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Messages - Darl181

Pages: 1 ... 70 71 [72] 73 74 ... 253
1066
TI Z80 / Re: Super Crate Box
« on: November 28, 2011, 10:24:12 pm »
Ok so it's official: I'm picking this up as a side project. ;D
A question for those who've played it: how does it handle collisions with the walls floor etc?  ie when it hits the side of the platform does it bounce or just kind of stick?

Edit July 2013: ...and this didn't really go anywhere. For an scb project that actually got presentable, see http://www.ticalc.org/archives/files/fileinfo/452/45238.html

1067
Axe / Re: Fast scroll to bottom of code editor
« on: November 28, 2011, 09:55:07 pm »
Lol forgot about this 0.o
I remember getting this to work a few times, but zStart has it now and it works pretty much always so I'm using that now :P

1068
News / Re: Tales of the Lost Post Ratings
« on: November 28, 2011, 06:37:04 pm »
I meant how "gSHUMP" was supposedly my first rating ever, even before the old post & critique thread :P

1069
News / Re: Tales of the Lost Post Ratings
« on: November 28, 2011, 06:31:57 pm »
Apparently it also shows you when it was modified or something... lolwat 0.o
Quote from: bottom of the list
Re: Your Projects - Post and Critique   +   2
Re: gSHUMP                                     +   1

It's been weird for me, my rep was this slow increase or something over the course of about 6 months then with Tio it shot up like 50 in one month then stabilized again XD

1070
TI Z80 / Re: zContest Entry(hopefully :) Squareball
« on: November 28, 2011, 02:47:58 pm »
So what exactly is the object of this game?  I tried googling it but it seems like everything under the sun is blocked at this school so yeah :P

1071
TI Z80 / Re: Super Crate Box
« on: November 28, 2011, 02:34:04 pm »
So leafy, you're still not picking this back up? ^_^
I already had a chunk done before you posted it, I guess if not I'll just keep re-writing :P

1072
News / Re: Tales of the Lost Post Ratings
« on: November 27, 2011, 08:25:19 pm »
This is a pretty cool feature, it lets you know (in most cases) what kind of stuff to avoid doing in the future.
Is there a way to access it from Profile btw?

1073
Axe / Re: Axe Q&A
« on: November 27, 2011, 07:01:56 pm »
If you mean something like external levels, you could create a new appvar then copy to it.
Say you have the stuff to be stored to the appvar in L1:
"appvNAME"→Str1
GetCalc(Str1,768)→P
Copy(L1,P,768)

and now you have an external appvar that has the contents of whatever was in L1 :)

1074
TI Z80 / Re: Super Crate Box
« on: November 27, 2011, 06:51:31 pm »
Hm I could pick this up as a side project.  Aside from already having the SHMUP theory down (and re-made one of the weapons in about 20 minutes for Essence :P), I'd be able to get some practice in with enemies and such for the larger project ;D

1075
TI Z80 / Re: Essence
« on: November 27, 2011, 06:17:17 pm »
So on the menu, you can either exit the game with the quit option, or pressing clear. Are you goin to change this?
It'll probably stay that way, that way whatever the person's guess is how to quit it is more than likely right :D

That reminds me, I forgot to put in some extra controls...

...done.

1076
TI Z80 / Re: Essence
« on: November 27, 2011, 06:05:34 pm »
I've been playing around a bit.  Before, the screen shake was this one-frame thing that depended on which direction the blast is "pushing" or something...the exploding bullet's velocity anyway.
I recently changed this, now it shakes randomly for a number of frames. now the explosions add on to each other, prolonging the shaking and making it pretty intense ;D
The actual explosions are still the same tho.
(btw, it's just a remnant from debugging but [^] screws around with the shaking, fun stuff)

In other news I got the Minigun (from this) working like a charm, it's not the most accurate in terms of emulation (ie the screen shakes when it lands, not when fired) but it's still fun to screw around with :D

Now, any bullet, fireball or grenade or whatever that hits the player disappears and, if appropriate, explodes.

Also some misc sort-of optimizations, so it might run a bit faster than before?  Still 6mHz btw.

These controls have been in since the last version but yeah.
In-Game:
[DEL]
[CLEAR]
[^]
Paused:
[MODE]
[CLEAR]
[ON]

Quit to menu
Quit to homescreen
Earthquake mode?

Unpause
Quit to menu
Quit to homescreen
...
I think it's the same level as before so yeah, just scroll up a bit to get it :P
Or click this hotlink thingy

Edit: there's a bug in the screenie that's been fixed since, see who can find it ;)
Edit2: and it's not the phantom line wabbit keeps putting in my screenies x.x it was the actual code

1077
TI Z80 / Re: [Contest] My First Quantum Translocator
« on: November 27, 2011, 05:08:29 pm »
I think most of the char is supposed to be white, except the white is seen as transparent on white and doesn't effect the bg, with the black part a sort of helmet visor or something.
(like the original sprite: http://cellardoorgames.com/blog/?page_id=326 )

1078
Axe / Re: Axe Q&A
« on: November 27, 2011, 11:31:24 am »
I'm pretty sure it's like that, just have the second line of hex under/part of the first one.

...
Ok, I was optimizing last night and wrote down a bunch of Q's as I went.

Do the ?/?? conditionals save space in the executable in relation to conventional If loops?  How about speed?

Can they be nested?  like B?(A++5?-1→A),→A works, nvm that

Which is faster: If (commonly true) / If (sparsely true) ?

So it's optimized to put the constants at the end...what if it's like L2+2?  Would a different order influence anything?

1079
The Axe Parser Project / Re: [Axiom] Aiming Utility
« on: November 27, 2011, 11:23:32 am »
So this takes in X,Y,deltaX and deltaY?
How does it handle inflation...I'm supposing the coder has to inflate it theirself.  *256?

1080
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: November 27, 2011, 01:01:21 am »
2483: Your most visited list looks like this, with http from using Omni at home and https from using it at school.
And yes I was actually googling that..

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