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Other Calculators / Re: The TI-Nspire FlashLight
« on: September 24, 2011, 03:42:31 pm »Spoiler For img:
What's next, a light saber?
lols..
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. 1441
Other Calculators / Re: The TI-Nspire FlashLight« on: September 24, 2011, 03:42:31 pm »Spoiler For img: What's next, a light saber? lols.. 1442
Graviter / Re: Graviter« on: September 24, 2011, 01:04:35 pm »Hey guys, I decided that I'm sick of robbing PortalX's sprites, so my next few updates will feature a radically different art style :O This is looking pretty good. Only thing that really sticks out to me is how there's this empty space around the level..maybe center it and/or put a sort of frame there so it's not just a blank? 1443
TI Z80 / Re: zStart - an app that runs on ram clears« on: September 24, 2011, 12:54:40 am »I'm still having troubles with the label menu...only things installed are Axe, omnicalc thru zStart, and zStart itself.Not sure if this is fixed already, but lately while editing from the homescreen, label jumping works correctly about 1 out of, say, 20 times..? 1444
TI Z80 / Re: The Impossible Game« on: September 23, 2011, 11:10:14 pm »
http://www.ticalc.org/archives/news/articles/14/146/146577.html
All he did was reconstructing the source after it was lost somehow. EDIT: Quote from: thingy at top of page Darl181 and 7 Guests are viewing this topic. 1445
The Axe Parser Project / Re: Features Wishlist« on: September 23, 2011, 09:49:48 pm »
Hm, maybe something like
StorePic (SrcBuffFront,SrcBuffRear,DestBuffFront,DestBuffBack) RecallPic (SrcBuffFront,SrcBuffRear,DestBuffFront,DestBuffBack) would work better? (tho it is possible to just Copy(), yet this could take care of both buffers at once..) Maybe something like #BuffLoc() to set a global position so you don't have to point it every graphscreen-related command? 1446
Elimination / Re: Elimination: A New FPS« on: September 23, 2011, 09:33:58 pm »
A 20-level "demo"? 0.o How big is the final game going to be?
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TI Z80 / Re: Essence« on: September 23, 2011, 07:38:29 pm »
That's what I plan on doing, because the immediate backdrop is black. I'll prolly just xor the sprites which will makes them white against the buildings anyway
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Site Feedback and Questions / Re: SSL« on: September 23, 2011, 02:51:36 pm »
I was wondering why certain buttons work with SSL and why others don't. Like, Modify and Quote show and work but Quick Modify isn't shown at all, and the "More attachments" button is borked as well :\
Would it be possible to fix a few of these? Idk about the more attachments button but afaict the quick modify button just isn't showing.. 1449
TI Z80 / Re: Essence« on: September 23, 2011, 02:31:45 pm »
Ended up taking out the windows, it's kind of more trouble than it's worth and I'd rather spend hours/days debugging the tilemapper rather than the windows in the background
Speaking of which, I'm having fun with that. The way I'm storing it is column by column, instead of the normal row by row. For the collision detection equations, I'm exchanging X coordinates for Y coordinates (and vice-versa) as well as subbing height for width, a la Code: [Select] X/8→B/4*8→A so IJNO are the corners of the char sprite:I J N O Also because the map is only 8 tiles tall and only takes the bottom half of the screen I'm putting in an offset (32^2, 1024) to see if that takes care of that. ..I'm not sure if I'm doing it right, but I'll prolly find out soon If I get it right, I'll be able to do one column = one byte = 1/8 original size compression 1450
TI Z80 / Re: Zedd Physics Library (BETA)« on: September 23, 2011, 12:45:09 am »Ooooooh yeah it looks like its an issue with the rope lib applying too much force, so much that the block gets enough velocity to move right through objects. I think I need to rewrite this rope library, it seems to be kinda buggyMaybe have the rope "snap"? 1451
Introduce Yourself! / Re: Hello there!« on: September 23, 2011, 12:43:01 am »
No, you don't need to be admin to hand out peanuts.
I'd normally do Code: [Select] !peanuts but I'll use the new peanuts this time..Hello and welcome to omnimaga! Have some peanuts! 1452
Miscellaneous / Re: Do you think you are a nerd?« on: September 22, 2011, 11:53:23 pm »
I took the nerd test and got like 15% in everything
That and other things...idk (btw for future reference, there's an "Add Poll" button at the bottom of the page ) 1453
TI Z80 / Re: Essence« on: September 22, 2011, 11:18:15 pm »
Thanks, all
This is the skyline with lit windows that I mentioned before and on IRC. Idk, it might detract from the experience of the actual game and/or be a distraction but for now, whee. Also the way the three-level grays work doesn't coincide with the scrolling well, tho admittedly the actual game would scroll at like a third of the pace and only if the player is running full pelt to one side.. It took a while, but I was able to limit where it puts tthe windows: not on the outermost column of a tower or the top row (and ofc on the tower ) 1454
Axe / Re: Few Questions..« on: September 22, 2011, 11:09:12 pm »Quote from: Axe documentation: Reading From Archive The Maximum size file you can read from is 48kb but I don't think any variable gets thatSo um..good luck with that As for platformer AI, I was working on that a bit. It's not very complex/complete but blarg. http://ourl.ca/12242 1455
Art / Re: Super Meat Boy for the Calc (possible?)« on: September 22, 2011, 10:38:47 pm »
It's loading the stuff outside the tilemap. If it weren't for the solid border you'd prolly be able to jump all around the calc's RAM
I actually was making a game based off that concept, but I couldn't get the reading to work right... :\ |
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