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Messages - Darl181

Pages: 1 ... 123 124 [125] 126 127 ... 253
1861
Axe / Re: Axe Q&A
« on: July 12, 2011, 06:04:24 pm »
Ok, I guess I'll just use if statements or something :P

Another one..
Would this work...?
xor Be7→Be7
...e being the bit thing.
Or does and/or/xor always need two inputs, one bit or not?
Also, what exactly does not() do?

1862
Miscellaneous / Re: What is your avatar?
« on: July 12, 2011, 04:54:40 pm »
* Darl181 wonders what Juju's avatar is

I've thought of making a sort of "404" avatar, how browsers have the placeholder icons where it can't load the image.  It would have to be a script or something, tho, to tell which browser it's running in so idk..

1863
Miscellaneous / Re: The Food Thread
« on: July 12, 2011, 03:53:46 pm »
I got stuck with making this back in thanksgiving, actually tasted pretty good :P
http://img440.imageshack.us/img440/4931/pict2028.jpg

1864
Miscellaneous / Re: post your website url
« on: July 12, 2011, 03:46:40 pm »
Is it normal to be constantly be redirected to the home page?
I got http://www.omnimaga.org/index.php?action=ezportal;sa=page;p=42 but that's not 404... :P

1865
TI-Nspire / Re: [Lua] RayCaster
« on: July 12, 2011, 12:22:15 am »
So solid walls it is :P

1866
TI-Nspire / Re: [Lua] RayCaster
« on: July 11, 2011, 11:30:01 pm »
For things like windows, you might be able to get away with just putting in a different texture..
Doors could all be "locked", as in they're not actual doors but textures as well :P

1867
TI Z80 / Re: zStart - an app that runs on ram clears
« on: July 11, 2011, 11:21:07 pm »
Random bug:
Editing an archived program while calcutil is installed makes a separate program as it's supposed to.  But the "temporary" program stays afterwards, runs like a normal program and everything (even shows up in Axe's compile menu :P )

1868
Axe / Re: Axe Q&A
« on: July 11, 2011, 08:53:05 pm »
Ok...and the only place that lists the optimized constants is the auto-opts thing that comes with axe?

1869
Gaming Discussion / Re: Winning
« on: July 11, 2011, 07:13:55 pm »
Whichever is the most epic.
If it's some crazy, fast-paced level with bullets and the like flying everywhere with constant split-second decisions or a really complicated puzzle, then it would be the level.
But if there's some really dynamic boss battle or something, ie not something like Giant Enemy Crab, and it's actually fun to play against while difficult at the same time, it would be that.

1870
TI Z80 / Re: Dimension Shift: Contest Entry 2011
« on: July 11, 2011, 07:04:46 pm »
Yes, it's both. ;)
That is, if they're both enabled via the options.

The reason you haven't seen much shifting lately is b/c shifting and the object bug when put together for now, and I've been working mostly on the object stuff :P

EDIT: just had an idea for shifting+objects...so I might fix that up soon.  I'd just need to write some subroutines or something specifically for the objects and a bunch of if-statements... :)

1871
TI Z80 / Re: TruVid - 4 level grayscale video with sound
« on: July 11, 2011, 06:55:45 pm »
You could add that to 2.71 :P

1872
Web Programming and Design / Re: juju.qc.to URL shortener
« on: July 11, 2011, 06:08:32 pm »
This seems really useful, multiple-site support puts this above the others :)

Why base 62 btw?  Seems kind of random :P

1873
TI Z80 / Re: Dimension Shift: Contest Entry 2011
« on: July 11, 2011, 06:01:47 pm »
Shifting is when you go into the ground as if it's air, and air becomes ground.


Switching is going from one "dimension" to another.  What you see in the screenies above this post is switching.


They can be used together for puzzles and stuff.


All of these screenies are old btw. Actually, they happen to be in order, oldest to newest.  Woo.  Still old =P

And yeah, I had the circles in originally but then took them out for the dots, then made the dots exclusive :P
I'll put them back in and see how they look.  It might be the circles for just the indestructible blocks, so both explosions take about the same amount of time without having to manipulate the For() loop..

1874
Axe / Re: Axe Q&A
« on: July 11, 2011, 05:52:22 pm »
About how axe rounds down...
Does it always "round down" per se, or does it round closer to zero?
As in, would -10//3 equal -3 or -4 ?

1875
TI Z80 / Re: Dimension Shift: Contest Entry 2011
« on: July 11, 2011, 03:44:30 pm »
Stuff.
Down key picks up object, as well as [math]
Explodable tiles (normal tiles are indestructible)
  Explosion in normal tiles, just lines
  Explosion in explodable tiles, dots--"debris" or whatever
[Y=] in-game causes quick restart
Visual object respawn point (doesn't show in-game but in editor)
Options in editor..
   Allow shifting
   Allow switching
   Enable object thing
   Random message thing
Menu is in source code, just a big giant comment block for now
Fixed some random graphic glitches in editor
Under-the-hood stuff, runs faster
Level is kept archived, preparing for multiple-level support


I've been working on a sort of main menu for the editor, kind of like the Tio one but it looks cleaner
Idk what options to make for the game...
Still haven't put in animated tiles..

What I plan on doing next: either..
  switches and doors or
  multiple object things (come to think of it it's pretty much already done that way, using  a GDB (easily migratable to L1 or something)

Also need to make tile selector more responsive at some point, it's pretty obvious atm how you need to hold down 2nd or clear to make stuff happen

So yeah, expect some more stuff in the near future :)

EDIT: btw in the options screen, there's these pixels that change on top.  Ignore them, that was for debugging.

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