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Messages - Builderboy
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4186
« on: May 16, 2010, 08:52:28 pm »
As a basic rule, there is no basic rule Things like storyline, graphics, music, physics all play a key role, but you can still make an amazingly inversive game and exclude some of those. I dont think there is a catch all rule, and i personally dont try to make games by a formula, I think it just works better if you know what you want, and you just make it fun.
4187
« on: May 16, 2010, 08:08:37 pm »
Heh that might be possible, although it would use a different engine. What i have here is more of a fluid simulation, where as waterworks is more like a pinball simulation. That and the lack of mouse control might make it a bit weird. But it would be soooo coool ^^
4188
« on: May 16, 2010, 06:39:54 pm »
Welcome to Omnimaga its always nice to see some new faces! Its cool that your into Axe parser, although its not technically a Basic to Asm compiler, more like a separate language, which is why you might be having trouble compiling programs. But like you said such things are for other topics, this one is just to say WELCOME
4189
« on: May 16, 2010, 05:03:42 pm »
Did you take a look at Quigibo's 3D program he uploaded with one of the updates a while back? That might be helpfull
4190
« on: May 16, 2010, 04:53:25 pm »
Great Actualy. Its being worked on, just like evrything else, although right now Portal has the highest priority. Haha im partitioning my time
4191
« on: May 16, 2010, 04:34:51 pm »
4192
« on: May 16, 2010, 04:24:36 pm »
haha you two sillys
4193
« on: May 16, 2010, 04:23:00 pm »
Well my small font editor is kinda slowly slowly getting off the ground, mostly its Just Portal and Zedd, which i need to start up again soon and get a beta released.
4194
« on: May 16, 2010, 04:08:24 pm »
Yay! This optimization makes me happy
4195
« on: May 16, 2010, 04:08:07 pm »
Yeah I am working on this lesson, but I have been busy for the past few weeks with AP testing so progress has been slow. That and this lesson is very long Collision is a big topic. But it is being worked on! Along with Portal and other projects
4196
« on: May 15, 2010, 06:51:01 pm »
I dont know, you should probably talk to Brandon Wilson, he knows lots of things
4197
« on: May 15, 2010, 06:22:18 pm »
Since reading from RAM is faster than using the Random function, DJ was able to squeeze every last bit of speed from the game
4198
« on: May 15, 2010, 06:19:41 pm »
Thats some good information Although it seems that this might be more difficult than i first imagined. Once (and if) i finish the program, would it be possible for the raw Asm file to be converted into an APplication using a computer or something? That way you really would have all the RAM you needed. I think i might start in Basic first so i can get all the interface and things down to where i want them, and so i can work on the cursor movement, to get it as close to the Basic editor as possible.
4199
« on: May 15, 2010, 04:36:28 pm »
Thats because of the LCD though right? It sucks that one of the most powerfull calculator out there has such a crappy LCD
4200
« on: May 15, 2010, 04:25:11 pm »
So i was playing around with the idea of writing my own Small Font Basic editor in Axe, but i got stumped when it came to the idea of how to realocate memory when you insert text into a large file. Like if you had an 8000 bytes program, and you add an extra digit on the first line. Would i have to shift everything else down by a couple bytes? Is there any fast way to handle the dynamic memory needed for a text editor? And how does the Ti OS manage to do it so well?
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