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Messages - Builderboy

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1651
The Axe Parser Project / Re: Bug Reports
« on: February 18, 2011, 02:36:29 pm »
yeah I know how to make it work, but its still a bug ;)

1652
The Axe Parser Project / Re: Bug Reports
« on: February 18, 2011, 02:11:24 pm »
A and not(B) throws an symbol error :( it seems not() cannot be used inter expression?

1653
Graviter / Re: Graviter - Axe
« on: February 18, 2011, 02:18:21 am »
Hmmm maybe try this.  When you start, search through all objects and find which ones are in front of you, shouldn't be that hard or slow.  Find the distance to the closest mirror and store that.  Now start your incremental jumping by 5, if you hit a wall, you are done with and the program terminates.  If you get to or past the distance you calculated before, draw the laser beam, calculate the new angle, and repeat.

1654
Axe / Re: GreyScale Splash Screen
« on: February 18, 2011, 01:41:21 am »
Its very very unsafe to write to places after L6, some very important things are there.  Thats why i belive Quigibo added clipping in the first place, so that people wouldn't crash their calcs when a rectangle goes off screen

1655
Axe / Re: GreyScale Splash Screen
« on: February 18, 2011, 01:36:10 am »
if I make a rectangle 96x96 in Axe, it will still fill the screen properly and won't give me strange errors

1656
Axe / Re: GreyScale Splash Screen
« on: February 18, 2011, 01:33:30 am »
Rect(0,,96,)r works too methinks, its clipped right?

1657
Axe / Re: GreyScale Splash Screen
« on: February 18, 2011, 01:29:50 am »
For the smallest you can use ClrDrawr:DrawInvr methinks

1658
Graviter / Re: Graviter - Axe
« on: February 18, 2011, 01:28:40 am »
Hmmm i can't think of anything particularly, it seems like a difficult problem D: Maybe moving 5 pixels a step, and if you are within 5 pixels of a mirror it switches to 1 pixel mode?  Also, are you drawing pixel by pixel?  By using Line()? By using Rect?  Using Rect() and only drawing once the laser hits a wall or is reflected might make this very speedy.

1659
Axe / Re: Documentation of the Speed and Size of (Almost) Every Axe Command
« on: February 17, 2011, 04:03:40 pm »
p_SubConst:         4 bytes      21 cycles      -1337
p_SubConst:         7 bytes      39 cycles      -A            Larger and slower than addition
p_SubExpr:         6 bytes      54 cycles      -()            Larger and slower than addition

5.0.0 has this small error, the second SubConst should read SUbVar if I am not mistaken

1660
TI-BASIC / Re: Arbitrary precision operations
« on: February 17, 2011, 03:50:32 pm »
You have a number in L1, and a number in L2, the program merely does arithmetic on them.  The difference is that since you are storing them in a List, you have an arbitrary amount of digits to work with.  (123456789 would be stored as {123,456,789})

1661
Other Calculators / Re: How did your program or game get its name?
« on: February 17, 2011, 03:48:53 pm »
The following programs are merely ports of computer games with the same name :P  Except Orbix, which was orriginally ported from the flash game Orbox, but I forgot the spelling of the name when i made the game.  As you can see I port a lot of games :P

Portal
Six Differences
Peggle
Trapped
Factory
Tetris
Breakout
Shift
Light-Bot
Orbix


Vortex: Named after the cool title screen effect I came up with accidentally, really had nothing to do with the program :P
Spider:  Based off an idea a game on TiCalc gave me, with a similar name.

1662
Axe / Re: GreyScale Splash Screen
« on: February 17, 2011, 03:43:41 pm »
Actually the worst thing that can happen is that when you view the mode menu you don't see anything the first time :P Or similarly if you view the Y= menu or any other menu that uses the small font.  It's so stable that I still haven't bothered putting a Fix 4 at the end of PortalX because I'm too lazy and I know that it won't cause any issues.  That said, it is a good idea for a final release, because people might think you messed up their mode screen or whatever.

1663
Art / Re: TAO: Main menu screenshot contest!
« on: February 17, 2011, 11:53:37 am »
I should upload a tutorial about how to do flames :D I have known how to do them for a really long time but for some reason I have never talked about them until now O.O

1664
TI Z80 / Re: Powder Game
« on: February 16, 2011, 10:15:53 pm »
oh well thats good at least :)

1665
TI Z80 / Re: Powder Game
« on: February 16, 2011, 10:13:48 pm »
:( aww well sorry you lost your source Qwert :( hope you can get everything back!

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