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Messages - Builderboy
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4711
« on: February 23, 2010, 10:24:32 am »
Wow that is great! Very very nice and fast and awesome looking! I also have the same question as jsj795 though, is there going to be AI or just a multiplayer game?
4712
« on: February 22, 2010, 08:56:05 pm »
Well I haven't worked with Axe or Assembly very much (not Assembly much at all) but is 150 labels/subs really very necessary? Maybe its just my BASIC attitude towards labels but it would seem to me that you wouldn't need to use them that much.
4713
« on: February 22, 2010, 08:08:51 pm »
It's about 1.5x the speed of straight asm, and you won't have to worry about scrapping it, all new versions do is add new commands, so at most you will have to modify it a bit or update a command if there is a change in syntax, which hasn't happened yet.
A-what? 1.5x slower you mean right? Its definetly not faster
4714
« on: February 22, 2010, 07:38:49 pm »
I believe he just means that you could write your own graphics routine using the given graphics commands and use them as subPrograms in your program.
4715
« on: February 21, 2010, 09:01:45 pm »
I don't, I didn't see any chars that i hadn't seen before on Xtravar, but I can't say for sure if it is missing any O.o
4716
« on: February 21, 2010, 01:50:28 pm »
* Builderboy looks around for a bag of peanuts * Hmmm, seem to be missing right now, either way, welcome!
4717
« on: February 21, 2010, 01:20:22 pm »
Hey looking good! Like the GUI especially
4718
« on: February 21, 2010, 01:20:04 pm »
Yep, it seems the flux of traffic in and out of Omnimaga is a constantly shifting and morphing entity that can be neither predicted nor controlled O.o
4719
« on: February 21, 2010, 01:18:04 pm »
Oh, blast. The )) doesnt seem to be a token, but a character. I used the asm in 28 days character sheet, and so I think some of them can't be found using Programs like Xtravar. What were some of the others?
4720
« on: February 19, 2010, 11:40:54 pm »
Hmmm I just did some quick tests and it seems xLibs sprite display function is more than twice as slow than output() O.o And that is without buffer update X.x
4721
« on: February 19, 2010, 09:13:40 pm »
No, actually that would be pretty easy I probably would put it in a separate program though, since its a different kind of concept
4722
« on: February 19, 2010, 08:28:07 pm »
I'm lovin' the tabs Hope you can get the text box working correctly
4723
« on: February 19, 2010, 08:27:46 pm »
Ooooh that looks great, and a good idea too. I think this might be very possible in Axe, I'm thinking Basic might be too slow But I'm not sure, it could be done. Looks nice either way
4724
« on: February 19, 2010, 08:25:15 pm »
Alright here is version 1.0.0 It supports both Duel and Shifted text sprites, and a snappy interface . Click on the pixels to toggle them, a preview will appear in the bottom right. Click the search button to search for potential matches. They will be displayed on the right in descending order, with best match on the top left and then moving in columns to the right. Some simple graphical tools were implemented, but nothing fancy, just Invert and Clear. Press the Shifted button to switch between shifted and non-shifted tiles. Move your cursor over a preview to see the two tiles that are used to make it, they appear in the bottom middle underneath all the potential match previews.
4725
« on: February 19, 2010, 07:35:56 pm »
Um probably not as I don't know of any way to write to files, but It will display the two characters needed to make the combined sprite, and you could write them down if you wanted to. Its not really a Storage program, but more like a program to find the right combinations of characters to get a desired sprite.
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