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Messages - Builderboy

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3991
Axe / Re: A good way to deal with negative values
« on: June 20, 2010, 09:41:41 pm »
Hmmm i tried both and it worked for me as well.  Interesting bug, what compiler version are you using?

3992
News / Re: ZTrumpet Releases Exodus 0.90 Beta
« on: June 20, 2010, 02:30:39 pm »
I cant get past the second level D: I cant kill the enemy in the left bottom corner

3993
News / Re: DJ Omnimaga temporary moves down one staff position
« on: June 20, 2010, 02:07:41 pm »
yeah, I've been thinking about the game idea, and it should be possible, it will just be a little difficult to get the tilemapper working well.  That and collision, i will have to run some tests myself so i fully understand the topic.

But yeah, you always need to take care of yourself first :) and not run yourself into the ground

3994
Pokémon Purple / Re: [PP] Progress '10
« on: June 20, 2010, 02:01:35 pm »
I notice that some of the text is coming outside of the boxes.  Is this made to happen?  Or should you think about increasing the size of the boxes?

3995
The Axe Parser Project / Re: Bug Reports
« on: June 20, 2010, 02:57:12 am »
Ah i get it now, if you insert or delete, the OS detects if the line overflows, or flows back, and only refreshes the screen if it does.  When replacing a token, it must refresh the whole screen automatically?  Either way i just wanted to point it out :P Glad that it was already noted ^^

3996
The Axe Parser Project / Re: Bug Reports
« on: June 20, 2010, 02:40:17 am »
So with the new version and with the new Auto Token Switching, it updates if you change the period to a different token, but it does not if you merely delete the token.  And then it causes some interesting display issues when moving the cursor around sensitive tokens.

EDIT: Seems it also doesn't catch the update when you insert a period into the header instead of add it

3997
The Axe Parser Project / Re: Axe Parser
« on: June 20, 2010, 02:34:20 am »
That token changing is magnificent!  The fact that all the tokens are tied to that one character, and it manages to update the tokens correctly when you change the data... outstanding, i have no idea how that would be done XD I will have to play with this a lot :)

3998
Axe / Re: Code optimization
« on: June 19, 2010, 04:55:43 pm »
Ah i see, well in that case awesome :D

3999
Yeah, trying to implement a circular line of sight would be a bitch to do :P and not necessary.

4000
Gotcha, i was just wondering if the border was going to be rounded or cloudy looking or anything like that, although im not used to what a typical cloud of war looks like

4001
Other Calculators / Re: Final year into programming?
« on: June 19, 2010, 03:41:48 pm »
If you need any help at all, just say the word and i think i might be able to help :)

4002
Axe / Re: Code optimization
« on: June 19, 2010, 03:34:30 pm »
Do you think increasing the stack size to 128 is a good idea? What are the disadvantages?  Is it only memory?  Does it cost any speed?

4003
Unexplored would be cool in my opinion :) even though i dont play these types of games that often.  How do you think the fog of war is going to apear on the screen?

4004
The Axe Parser Project / Re: Calling Brave Axe Warriors!
« on: June 19, 2010, 01:14:29 pm »
This sounds all well thought out :) Signing on-calc i think will eventualy be a nice feature to have, for those without computers or without ways to connect to them for example.  It would be a last resort though, since its so slow, and needs not be added for a bit.

4005
KnightOS / Re: KnightOS
« on: June 19, 2010, 01:14:25 pm »
Writing a whole new OS has got to be one of the most difficult things a programmer can do O.O you go at your own pace and pay no head to the people telling you what you can and cant do, and we will support your decisions :)

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