a door leading to a shop will just bring up a shop menu instead of having you explore a small room and having to walk up to the shopkeeper to initiate the shop window. Given the resolution of the screen, it's actually very difficult to create a room that has both counter space and a shopkeeper standing behind it, because part of the tiles gets cut off. I figure my approach makes a bit more sense. Some areas will still have explorable indoors though, such as taverns.
The first three mockups here look quite nice. However, the final one does have a few issues imo. There are a lot of sections of just white space for ground. I think I'd personally make some grass tiles or rocky terrain tiles to break up the white. Otherwise all the plain white space looks kind of overpowering. I'd also say that building in front of the Inn looks a bit odd, as if it's overlapping instead of in front of it. Just my two cents.
403
« on: April 02, 2015, 09:53:29 pm »
Sprite updates! Here are Reuben and the NPCs redone to fit 8x8. Reuben has two alternate sets that I made in which the front sprites are slightly different. It doesn't eliminate the head moving, but it uses trickery to hide it so it isn't quite as noticeable. Id' use whichever appears to move it's head less. There are also fewer NPCs as there is a bit less variety to work with in smaller size and many of them would have looked to similar.
In regards to the magic system I'd have to put some thought into it and what could be changed. Not really sure yet.
404
« on: April 02, 2015, 05:53:29 pm »
Good to see progress again. I have a question though, did you guys drop grayscale, or is that just not implemented yet?
405
« on: March 29, 2015, 08:29:28 pm »
Simply adding "TI" to the title would not do anything in regards to copyright issues as it still uses someone else's IP. However, it seems pretty unlikely that anyone would send a C&D for a game on TI calculators.
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