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Messages - Darl181
Pages: 1 ... 97 98 [99] 100 101 ... 253
1471
« on: September 21, 2011, 03:22:19 pm »
Yes. there's an option to display/input in "Math" format or "Line" format. "Line" is like the ti-30xii, while "Math" is the textbook-style view (and the default).
1472
« on: September 21, 2011, 03:18:00 pm »
Thanks So it matters what order you put them in somehow? Because earlier I tried flipV(flipH(Pic#)) and it errored..
1473
« on: September 21, 2011, 03:15:04 pm »
Whoa, who made the Rubik's Cube userbar in jkag's sig? The animation is amazing!
Hm that is pretty cool.. * Darl181 wonders if there's one like that for the 5*5 edit: Axe 1.0.4 stuffs.
1474
« on: September 21, 2011, 03:12:42 pm »
Is it possible to rotate a sprite 180 degrees? I know there's rotC flipV etc but I'd try combining them rotC(rotC(Pic1)) and it would just get jumbled :|
1475
« on: September 21, 2011, 03:10:18 pm »
It's kind of weird, it seems like every other time I go to try out Chrome the navbar fails and doesn't respond (enter doesn't load the named page, it just has the text sitting there serving no purpose whatsoever ) It's a fairly good browser, they just need to fix up. Firefox ftw anyway, never had those problems with it
1476
« on: September 21, 2011, 11:53:56 am »
So last night I was making some progress on this, and it occurred to me an 8-tile-tall map of 4*4 tiles is only half the screen Unless I had a background/sky or something it would look kind of weird. What I might be able to do would be a randomly-generated skyline for the background. And I know how to do it, one of the first things I tried to do in axe was a Phoenix clone (before I even knew pheonix existed--I thought I had an original idea ) tho it never got off the ground I remember the theory behind the cosmetic stuff... And maybe a sun/moon setting/rising behind the buildings ...so that or a 12-tile-tall map; three bytes for two columns. The background should still be doable in that, tho some of the platforms might wander higher than the buildings and look weird
1477
« on: September 20, 2011, 11:51:58 pm »
Updated ub for the shooter, now called Essence. Also made it somewhat accurate, the bullet type that explodes
1478
« on: September 20, 2011, 11:49:12 pm »
...and a name change. I wasn't able to come up with anything better so yeah definition
1479
« on: September 20, 2011, 09:58:52 pm »
Looking good! Do you plan on having the enemies shoot back? What might help would be to have the player have a health bar, so it doesn't explode IWBTG-style at the slightest touch (not sure if it's planned or not, just putting it out there) btw if you want more weapon ideas feel free to use anything from Essence
1480
« on: September 20, 2011, 09:17:36 pm »
Those are supported too. (in fact two of the contest entries were BASIC) They're the same for hte most part, tho I think 9860→prizm conversion inflates pixel values by 3 EDIT: I'll do my best to answer these questions, prizm in hand. OK, here are a few questions I have about the Prizm: 1. Can it do fractions (mixed numbers and fractions, and converting these to/from decimal, improper fractions to/from mixed numbers)? Yes. The [F-D] key on the prizm works as it does on the 9860, with improper/proper fraction toggle as the second function. 2. Does it show fractions, square roots, etc. the way they are shown in textbooks)? Yes. Also like the 9860. 3. What programming languages does it support? C, BASIC, SH3 Asm. More planned. 4. Can it do percents? AFAICT yes. Haven't tried it much tho. 5. How many programs are there for it? How active is the development? It's fairly active, tho because it's still a relatively new platform there's not much out for it yet. 6. Does everyone here that has one really like theirs? I'm liking mine. 7. How stable is it? Does it crash frequently or not? I have yet to crash mine..even the reset button doesn't seem to delete anything but the settings. 8. Can it run programs made for fx-9860G? I think BASIC is a yes and I'm not sure about C. EDIT2: blarg editninja'd. oh well
1481
« on: September 20, 2011, 09:02:04 pm »
I'm not too sure about the technical stuff but the math abilities are pretty much the same as on the 9860.
1482
« on: September 20, 2011, 07:56:11 pm »
Woo. Shane Bauer (2000) - Photojournalist, one of three American hikers being detained in Iran Veronica Singleton (1993) - Community Activist Joey Alves (1971) - Guitarist with the band Y&T. Highest ranked hit "Summertime Girls" (1985) Adam Carter - Member of rap group Hieroglyphics. Also Known as "A-Plus" Charlene Dallas Runner up in the 1965 Miss America Contest
1483
« on: September 20, 2011, 06:38:17 pm »
I'm staying with 4*4 tiles, I was thinking of making the map 8 tiles tall.
1484
« on: September 20, 2011, 02:40:31 pm »
I've been thinking of that. It'd have to be something like bit-for-bit so a stored level isn't freaking huge The problem would be having to extract it to somewhere, so on average about 5000 extra bytes would be needed :\ (yes I can make an appvar and put stuff in it, but blarg) I'm kind of rambling right now but the map size is limited by how the variables are inflated, tho I'm still getting things figured out 65536/32=2725 around 19 screenlengths/628 tiles width if I don't make it signed.. I think the most tricky part is going to be extracting the level, unless I made the levels only 8 tiles tall and had a big hud or something. EDIT: ignore mistakes with the math, fsr omnicalc had me working in base 9 and not 10
1485
« on: September 20, 2011, 10:38:18 am »
I've had some occurrences of frozen scanlines as well, tho it's kind of random (and only happens in one program). Maybe 1 out of 20 times.
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