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Messages - Builderboy

Pages: 1 ... 40 41 [42] 43 44 ... 375
616
TI Z80 / Re: Sonic Physics
« on: December 04, 2011, 03:52:11 am »
I'm pleased :) I found a website that explained the methods behind the original sonic physics, and I tried to port them as best I could, so I'm glad it looks so similar ^^

617
TI Z80 / Re: Dungeons and Dragons
« on: December 03, 2011, 08:53:09 pm »
Lol now that we have that sorted out, we can get back on topic :P

618
TI Z80 / Re: Dungeons and Dragons
« on: December 03, 2011, 08:49:45 pm »
0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18 is 19 numbers. Rand^19 chooses from 19 numbers
Exactly

619
TI Z80 / Re: Dungeons and Dragons
« on: December 03, 2011, 08:47:37 pm »
rand^19 cannot give you the number 19, it can only produce numbers 0-18.  Try it if you don't believe me.  Rand^19 produces *only* 19 different numbers, *including* zero

620
TI Z80 / Re: Dungeons and Dragons
« on: December 03, 2011, 08:39:08 pm »
WAIT back to the original point, rand^19 is still 20 numbers!

It is not, that gives you 0-18, which is 19 numbers. 

621
TI Z80 / Re: Dungeons and Dragons
« on: December 03, 2011, 07:58:54 pm »
Do you know what the ^ operator does?

622
TI Z80 / Re: Dungeons and Dragons
« on: December 03, 2011, 07:56:51 pm »
Axe does order of operations from left to right, no questions asked (outside of parenthesis) . If you want a number from 1-20, you should do rand^20+1

EDIT: and Rand^21 will give you a number from 0-20

623
TI Z80 / Re: Dungeons and Dragons
« on: December 03, 2011, 07:53:03 pm »
no rand^19 is a random interval between 0 and 19, which is 20 numbers. And it's optimized

You might want to check your math, rand^19 is indeed 0-18.  If you wanted a number from 1-20 you would do rand^20+1

624
Computer Projects and Ideas / Re: Nightmare
« on: December 03, 2011, 05:30:14 pm »
I've scared myself a couple times while working on this recently O.O

In other news I have a new area that is being worked on!  As well as some revamping of a previous cutscene that was questionable.  I have 2 new enemies finally working, which are both very very creepy and discerning D: I also found some excellent Royalty free creepy ambient music, so prepare for ultimate creepyness!

625
The Axe Parser Project / Re: Bug Reports
« on: December 02, 2011, 10:48:09 pm »
Yes I am actually, and yeah recompiling always fixes the problem, both with the importing tilemap feature, as well as the random errors.

626
News / Re: zContest 2011 Deadline Reached
« on: December 02, 2011, 07:23:02 pm »
Error 404 - Not found for me as well D:

627
The Axe Parser Project / Re: Bug Reports
« on: December 02, 2011, 06:24:20 pm »
Also, I still get random errors that occur some of the time in my programs, including randomly failing to assimilate pictures into programs correctly.

628
Axe / Re: Error: Wrong # of args
« on: December 02, 2011, 06:22:09 pm »
Ah I see, well in any case it looks like Axe error jumping isn't compatible with zStarts archived editing features

629
Axe / Re: Error: Wrong # of args
« on: December 02, 2011, 06:18:57 pm »
Yeah, since it jumps into the TiBasic editor for errors, and since you cant edit TiBasic programs while archived, it won't jump if they are archived. 

630
Axe / Re: Error: Wrong # of args
« on: December 02, 2011, 06:13:50 pm »
It jumps right to the error for me, are you sure you don't have your programs in the archive?  The error line is:

!If GT(X/12,Y/8+1,L1)+((X^8)*GT(X/12+1,Y/8+1,L1))

but I believe this error is due to a Bug on Axe's part, and putting extra parenthesis around the second GT() call should fix the bug. 

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