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Messages - Darl181

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2056
TI Z80 / Re: Dimension Shift: Contest Entry 2011
« on: June 20, 2011, 12:54:20 am »
* Darl181 just changed the way it throws the thing
What it does now is just multiply the velocity by 2.  So now you can throw it really high, and also you could spike it if you really want to. :P
Just make sure it doesn't bounce off the button you're smashing it on top of no, buttons not implemented yet
Yes, it bounces when it hits the ground now.  A bit more challenging.

Another thing...I recently took out the full and it's still sort of playable, but it can certainly be faster.  I'm using all that I can use from http://ourl.ca/8520, but it's still noticeably slow...are there any other general tricks for speed?

2057
TI Z80 / Re: Dimension Shift: Contest Entry 2011
« on: June 19, 2011, 11:21:20 pm »
to do:
make friction slow down the object faster
change the way the player sprite is displayed while holding
fix the bug where the object sticks to the ceiling
done, done and done.  w00t.

I might make it so it slows down horizontally in the air...I would need to put in some sort of counter tho

2058
Miscellaneous / Re: What is your avatar?
« on: June 19, 2011, 09:24:00 pm »
Umm...no comment.
 
* Darl181 changes a thing or two, messing up Deep's copying >:D

2059
Miscellaneous / Re: What is your avatar?
« on: June 19, 2011, 09:03:13 pm »
* Darl181 is using firefox 4.0.1 and it's not working...

2060
TI Z80 / Re: Dimension Shift: Contest Entry 2011
« on: June 19, 2011, 07:46:00 pm »
Manipulable object.
For now, there's only one.  Also the check relating to the poll isn't added yet.
Also i made it so when the player goes boom, the parts that fly off stick to solid parts of the map.  Woo.

You may notice the char flashing at some points, as well as the object.  that's b/c for now i have it dispgraphrr while the key is held (so the object isn't picked up one frame, dropped the next, etc.) and the sprites aren't preserved on the buffer.

btw this is in 15mhz mode now.  Every optimization I've tried (except for chaining divisions) bugged and always returned as true or something.  So idk what to do about that.

EDIT:
to do:
make friction slow down the object faster
change the way the player sprite is displayed while holding
fix the bug where the object sticks to the ceiling

2061
OmnomIRC Development / Re: Join/part/quit messages
« on: June 19, 2011, 06:37:14 pm »
Another bug...all joins show as [6:00:00 PM] (at least in this time zone) until refresh.

2062
OmnomIRC Development / Re: Font
« on: June 19, 2011, 04:05:45 pm »
There's a font called Small Fonts, not monospace but it can be squeezed pretty small.

Idk if there's System on many comps either...

2063
TI Z80 / Re: zStart - an app that runs on ram clears
« on: June 19, 2011, 03:19:00 pm »
It seems to me like either custom fonts or picture on start-up somehow nulls omnicalc's procedure to save the ram.  It didn't overwrite it, but apparently it just prevented it from saving properly...

2064
TI Z80 / Re: Dimension Shift: Contest Entry 2011
« on: June 17, 2011, 11:20:51 pm »
atm I'm kind of leaning toward the things freezing.  Eventually i might do different types (maybe one a brick, another a ninja-star thing, another a bomb, etc.) but for now, it's a brick.

2065
OmnomIRC Development / Re: OmnomIRC updates - 06/16
« on: June 17, 2011, 11:13:23 pm »
Bug: /me statements don't work anymore.

EDIT: seems like it's the / that bugs it..

2066
The Axe Parser Project / Re: Bug Reports
« on: June 17, 2011, 05:43:03 pm »
There's another little problem in Axe:

Have you ever tried to display a Text with äöüÄÖÜßáàÁÀ...
There are some strange things...
"ÄÖÜäöü" will become "q9äuÄË" and so one.
It's a bit nervy, if you want to write something in a textmode.
Make sure they're not two-byte tokens?

2067
TI Z80 / Re: Dimension Shift: Contest Entry 2011
« on: June 16, 2011, 08:22:36 pm »
Added option.  The problem with that would be that the object might be an integral part of the level...unless it drops out of the ceiling afterwards or reappears after a bit or something like that.

EDIT: btw, they're not explosive.  Unless I were to add multiple types
for now it's like the guy is manipulating a brick or something.

EDIT2: I see an "other" vote, could that person specify what they would like? TIA

2068
TI Z80 / Re: Dimension Shift: Contest Entry 2011
« on: June 16, 2011, 07:52:12 pm »
So I'm adding in manipulable objects atm, and I'm wondering what should happen if it finds itself inside a solid [insert tile type here] upon dimension shifting.

See poll.

2069
The Axe Parser Project / Re: Features Wishlist
« on: June 16, 2011, 07:45:27 pm »
Ok, so just have them as separate statements if possible?  (with the least likely outermost so it runs through less checks)
Coll, I'll just do that ;D

(what I'm working on is adding movable objects to DS and I'm trying to make sure the getKeys and such don't mess with it :P

2070
The Axe Parser Project / Re: Features Wishlist
« on: June 16, 2011, 07:08:23 pm »
I was wondering...the ability to use ! just before a var or whatever to check if it's false.  ie instead of having to do
If getKey(15) and (A=0)
...it would be possible to do something like...
If getKey(15) and (!A)

Or is VAR=0 already an auto-optimized thing?

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