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Messages - Darl181

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3121
The Axe Parser Project / Re: Features Wishlist
« on: February 07, 2011, 09:59:48 pm »
Yes, that would be great ;D
IDK about arbitrary buffers though...
What would also be nice would be sprite-like manipulation of most every buffer-related command, but that's a lot to add :P
Syntax like Pt-Change(Line(5,5,20,5))r or something.
That is pretty complex tho...

3122
The Axe Parser Project / Re: Bug Reports
« on: February 07, 2011, 06:58:33 pm »
I think I found something that's both an incompatibility issue and a feature request.
Can the instant goto be made compatible with CalcUtil's "save screen" option?
The save screen is when you quit out of the program editor it asks if you want to save changes or not, very useful :) but it causes crashes with axe :P

3123
The Axe Parser Project / Re: Features Wishlist
« on: February 07, 2011, 06:57:12 pm »
Well, It's kind of both :P
I think the Bug reports thread is for unexplained things, but I guess I'll do that anyway.

3124
TI Z80 / Re: Tio
« on: February 07, 2011, 06:48:02 pm »
True, the menu isn't the greatest :P  but it's not like an official release yet...
As for it being similar, it has sort of the same code, but it's rewritten.  What I plan on doing eventually is a graphscreen-based menu, but I'm working on content first.

And thanks ;D

Another idea I got: multiple levels (maybe 10?)...but the gui would get a bit more complex...

3125
TI Z80 / Re: Darl181's Projects
« on: February 06, 2011, 10:41:46 pm »
UPDATE
Bugs fixed, now uses full mode.
Can be really optimized.  Big time.
Added: Start/finish, respawn blocks, 'death' blocks
Some GUI and sprite changes
Pause (MODE)
Level is included

Still need:
to optimize :P
pause
maybe some counters--number of deaths, jumps, etc.

Yes, it's full speed mode, and yes, that's greyscale.  Woot for animated sprites :w00t:

3126
TI Z80 / Re: Darl181's Projects
« on: February 06, 2011, 04:54:23 pm »
Stuff can look pretty fine even in monochrome sometimes.
Wow, the timing's just perfect...
Speaking of graphics, check out the *unintended* effects that spontaneously happen as you play!

edit: And no ram clear.... O.O   I think the more you have in VAT the weirder it looks.  Methinks I misplaced a pointer :P
edit2: it's all monochrome now btw


Sprite request: a 4*4 that implies 'bouncy".  My current attempt looks like a brick wall (pretty much the only thing that doesn't move in the screenie)

3127
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: February 05, 2011, 07:27:31 pm »
1218: You read IRC logs in your spare time.

3128
Humour and Jokes / Re: My new domain name
« on: February 05, 2011, 06:12:29 pm »
This reminds me of that swf list, it's kind of the same stuff :P

3129
The Axe Parser Project / Re: Features Wishlist
« on: February 05, 2011, 12:15:15 pm »
AFAIK this got ignored, and it's the root of many ram clears for me...
I think I found something that's both an incompatibility issue and a feature request.
Can the instant goto be made compatible with CalcUtil's "save screen" option?
The save screen is when you quit out of the program editor it asks if you want to save changes or not, very useful :) but it causes crashes with axe :P

3130
TI Z80 / Re: Darl181's Projects
« on: February 05, 2011, 12:07:24 pm »
I don't think I'm going to do enemies, that's kind of what really screwed TWHG, but items/p-ups aren't out of the question ;)

though, the final version probably won't be grayscale.  Tilemapping's proving kind of tricky...

3131
TI Z80 / Re: Darl181's Projects
« on: February 04, 2011, 11:04:49 pm »
There's a lot to be added + I'm not very good at optimizing = eventual slowdown :P
As for now, the goal is to get to the bottom-right corner of the screen.  Seeing as (for now) you have to make the levels yourself, it's not very hard  Among the things that will be added will be start/finish blocks, so the user can define where it starts and ends.  I'm attempting smoothscrolling, so that will be another asset and slowdown.

EDIT: asset=something helpful != what some people probably think it is

3132
The Axe Parser Project / Re: Axe Parser
« on: February 04, 2011, 09:51:02 pm »
If you're meaning this one ? it's kind of confusing to learn from, but I get what you mean.
http://ourl.ca/7765/137919


EDIT: just realized, axe is over a year old...

3133
The Axe Parser Project / Re: Axe Parser
« on: February 04, 2011, 06:29:50 pm »
So, basically what I've been doing (TWHG, lightoff, tio)...I thought they were more complex than that...
For the second part.  Is there sone sort of built-in way to do them, or do I have to do the For( loop myself?  And what is the syntax for using the [Pic#]r thing?
Quote from: two posts up
The ultimate goal is to get a sort of smmothscrolling

3134
The Axe Parser Project / Re: Axe Parser
« on: February 04, 2011, 02:47:29 pm »
[noobish question]What are tilemaps, and how do I use them?[/noobish question]
The ultimate goal is to get a sort of smmothscrolling, specifically for Tio.

3135
The Axe Parser Project / Re: Features Wishlist
« on: February 04, 2011, 02:31:23 pm »
I got a random idea this morning--4*4 sprites.  Instead of it always having to be 8*8 and doing, say, [F09090F000000000], something like [F99F] would be just a square, and only a square.

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