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Other Calculators / Re: Your calculator collection
« on: July 18, 2011, 07:52:57 pm »
What's with the 82? Is the contrast turned all the way up or something?
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. 1816
Other Calculators / Re: Your calculator collection« on: July 18, 2011, 07:52:57 pm »
What's with the 82? Is the contrast turned all the way up or something?
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Miscellaneous / Re: Userbars: Do you make any?« on: July 18, 2011, 06:50:51 pm »
So you'd prolly want the se one instead of the be one..
http://img201.imageshack.us/img201/704/ubda9889.gif Sorry I just notice random stuff like that I need to re-make these...you can tell I used mspaint to crop the images 1819
Miscellaneous / Re: Userbars: Do you make any?« on: July 18, 2011, 06:46:40 pm »
btw annoyingorange which calc do you have? There's been an omni userbar with an 83pse for a while, and this year I made one for 84pbe and 84pse.
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Miscellaneous / Re: Userbars: Do you make any?« on: July 18, 2011, 06:37:01 pm »* Darl181 just noticed the url for his ds bar http://userbars.removedfromgame.com/ub/darl181137.pngWoo, leet -200 (yes I know the first 1 is part of the nick but it's still there) 1821
The Axe Parser Project / Re: Bug Reports« on: July 18, 2011, 04:30:00 pm »
Apparently the bad flash error is still there. I upgraded straight from 053 to 101 (no, I didn't use 100 at all and yes, it's actually 101) and it's happening.
Edit: have now downgraded back to 053 1823
Axe / Re: Axe Q&A« on: July 18, 2011, 03:13:24 pm »I went to compile DS in 1.0.1 and got a "Bad Flash" error pretty much instantly. What exactly causes this to happen? EDIT: nvm, just a really fun axe bug 1824
Axe / Re: Axe Q&A« on: July 18, 2011, 02:39:50 pm »
I think the reason bitwise expressions work in if statements is because it's only manipulating one bit. They're essentially doing the same thing, iirc.
EDIT: * Darl181 pokes again for some tutorial or another on bitwise expressions to be put in the docs
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So "Commands List" = catalog? Or do you have something added/different?
Also, seeing that it's graphscreen text, wouldn't it take longer to copy it to the screen, what with TI's unoptimized text routine (and the fact that there's more) I'm kind of concerned that reflex actions, ie vars+left+3+1 for r1, might have to be done slower if the menus take longer to appear. Anyway, looking great, and can't wait to see it if it happens btw if this were done would it be built into KOS? 1826
Other Calc-Related Projects and Ideas / Re: Calculator Programs/Games Ideas/Requests - Inspiration« on: July 18, 2011, 02:00:41 pm »
How about something like Stickman Sam?
The aiming would prolly have to be 8-directional, but it looks doable.. 1827
Axe / Re: Physics Lessons« on: July 18, 2011, 01:49:36 pm »
Bump,
Just to clarify I'm not writing a physics game atm, but I'm re-writing TWHG in a way that doesn't use all pixel-testing So I'm testing for ████ ████████ ████████ ████ b/c that's the enemy sprite (everything else atm is 8*8 squares) Wait, Builderboy might've messed something up...let me give my (i think) fixed code with explanationSo, do I need a masked sprite for everything or just the one tile? I'm guessing a tile value (from L1) of 0 is the first sprite, 1, second sprite, etc? 1828
The Axe Parser Project / Re: Features Wishlist« on: July 17, 2011, 03:17:33 pm »Never does for me. Even if there's an existing one in archive it overwrites it with a program in RAM.Yeah, with about 5 subprograms, each from ~2kb to ~6kb, it's nice to keep them archived.Actually, if the program you're compiling to exists in Archive, Axe will compile it to archive. 1829
News / Re: Omnimaga Programming Contest 2011 Part 1: Axe Parser poll and judging starts« on: July 16, 2011, 11:05:49 pm »I found a sort of steps thing going up, but one of the steps was just one tile too high Nvm, just held the key until one jump was higher fsr EDIT: so you jump higher if you're running...doesn't make much sense imho but w/e 1830
News / Re: Omnimaga Programming Contest 2011 Part 1: Axe Parser poll and judging starts« on: July 16, 2011, 10:16:41 pm »Look in the help. 2nd to shift, Alpha to switch dimensions, although I think some levels have only one at a time. 2nd and shift doesn't do anything for me.It depends on if they're enabled in the options--so if 2nd doesn't shift or alpha doesn't switch then it's probably disabled. Btw objects will only work if they both exist and are enabled. Also, some of the levels have only one dimension so if it looks like there's only one layer that's probably the case. And yeah, I didn't spend too much time developing levels, I ran out of ideas and just ripped them off of some of my old screenies... In DS there are only 4 levels, so from 0 to 3 work. the rest are just empty.I need to fix that...instead of saying the level doesn't exist it makes a new blank one. My bad Trying out programs now... btw @tloz AXLE threw ERR:INVALID initially, but after compiling for ion it worked. I'm assuming you did DCS or something? Still stuck in some endless loop in the first level (that room where you fall down through a bunch of coins, there's two doors (and only two) at the bottom, both of which redirect to previous rooms) AXLE: Great. Threw ERR:INVALID initially, but after compiling for ion it worked. Still stuck in some endless loop in the first level (that room where you fall down through a bunch of coins, there's two doors (and only two) at the bottom, both of which redirect to previous rooms) EasyGame: Awesome. This is the next WFRNG. Tag: Also awesome. Only problem is that after I beat it and quit and it automatically saved: RAMClearRoll'D. FPA Demo: Nice. I have no idea how you did this, while buggy it's still pretty cool. Still trying the rest.. |
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