Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Builderboy

Pages: 1 ... 47 48 [49] 50 51 ... 375
721
TI Z80 / Re: Robo-Gun: My first big axe game
« on: November 22, 2011, 09:20:13 pm »
ok well, ill work with this. the problem is I use noshell, which doesnt run doors :(

In that case you should get Doors on your calc, because Doors has No-Shell functionality built into it :D

722
Computer Programming / Re: Java volume control
« on: November 22, 2011, 07:44:45 pm »
I actually ended up using a separate library because the above one kept giving me problems.  The library I used was Javazoom, you could check it out and see if you can get that to work for you :)

Also feel free to introduce yourself!  Hope to see you around! ^^

723
TI Z80 / Re: Factory X
« on: November 22, 2011, 11:58:03 am »
*Bump* With super special awesome 5 hour java clone :D

724
Computer Projects and Ideas / Re: Temple of Light
« on: November 21, 2011, 08:14:47 pm »
Oh and the pieces of light are glowstone dust :) When you get 4, you are able to craft a glowstone block, which is the 'Key of Light'.  You can then place the glowstone into the keyhole, which triggers the doors to open and you can get your item :D Lots and lots of redstone went into the making of this puzzle map, mayhaps I should do a redstone tour and post it on youtube ^^

725
Computer Projects and Ideas / Temple of Light
« on: November 21, 2011, 06:37:33 pm »
    Temple of Light is a 2 player Minecraft Puzzle map I worked on over the summer, and am just now getting around to polishing and finishing.  Deep underground there lays a forgotten temple, said to hold the most expansive treasure. Many have tried to ferret out the wealth of the temple and steal it for themselves, but none have succeeded. You and your companion aim to infiltrate the temple itself and overcome the mysterious fortress.  But the journey will not be easy. The treasure is sealed off by an ancient lock, and to unlock it, you must first gather the 4 items of power, each guarded by an elemental shrine.  

The shrine of Earth and Clay:
-An alcove carved into the earth and stone, solve simple puzzles to discover the 4 pieces of light and unlock the item!
The shrine of Moss and Mist:
-An enormous cave filled with damp moss and falling water, use your new item to control the tides and brave the watery deeps!
The shrine of Wind and Air:
-An imposing stone fortress suspended in the center of the void, watch your step or you might fall to your doom!
The shrine of Smoke and Ash:
-A sinister castle sitting in a lake of magma, use your cunning and cleverness to solve this fortress of fire!

Each shrine guards an individual item, and can only be unlocked by using a key of Light.  Unfortunately, the keys have been broken up into 4 pieces of light, and scattered throughout each shrine.  You will need to solve the puzzles in each shrine to find the 4 pieces of light, combine them to form the key, and unlock the item each shrine guards.  

Can you solve the secrets of the temple? Or will you and your companion be doomed to wander the corridors forever...

Spoiler For images:




The entire temple is finished, I just need to touch up some places and make sure all the puzzles are set, and everything is good to go :D Also note that the puzzles in this game should not kill you >.< It's more using cleverness and sometimes dexterity to solve the shrines and temple!  Also note that the puzzles are non-linear.  Puzzles might open up new areas, activate things, each shrine has many different puzzles that do not necessarily have to be solved in any order!

726
TI Z80 / Re: Mine
« on: November 20, 2011, 10:28:06 pm »
Cool!  What kind of flood fill algorithm are you using?  Often times the difference in speed is not due to optimization, but algorithm :D

727
Portal X / Re: Portal Prelude
« on: November 20, 2011, 01:25:00 pm »
When is  the demo going to be released

The Beta has no set release date as of now

728
Portal X / Re: Portal Prelude
« on: November 20, 2011, 12:29:21 am »
Don't worry, utmost care is being taken to ensure the levels are fun, challenging, and progress smoothly from easy to difficult :) Also care is being taken to ensure the driving force behind puzzles is not *get your character in the right pixel exactly uber hax0r FPS omg super precise* kind of puzzle, but trying to ensure that the difficulty in each puzzle is trying to figure out *what* to do, rather than how to do it.

Sunday release is not going to happen, because as of now the level editor has not been finished (to my knowledge at least) and there are still some more levels to be created.  As well as finishing up the writing of the text content and getting that ingame.  There might be 1 more beta (possibly not closed) before the final release to once more iron out bugs and ensure level progression is optimal.

729
Graviter / Re: Graviter
« on: November 16, 2011, 10:37:11 pm »
i couldnt reproduce it on the simulator... It involves the two blocks, and when they are stacked and on the platform, then you move it, they will fall into each other. Kind of a major glitch IMHO.

Sounds like a Zedd bug D: Hopefully I will be able to replicate it and figure out what is going wrong x.x

730
Axe / Re: More Axe questions.
« on: November 16, 2011, 09:47:08 pm »
I've written an in depth tutorial on a method that can be used for this.  I call it virtual pixel testing, and is an intuitive and easy way to test for collisions :D http://ourl.ca/4279/169823

731
The Axe Parser Project / Re: Features Wishlist
« on: November 16, 2011, 09:16:14 pm »
There is, just press Zoom instead of Enter when you compile

732
The Axe Parser Project / Re: Features Wishlist
« on: November 16, 2011, 06:07:44 pm »
Upside down text doesn't sound like anything programs would be using most of the time, and therefore a much better candidate for an Axiom.

As an aside, I've been seeing a fair amount of feature requests popping up recently that would be perfect candidates for Axioms.  This is the entire reason Axioms were created in the first place, so Axe wouldn't become a language filled to the brim with dozens of highly specific functions, and also to help ease the burden of coding off of Quigibo.  New feature requests should be restricted to changes to the compiler/syntax that would be impossible to achieve via Axiom, such as Conditional Goto's, or Switch statements.

733
TI Z80 / Re: Zedd Physics Library (BETA)
« on: November 15, 2011, 08:40:24 pm »
Indeed, but it could be easily modified to display greyscale, as long as you know a little bit of what you are doing.  And sprite number merely points to the offset in your defined sprite buffer.  0 will point to the first sprite, 1 to the second sprite, and so on.  In the future, high numbers like 255 and 254 might signify drawing using Rect() and various effects.

734
TI Z80 / Re: Zedd Physics Library (BETA)
« on: November 15, 2011, 05:22:43 pm »
You can get 256 pixels of total movement in both directions.  Increasing this amount without decreasing inflation would be extremely complicated, and not really planned at the moment.  Decreasing the inflation would work though, even if it is by 1/2 you could still get 512 pixels worth of movement, which is like 5.3 screens worth of scrolling

735
That is strange o.O Might it be an easter egg of DCS7?  Or was that easter egg already found?

Pages: 1 ... 47 48 [49] 50 51 ... 375