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Messages - Builderboy
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4516
« on: March 19, 2010, 07:13:30 pm »
Wow, this is a fantastic milestone, not to mention a great sign of the healthiness of the community With so many new projects, and a whole new area opening up with the nSpire hacked the community is booming!
4517
« on: March 19, 2010, 07:11:43 pm »
Welcome! Can't wait to see what kind of things you bring to the table Sounds like you have been working with Basic for a while too.
4518
« on: March 19, 2010, 07:01:11 pm »
Nice! Its tiles like these that i wish Chrome had faster GIF support
4519
« on: March 19, 2010, 07:00:50 pm »
I still want ON breaking supported, even if it becomes an optional feature while compiling for debug mode
4520
« on: March 19, 2010, 06:58:32 pm »
Yay writeback! Now i can add highscores to anything i want! ^^
So corect me if I'm wrong but running the asm code makes *all* data writeback?
4521
« on: March 19, 2010, 06:56:26 pm »
Lol Brainfuck, my friend introduced it to me a while back and it has always both amused me at it simplicity, but amazed me, as it has been proven Turring complete! Meaning that it can do anything a normal language can do given enough memory! Wow indeed.
4522
« on: March 19, 2010, 06:53:35 pm »
Heh this is an awesome piece indeed, that opening solo is quite epic
(Drumline pwns all! ^^)
4523
« on: March 19, 2010, 06:52:13 pm »
well since my method of smoothscrolling uses screenshifting, it would actualy be faster than redrawing the entire screen tilemap each frame. I'm not sure 4 shade greyscale could be supported with only 2 buffers though 3 might be if you did some clever coding. EDIT: lol forgot to mention, looks AWESOME!!! very good level/graphic design
4524
« on: March 19, 2010, 06:47:33 pm »
yeah you just have to make sure that the Axes are off, and view the graphscreen so that the graphscreen is marked as displayed, or else it will be cleared the next time you try to go view it.
4525
« on: March 16, 2010, 12:51:08 pm »
Yeah that sounds good. Thats one thing thats a bit bothersome, finding good tokens for functions that don't exist on the calculator
4526
« on: March 16, 2010, 12:49:46 pm »
Ok i have just finished my all new and super special awesome smoothscrolling tilemapper. It supports scrolling anywhere from 1 to 8 pixels at a time, and could be expanded for vertical scrolling with not too much difficulty. It uses the scrolling commands and then fills in the empty spaces made with new sprites.
4527
« on: March 16, 2010, 12:38:27 pm »
Mmmm thats an interesting insight to the way Axe parser works. It makes more sense now that you have given those examples . It will be nice when we get list addition like normal though I think it would work very well, although i am at a loss as to what to put for the replacement of brackets
4528
« on: March 16, 2010, 12:36:20 pm »
Mmmmm smoothscrolling would be nice, however it might be difficult with physics/enemy simulation. Like how far outside of the screen will physics still take place? I wouldn't think it would be the whole map, that would be spending too much time on physics that isnt happening, but then again, you wouldn't want objects or enemies floating in midair until you can get around to them, and then have them freeze as soon as you can't see them again. Static maps would make all that a lot easier, but i think it might also make each map kind of small, as long as your using 8x8. Your thoughts? The physics engine sounds awesome! You know how much of a fan of physics I am I will have to hurry up on my physics lessons so i can be of as much help as possible! Also the control scheme sounds excellent, very well laid out.
4529
« on: March 16, 2010, 01:11:08 am »
I second the new List handling, as it could make the source a lot more readable, like Basic. Although I understand that it is still in development and things like readability are in the works right now as features are being added
4530
« on: March 16, 2010, 01:05:58 am »
Or better yet, ask Quigibo to implement a traditional looking List format for axe source
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