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Messages - Builderboy

Pages: 1 ... 340 341 [342] 343 344 ... 375
5116
TI-Nspire / Re: TI-Nspire GB Emulator
« on: December 07, 2009, 10:00:11 pm »
Any reason you are using 16ths and 8ths instead of just 1/6th for all?

5117
Miscellaneous / Re: Ticalc.org enter a new era (well, sort-of)
« on: December 07, 2009, 07:30:31 pm »
Meaning now everybody will suddenly not have the urge for some insignificant reason :D

5118
TI-Nspire / Re: TI-Nspire GB Emulator
« on: December 07, 2009, 07:29:53 pm »

I warned you Calc84, but you didn't listen, now see what you did to my brain?!

5119
Serenity / Re: Serenity
« on: December 07, 2009, 07:27:00 pm »
I use two very long text sprites one on top of the other, a good 100 or two bytes well spent :) Building the menu only takes 385 bytes overall, but operating it takes 1450 bytes :O

For the maps, I have a decision to make.  Should the picture be present even after you quit the game, and risk being deleted by the user, (but consequently giving very little load time) or should it be generated every time you run the program, ensureing no crashing happens, but then giving a load time when you want to see the map for the first time.

5120
Computer Projects and Ideas / Re: Water Works
« on: December 07, 2009, 07:20:39 pm »
It contains Levels 1 through 12 as well as a nice fancy smancy victory screen :)

5121
Computer Projects and Ideas / Re: Water Works
« on: December 07, 2009, 10:26:47 am »
Oops... Heh I'll get right on that after school :)

5122
Miscellaneous / Re: Ticalc.org enter a new era (well, sort-of)
« on: December 07, 2009, 10:22:14 am »
...Which means now there will be a sudden downfall of the number of quadratic formula programs!!! yay!

5123
Serenity / Re: Serenity
« on: December 07, 2009, 10:21:10 am »
Mmmm there are two reasons for that configuration:

First is that i actually think it looks full when white and empty when black :P I'll have to test out some more configurations though.

 The second reason though, is that it makes it a lot easier to lose health.  This needs a little explaining of how the engine works.  There is a picture of the terrain, without your character, that is recalled every frame in order to restore objects you walk over (and therefore erase, because text erases 1 row underneath it) and to restore tiles that you can walk through, like support wires.  The health bar inadvertently becomes a part of this picture, and so is recalled as well.  In the beginning, if the health bar were to be filled with black, it would also be stored in the picture and recalled every frame.  If, then, say you took damage, the level of black would change and lower.  However, the black that is still in the picture would be recalled and overwrite it to make it look full again.  I would need to restore the picture after it is edited, making sure enemies, crates, and you have all been removed before i take the picture again.  With the system I have now, the original pic has no black, and so does nothing to stop when your health lowers.  The problem only arises when you get your health filled back up again, but that happens much less often, and under controlled circumstances.

I hope that made sense :) But I cannot switch to a directly inverted health bar without significant slowdowns every time you are hit. (I can't even imagine what would be happening during boss fights D:)

5124
Computer Projects and Ideas / Re: Water Works
« on: December 07, 2009, 12:06:08 am »
Uploaded newest version to the downloads section!  You'll need java to run it, but you probably have it anyway ;)

5125
Serenity / Re: Serenity
« on: December 06, 2009, 11:50:27 pm »
Alright, I have begun work on this again (^^,) and I thought I might post some animations of the UI's that i will be using in the game.  The first is a demonstration of the Main Menu, which allows file loading and creation.  You can delete old files as well, and you get nice conformation messages when overwriting or deleting files ^^.  The second is the pause menu, which has item selection, saving, and an extra page for key cards.





I am also working on a map system, since i opened up a lot of new space with XCOPY I decided a map system would greatly help people not get lost :)  It won't be a very complex system, just having boxes as rooms, and connections between the boxes that represent connected rooms.  And since it takes a bit to render, it will be saved to an archived pic after you first view it :)


5126
Introduce Yourself! / Re: Hey
« on: December 06, 2009, 11:44:57 pm »
welcome XtrackerX to the wonderful world of Rick Astely Omnimaga!

5127
TI Z80 / Re: Math program
« on: December 06, 2009, 04:26:44 pm »
Math is originaly what got me into programing, since i didn't know how to use getKey for the longest time.  I once built a program to solve triangles, everybody wanted it :) But yeah, math programs are awesome!  After every math test i have at least 2 or 3 programs that i wrote during the test to help me out XD

and Wewt! 500th post!

5128
Pokémon Purple / Re: Pokemon Purple
« on: December 06, 2009, 04:24:01 pm »
Hehe, replacing things inside of strings is harder than it should be :( Hopefully you can do it in good time.  Progress is going great though!

5129
TI Z80 / Re: Someone should revive the Online Hex Disassembler...
« on: December 06, 2009, 04:21:08 pm »
Cemetech has its sourcecoder which can do 8xp to text, and kind of a crude unworking text to 8xp.  I use it all the time when converting from 8xp to text, it works that way really usefull.  (and it can catch things such as simple optimization ;D)

EDIT: Damn Ninja by Galandros :P

5130
News / Re: Fewer people, but more programs?
« on: December 06, 2009, 01:31:32 am »
Yeah, we've been talking, and the details are being planned out.  But most likely it will occur after break.

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