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Messages - Darl181

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3091
TI Z80 / Re: Tio
« on: February 12, 2011, 11:59:59 am »
I don't know, there were two of them, both saying #Realloc(12, ...
I guess that settles it :P
Do you know what was supposed to be in it's place?  There was one on like the second line and one just before the menu, each one the same.

A question about the tile detection.  Before, all the player had to do was touch a bouncy block with even a pixel and the character would jump.  Is there an optimized way to do that?  The same was for the finish and enemy blocks.

Quote
so that if I try to draw a certain type of block over the same type of block, the one below won't be deleted?
So, you mean nothing would happen, it would just skip over it?

And take out the wraparound, I can do that.  Maybe when I split the game and level editor apart, I can make an options menu for each or something.

Actually, come to think of it, in the next release i can put comments in the source telling what part does what, say instead of If X>>24:0→X:End it would be If X>>24:24→X:End

Yeah, skip it would be perfect!

I also think that we could be able to make maps without the black blocks below. Not sure if others agree, though. What I think is, if you fall, you die.

Also, the wrapping around would be perfect too.
If I take out the bottom row, is there a way for it to detect if it's on the ground, Y=60?  Before, the bottom row was needed for pixel testing, but now...
Actually, The level stores in L1 right? If it does that, i can just add ones (floor blocks) or sixes (enemy blocks) to the end of it...nvm ;D

3092
The Axe Parser Project / Re: ChainFire Pinball Library
« on: February 12, 2011, 02:49:40 am »
And at this rate, it looks like something's going to crop up soon...
If Tio weren't keeping me busy, I would try it in a blink ;D

3093
TI Z80 / Re: Tio
« on: February 12, 2011, 02:44:30 am »
I guess so, but the way I wrote it any variable pretty much to E or something gets recycled continuously :P
You could call Tio environmentally friendly I guess XD

3094
TI Z80 / Re: Tio
« on: February 12, 2011, 02:41:55 am »
Well, I have msd8x but still x.x
Anyway, it seems to work fine w/o it.

3095
TI Z80 / Re: Tio
« on: February 12, 2011, 02:39:19 am »
I'm not sure, I don't want to take any risks on hardware right now (not with Tio coming this far and fast), and I don't have my flash drive with wabbitemu on...

3096
TI Z80 / Re: Tio
« on: February 12, 2011, 02:35:48 am »
IDK, you'd have to ask squidgetx :P
I took it out and it works fine...
This is the way he put it in, IDK if a comma works different .

3097
The Axe Parser Project / Re: ChainFire Pinball Library
« on: February 12, 2011, 02:32:48 am »
Wow, this looks awesome ;D
Is this the start of a pinball clone by any chance, or is it just a proof of concept?

EDIT 600 posts :w00t:

3098
TI Z80 / Re: Tio
« on: February 12, 2011, 02:31:14 am »
So I guess there's >52 bytes free after byte 12...at least hopefully :P

3099
TI Z80 / Re: Tio
« on: February 12, 2011, 12:30:56 am »
Yeah, about that.  It doesn't seem to detect the bottom row, the character just falls through it ??? nvm had to delete the old appvar, size is different now
Also, how significant is the #Realloc(12) ?  It seemed to break the main menu (I made them comments, disabling them, and it worked fine)
btw check edit2 above

Just noticed, the loops go to 360, which is 24*15.  I'll try changing that to 384, 24*16 and I'll see if it detects the bottom row then. see above

3100
News / Re: Axe Parser Subforum split
« on: February 12, 2011, 12:27:57 am »
Wow, that's pretty cool, looks like it'll prove useful ;D
An idea though.  Maybe it can highlight more which subforum you're in? maybe it can be bolded/underlined or something.

3101
Graviter / Re: Graviter - Axe
« on: February 11, 2011, 07:03:04 pm »
Lol that looks great ;D

Just wondering...about how long do you think it will be until the next update?  Looks like it's going to be awesome...

3102
TI Z80 / Re: Tio
« on: February 11, 2011, 07:00:33 pm »
Ok thanks ;D
I'll *try* to learn from it/understand it.
Wow, normal speed...

@scout
It's possible that I could make it an option to change whether the bottom is floor or instant death, tho it would necessitate a format change b/c the bottom row isn't poart of the level data.
Another thing.   These friends of yours (that decided upon things in the editor), see if they could like to contribute.  So far, i have one non-developer-made level (ashbad's) but a level pack of just one level isn't a lot...an editor's built in, they might want to make some of their own. ;)


EDIT: ERR:PARENTHESIS when I try to compile...methinks it's stuck at the realloc thing ???
EDIT2: changed
Code: [Select]
#Realloc(12,to
Code: [Select]
#Realloc(12) and it worked fine, except for the menu

3103
News / Re: Powder/Dust Games Trickling In
« on: February 11, 2011, 11:03:45 am »
Ok, thanks
So, there isn't real data it's stored in, just whether it's on the screen or not?  Efficient...
It's all in the back-buffer then?

3104
TI Z80 / Re: Tio
« on: February 11, 2011, 10:57:42 am »
Quote
so that if I try to draw a certain type of block over the same type of block, the one below won't be deleted?
So, you mean nothing would happen, it would just skip over it?

And take out the wraparound, I can do that.  Maybe when I split the game and level editor apart, I can make an options menu for each or something.

Actually, come to think of it, in the next release i can put comments in the source telling what part does what, say instead of If X>>24:0→X:End it would be If X>>24:24→X:End

3105
News / Re: Powder/Dust Games Trickling In
« on: February 10, 2011, 09:43:04 pm »
@qwerty: awesome :D

I was wondering, with shmibs' thing, is there a way to clear the screen?  Or do you have to quit?

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