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Messages - Darl181
Pages: 1 ... 238 239 [240] 241 242 ... 253
3586
« on: October 28, 2010, 06:51:53 pm »
Some more features are being added, I still need to figure out the enemies going in circles part, I have a fairly good idea how to do the door/key part, you're reading a run-on sentence, and I'm running out of space to add features. The program size is, as of now, 8244. The limit's 8811 bytes, right? I don't quite feel like manipulating data and such, just getting the thing working is my highest priority. Oh, and kind of a warning. The level format may change at some point or another, making the current levels unusable.
3587
« on: October 28, 2010, 06:43:10 pm »
Hmm...I use Chrome Portable fairly often (I also have FF portable) and I don't have many problems with it. It's just a bit slower than it would be if it were being run from C drive, but these are school computers, after all. Since when do they run at even a normal speed?
3588
« on: October 26, 2010, 07:07:50 pm »
The levels seem to work fine. Does anybody have problems with the levels still?
3589
« on: October 26, 2010, 07:02:56 pm »
I had a lot of fun installing TiLP my first time. "dll missing" "dll missing" I spent so much time on Google... I now have a "dll's" folder for whenever I need to reinstall TiLP. Is the lack of dll's the problem? I could attach a zip with the dlls if it's needed.
3590
« on: October 26, 2010, 06:51:19 pm »
Know how you can simulate linking in Wabbit? Open the first calculator you want to test. Click "setup wizard" under Help, browse, open whatever other (or same) ROM. Another one should open. On either, click "connect to...". It should give a success message. Now they're virtually linked. I have no idea how you'd do that with the Nspire, but it should work for the 83's and 84's.
odd, I'm trying to test it and it doesn't send to wabbit. No error or anything, it just doesn't show in PRGM. Or anywhere else, for that matter.
3591
« on: October 26, 2010, 01:28:59 am »
Wow, this game is coming along great! *Darl181 wonders if it might get featured
3592
« on: October 26, 2010, 01:26:19 am »
Cool I'll try them soon.
Btw which program is the level editor?
TWHGESRC.8xp compiles to the APP TWHGEdit.8xk TWHGGSRC.8xp compiles to the program TWHG.8xp
3593
« on: October 26, 2010, 01:23:46 am »
689: You wonder if this thread should go to 1337 instead of just 1000 690: You paint the Shift keys on your keyboard blue/yellow (depending on what calc model you have) and label it 2nd 691: You do the same with Ctrl, painting it green and labeling it ALPHA (or ♦ if you have a 68K) 692: You turn on stickykeys because you're not used to holding down Shift
3594
« on: October 25, 2010, 06:30:44 pm »
This time, I got them directly from the real calc. It worked on wabbitemu for me. Remember to press MATH at the level select screen.
Also, I did some bugfixing and was able to fix the teacher key coordinate change bug as well as full speed being reinstated upon continue. I'll have to upload them seperetely, Only have so much RAM... Edit: game source uploaded. The parenthesis bug is now always in the very top-left corner, no matter what I do to fix it. At least it's predictable now...
3595
« on: October 24, 2010, 07:28:46 pm »
looking good, great potential for the future (while it's technically complete on the simpler level right now, I would want to see a bit more done on this)
Great job!
What else do you want to see?
How about something more than "sniped"? Maybe have the guy fall over or explode or something. edt: double ninja'd
3596
« on: October 24, 2010, 01:14:43 pm »
Btw when they are fixed, are you planning to upload the game in the Omnimaga downloads archives with the current levels? Maybe ticalc.org too
Probably, after the bugs and such are fixed. And after I upload some working levels Also, I'm thinking of making v2 sometime next year or something..with doors/keys, and maybe enemies moving at different speeds and maybe a tutorial
3597
« on: October 24, 2010, 01:46:24 am »
Actually, all the levels I've submitted so far I created and exported with wabbitemu. People have problems with the levels. The actual programs I sent from calc to computer. No problems with them yet. Conclusion: Levels need to be made on a real calc or emulator with working exportation (such as Tilem, for the time being until wabbitemu works).
@DJ have you tried sending it to an emulator? Did it work?
3598
« on: October 22, 2010, 10:00:43 pm »
Tried with sourcecoder
:[]►Dec[]A[]Polar►DMS{►DMS►DMS[][][][][][][]{[]►Dec[]AutoFillOn►DMS{^-1}►DMS►Dec[][][]AutoCalcOn+►Frac[]Pt-Change(►DMS[][]BoxPlot[][][][][][][][][][][]{-}Func+[][][][][][][][][]*row+(Pxl-Change(Y►DMS[A][][][][][][]{i}StorePic +[][][][][]5[]{[]B►DMS{►DMSHVertical Y►DMS[][][][]Output( nCr Shade(Zu{n}Min)FnOn +[]DFnOff +[]4RecallPic Seq[]ZInteger/+[]Else*Shade(ZXScl[][][][][][][]►DMS[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]Input augment(prgm[][][][][][][][][]{-}Plot1Polar[]{i}FnOn Seq[]sqrt(randM(prgm[]Output(TraceSeq[]4randM(prgm[]Tmedian(prgm[]Pause P>Ry(prgm[]ZoomRcl{i}Seq[]DrawInv tanh{^-1}(Seq[]+[]SortD /+[][][][][][][][][][][][][]Radiantanh(Seq[]LinReg(a+bx) RadianSeq[][][][][][][][][]Med-Med MSeq[]Radiancosh(Seq[]AutoCalcOnR>Pθ(prgm[][][][][][][][][][][][][][][][][][][][][][][][][][][][][]not(round(prgm[]4cosh(Seq[]→cosh(Seq[][][][][][][][][][][][][]ZInteger►DecSeq[]Polar►DecSeq[][][][][][][][][]≥[]^O≥[]ZBoxRadian≥[]Pause S≥[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]Xsinh{^-1}(Seq[]{-}sinh(Seq[][][][][][]Send(Polar[][][][][][][][][]{cross}sinh{^-1}(Seq[][][][][][][][][][][][][]RadianFunc+[]cos(*+[]sqrt(R>Pr(prgm[]R>Pθ(Func+[]ZoomRclmax(prgm[]StorePic Float+[]0max(prgm
numbers made into tokens
3599
« on: October 22, 2010, 09:55:25 pm »
This is WHGLVL2 second try.8xp
**TI83F* File created with Tilem 2âWHGLVL2 A x z |p °vp £Y\ ,˜p 5 BHY à•¤c–p D—p 4™y Œƒp Ђ¤c Ü_ °ìx ,–y ¼ _ à„y 4 _ T_ Ø_ ,y ¨Íy \p äƒp dÌy ôdy øMy dÊy |_ ¸_ 4Êy Êy Œy xy `Qn ðOn ˆdn ØSn XÉy °Èy çx €Éy dvp Ä‚p ¼_ vp _ ˜ip 0_ @p }p 5 · ¥Y ð¤Y À¤Yâà 8( @P (8P@ 0 8H ( H0 H H ( 0H ’Y
just a bunch of numbers
3600
« on: October 22, 2010, 09:48:36 pm »
It's an 8xp. Not exclusive or anything. But the 8xp was generated by the Axe Parser program.....?
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