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Messages - Builderboy

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3406
Axe / Re: Accessing AppVar
« on: August 31, 2010, 04:10:47 pm »
I believe it returns 0 if the file is in Archive, not Ram.  The big number you are getting is the pointer to the appvar.

3407
TI-Nspire / Re: Nspire Text Viewer
« on: August 31, 2010, 02:49:33 pm »
Heh, its a text viewer ^^ And yeah, scrolling up is a mite bit harder :P I found that out myself when writing my small font editor.  Good luck!

3408
News / Re: Music download section no longer available to guests
« on: August 31, 2010, 02:48:30 pm »
Yuk, people who plagiarize sicken me >:( sounds like a reasonable change to me!

3409
Humour and Jokes / Re: Rickroll the World
« on: August 31, 2010, 02:48:07 pm »
I voted too :]

3410
The blue lobster is essential as TsukasaZX mentioned.  But, however, i would recommend that you win the game first, that might be the problem with it not working in the first place.

3411
Im not because i am a judge :P

3412
The Axe Parser Project / Re: Axe Parser
« on: August 31, 2010, 02:44:14 pm »
Wait, how large is the program you are writing?  My source is about 8000 bytes and it compiles to over 10000 bytes, and i have no problem.  How much free ram do you have left?

3413
News / Re: Serenity Demo release!
« on: August 31, 2010, 01:01:04 am »
So this thread is for discussing the game demo, what you like about it, what you didnt like about it, what i should change, and all the BUGS you find.  Im sure i wasnt able to find them all :P Its a complicated game after all!
Yeah I just lost it x.x

So how did you like the game?
I haven't tried yet, but I already lost :(

As for the game
Not again x.x
Ahahaha i laughed so hard when i read this ;D

Yeah, i hope you like it :) Im glad to finally finally get it out ^^

3414
News / Re: Serenity Demo release!
« on: August 31, 2010, 12:38:30 am »
Shifted duel layers :) I dreampt up the idea more than a year and a half ago, and Serenity was the result of me deciding to make a platformer with the engine.  Before then i dont even know if shifted duel layer had ever been done before O.O

3415
News / Re: Serenity Demo release!
« on: August 31, 2010, 12:34:17 am »
Thanks Quigibo :) I love the seamless double ascii tile method ^^ And yeah thats what i was thinking :)  Food for thought, but it would be only implemented after the whole game is finished :P

3416
News / Re: Serenity Demo release!
« on: August 31, 2010, 12:29:59 am »
Maybe what i could do is have duplicate map programs with different difficulties on the computer, and have the user send different programs to the calc depending if they wanted hard gameplay or easier gameplay

3417
News / Re: Serenity Demo release!
« on: August 31, 2010, 12:19:37 am »
It would take up so much extra space tho x.x unless i found some way to make it smaller

3418
News / Re: Serenity Demo release!
« on: August 31, 2010, 12:14:23 am »
Lol it wasn't any more puzzling :P Only harder to move around.  There was a lot of restarting rooms too x.x I could have a "Hard map" and an "easy map" if there is enough demand tho :D

3419
News / Re: Serenity Demo release!
« on: August 31, 2010, 12:06:32 am »
Yeah thats true.  The original Sector 1 was a lot harder to maneuver believe it or not. there were a lot of jumps that required you to move to the right every single frame.  And in the screen where there is the enemy and the trapdoor had no floor on the right side, it was hell x.x As it is i will probably do some tweaking to make it make it more logic and strategy than fast twitch

3420
News / Re: Serenity Demo release!
« on: August 31, 2010, 12:00:38 am »
Yay :) Thats actually good, i didn't want the first sector to be too difficult, or else gamers sometimes get discouraged from the game since its too difficult.  Thats why i put in the prison cell as a type of 'training' device to train the gamer on how the world works.

And yeah, the 4 crate box puzzle was designed to do exactly that >:D So that its very very easy to make a mistake and screw up, and makes you have to think ahead ;)

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