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Messages - Darl181

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1771
Miscellaneous / Re: What is your avatar?
« on: July 23, 2011, 03:56:07 pm »
:33 < i am a pretty catgirl
Oh noes it's a Nepeta troll D:

1772
Miscellaneous / Re: What is your avatar?
« on: July 23, 2011, 02:37:25 pm »
What I've thought of doing, and might do at some point, is make a sort of edited nyan cat where instead of a cat head it's an 8-bit rick astley head or something...
Tho userbars are keeping me busy for now :P

1773
Miscellaneous / Re: Userbars: Do you make any?
« on: July 23, 2011, 03:18:05 am »
I'm trying to make some new userbars, these might be the large type but I think I'm going to re-size them.

What I'm going for is the same effect as the omnimaga logo, with the 3d-ish look.  Not exactly the same, but it's somewhat similar :P


So far I have this.  Not much but it gives the idea :)

1774
Miscellaneous / Re: What is your signature?
« on: July 23, 2011, 01:42:47 am »
Just edited mine, with the CoT bar from this topic ;D
Also switched to the 19-pix-tall axe bar so it would be in line :P

1775
Axe / Re: Axe Q&A
« on: July 23, 2011, 01:24:51 am »
Try the latter.  As you're probably aware the brackets denote pointers.  What the initial code does is get the pointer to Str0, return the value of the byte there, then to that value add rand^18 to it.  I'm guessing that's what you're not trying to do :P
Also, iirc, you'll need to define Str1 before hand. 
Another thing, strings are zero-terminated.  That means the string lasts until it hits a zero.  So if you don't explicitly put a zero at the end of a string (unless you're defining with quotes (or maybe it always does that, I haven't tested it) ) the string could stretch for almost any amount.  Not good.

Assuming you're storing only one byte: [0000]→Str1 should work.  Then put the second code you posted. Read the post after this.

1776
TI Z80 / Re: Dimension Shift: Contest Entry 2011
« on: July 22, 2011, 05:46:58 pm »
Almost done with the level selector.
It's somewhat like the TWHG one, as in it loads the level and displays a scaled-down version of it.
Working good so far, tho it's about 1kb.  The current level select is prolly about 400.

I think I'm going to put this out for optimization, because unless I get the filesize down a bit I'm going to have to shelve it soon :/

1777
The Axe Parser Project / Re: Axe Parser
« on: July 22, 2011, 04:58:42 pm »
Not in 1.0.1.  The safest version to use for now is 0.5.3.

It should be fixed in 1.0.2 tho :)

1778
Other / Re: What computer OS do you use?
« on: July 22, 2011, 12:24:37 pm »
99% of the time, Windows XP.
I've used 7 for a bit, too.

1779
Art / Re: My Pics
« on: July 22, 2011, 01:42:02 am »
* Darl181 wonders what the reference is in the third picture

Nice stuff, tho.

1780
Axe / Re: Problem
« on: July 22, 2011, 01:36:45 am »
It seems to only happen when there's a platform close to the wall, but not next to it (as in not wide enough for the sprite to fall through)
The way you handle platforms and walls is why.  The char is moved both right, from the left pixel text; and left, from the right pixel test.  These done at the same time will cancel each other out.
After that you have the key detection, and because the collision detection cancels itself out if the player happens to be holding the arrow key toward the wall, the char goes right through.

I might be completely wrong, but try something like this (and make some use of C and another coordinate)
It's a long way from optimized and such but you should get the idea =P

Code: [Select]
:pxl-Test(A+1,B+5)→C
:.if pixel test is false, it stores zero. if true, it stores 1
:pxl-Test(A+6,B+5)→D
:.C checks the left side, D checks the right
:A-(getKey(2)*(C=0))→A
:.only if C is zero, meaning the pixel test is false, will the char move left
:A-(getKey(3)*(D=0))→A

What you could do, for a somewhat-inefficient yet nearly foolproof solution, check the coordinates to see if the char is going into a wall.
This could be as simple as adding another check:
:A-(getKey(2)*(C=0)*(A>>0))→A
And (A<<56) for the right wall.

Hope this helps :)


1781
Math and Science / Re: The Beauty of Mathematics
« on: July 21, 2011, 07:15:55 pm »
How do you make pics of the fractals like that--is there a generator somewhere or something?

1782
TI Z80 / Re: Spacky 2 - Hologram Blocks (in progress)
« on: July 21, 2011, 06:14:49 pm »
Is he still the silicon creature from the original story?

1783
TI Z80 / Re: Spacky 2 - Hologram Blocks (in progress)
« on: July 21, 2011, 06:06:00 pm »
* Darl181 hopes this one doesn't have that ghost as well :P
Is it possible for when the character is falling for the screen to show more underneath it/him?  Atm it's king of hard to tell where it's going :/

1784
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: July 21, 2011, 02:33:50 pm »
Size of an app.
(and flash sector, I think?)
EDIT: http://ourl.ca/8924/167796

1785
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: July 21, 2011, 02:30:02 pm »
1813: You realize refreshing won't work
1814: You start switching from one thread to another to see if that works
* Darl181 hopes nobody actually does this :P

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