Show Posts

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.


Messages - Darl181

Pages: 1 ... 184 185 [186] 187 188 ... 253
2776
TI Z80 / Re: Star Fox
« on: March 20, 2011, 12:01:34 am »
Reading this thread makes me want to bump some threads like F-zero and project M :P

2777
Humour and Jokes / Re: We Need More Quadratic Solvers!!!
« on: March 19, 2011, 07:29:50 pm »
http://ourl.ca/8220/150687
I still like the tunnel idea in there ;D

2778
Miscellaneous / Re: One File VS Multiple Files
« on: March 19, 2011, 06:12:09 pm »
You can just send them all in one go, just hold ctrl while you click on the files to send then drag. ;)

Myself, it depends on what type of project it is.  Levels, definitely outside file, also I tend to split level editors from the games if they don't fit together.
I prefer to keep it to one file, tho--less stuff in the program list.

2779
TI Z80 / Re: Tio
« on: March 19, 2011, 05:39:20 pm »
Those temporary tiles look sweet :)
Thanks ;D

EDIT:
added door/key.  Actually it's not a key but a 2*2 button b/c I have no idea how to sprite a 4*4 key, but w/e
also added text to the tile select GUI such as "FLOOR/WALL", "BOOST", "START", etc.  thanks to Deep Thought and Ztrumpet for help on that :D

EDIT2:
I have an idea of how to do a levelset, so that's probably coming up soon
Also, should I enable password protection for the levels, like in the mario1.2/2.0 editor?

2780
Axe / Re: Axe Q&A
« on: March 19, 2011, 05:35:34 pm »
Code: (Axe) [Select]
:"This"→Str00
:"is"→Str01
:"a"→Str02
:"test."→Str03
:Data(Str00ⁿ,Str01ⁿ,Str02ⁿ,Str03ⁿ)→Str0        . The pointers to each string
:Disp {A*2+Str0}ⁿ        . Where A is the index of the string

is pretty fast and can easily be modified in-program.
what are the n's?  I just looked through the catalog and didn't see anything like that...unless that's the ° or r ?

2781
Axe / Re: Axe Q&A
« on: March 19, 2011, 04:19:56 pm »
How does that work?  IIRC, length is zero-terminated, I know that much :P
Also, is there a way to skip numbers, because not every number is associated with a place-able tile.

2782
Axe / Re: Axe Q&A
« on: March 19, 2011, 03:52:49 pm »
Ok, I'm looking for an optimized way to store >19 strings, not compression-wise but so they can easily be recalled like numbers after a static pointer of something.
What I'm using it for is if you move a cursor, the text changes depending on what a number specified by the selected item is.

The strings are of different lengths, btw

2783
TI Z80 / Re: Tio
« on: March 19, 2011, 03:47:24 pm »
Last night, I added tiles that, once you step on top of them (they function the same as the solid black floor tiles), a timer starts.
After 10 frames, the tile disappears, to reappear in 30 frames.
So, next is door/key, and after that I don't have any more ideas, except for something that breaks if you fall on top of it at terminal velocity or something :P

Also I need to optimize at some point, but I'm going to get more stuff added before that.

2784
TI Z80 / Re: Star Fox
« on: March 19, 2011, 03:41:52 pm »
Daah, I saw new posts and thought it was an update
Is this being continued?

2785
Miscellaneous / Re: What is your avatar?
« on: March 19, 2011, 12:09:36 am »
hmm? what's the blue stuff?
Lol, that's persistent mode and neutrons I think
It looks like an anemone or something tho, would have worked better for a fishbot :P

And speaking to fishbot, idk what that is, but it looks cool ;D

2786
The Axe Parser Project / Re: Credit
« on: March 18, 2011, 08:32:06 pm »
Axe seems to be one of that hardest-worked on projects out there, and is well worth a mention in the readme at the very least.

Yeah, I've noticed that for a while, and it's troubling, especially since Axe projects go in the /asm folder at ticalc, so people simply try to make them look like their own ASM programs and don't mention Quigibo's work at all.

It's plagiarism, since much of it really is someone else's code (Quigibo's) and people are taking credit for all the low-level work that went into Axe. It's better than stealing someone else's program and releasing it as your own, but not by much.
Maybe ticalc.org should have an /axe category, after all it did win the POTY hands-down

2787
TI Z80 / Re: Tio
« on: March 18, 2011, 07:40:33 pm »
At some points it uses animated sprites to simulate grayscale, but the sprites are monochrome.
And thanks :D

2788
TI Z80 / Re: Tio
« on: March 18, 2011, 07:18:08 pm »
Version 8finally : P
Added:
tons of tiles...one-way (all four directions), portals, wall switches
smaller jump, key is Y=/F1

Changed:
GUI in editor--tiles are split into "basic", "advanced", and "interactive"
Game and editor split into different programs

Included level shown in screenie

About the portals: yes, there's two of them.  They're different tile numbers.  If only one exists and you touch it, nothing should happen.  The editor enforces that only one of each type is in the level.

TIO is the game, TIOE is the editor

2789
Miscellaneous / Re: Random YouTube Videos
« on: March 18, 2011, 02:29:38 am »
Challenge: watch the double rainbow vid the whole way through with a straight face :P

Also interesting commercial there...

2790
TI Z80 / Re: Tio
« on: March 18, 2011, 02:10:31 am »
Fixed the portals, they now work seamlessly.
Added one-way tiles completely, currently debugging wall switches.
Idk how to describe them, I guess the closest comparison are the tiles which looks like + signs in cubes, but not really the same

Now I just need to come up with some sort of 4*4 sprite meaning "invisible wall" :P

EDIT: just noticed, the # of tiles is kind of staying the same as the date...there's 17 tile types now (not counting zero) and it's the 17th as of now here.  So I guess by the end of the month I'm really going to need a more intuitive tile-selecting GUI with ~30 tile types :P

Keep the tile ideas coming , it's getting simpler to add them ;)

EDIT2:
Switches are working now, user can choose whether they default to on or off.
Also, the prog ran over the 8811 limit last night, so as of now the game and level editor have been split apart into separate programs.
Next: tiles that disappear a bit after you walk on top of them.  If I get that done fast enough, than door/key after that.

Pages: 1 ... 184 185 [186] 187 188 ... 253