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Messages - Darl181
Pages: 1 ... 40 41 [42] 43 44 ... 253
616
« on: May 31, 2012, 11:06:16 pm »
Both Y=/Window and Trace/Graph strafe (move sideways) now. Also, bullets. Two types. In the technical aspect I switched from repeated sin() and cos() to a LUT, and it runs a load faster 0.o (there's a Pause 30 in there now that wasn't in before, so that's why it looks about the same) Edit; also getting ideas relating to the plot, I might go with a background more like Motorstorm, specifically a sort of festival of die-hards or something Also some game ideas. How does "Team Last Man Standing" sound?
617
« on: May 31, 2012, 02:46:03 am »
Hm, maybe try re-sending the OS or something? The program isn't the problem, and iirc the last version of Axe that had really bad bugs was 1.0.2 or something (and that was compiling).
618
« on: May 30, 2012, 10:33:45 pm »
TE UICK RWN JU VER TE LAY DG
ALS TE GAE
Logitech Elite keyboard.
I'll try it at school, on the mass-produced Dell keyboards they have there.
619
« on: May 30, 2012, 04:09:15 pm »
Keep in mind that it's in no way bug-free, though. Also random crazy idea #18691: in MP OSes using the 96th column as a scrollbar at the homescreen. Maybe even the 64th row as a horizontal bar for the current active line And/or using alpha up/down to page up/down. It would prolly need classic mode, tho.
620
« on: May 30, 2012, 03:28:49 pm »
2863: Your sig does not contain "the game" in a big font, rather it's hidden somewhere. Also would it make sense to lay off the giant fonts in sigs..?
621
« on: May 30, 2012, 03:26:31 pm »
If you want you can make them, and there's also this.
622
« on: May 29, 2012, 10:30:00 pm »
Yes it was the first time I (remember) getting a crash when quitting mirage, and yeah it was just after updating As for the Entries menu disappearing, it just didn't work. 2nd+Enter did nothing, while Prgm+Prgm did work (as in it brought up the secondary menu thing). It hasn't happened since, tho, so I guess it's a one-time thing? Also, one of two things: 1) can there be a way to compile an Axe program from the homescreen? 2) can the on+sto shortcut return to the homescreen after the compile?
623
« on: May 29, 2012, 03:17:45 am »
I was playing this at a school assembly (along with an assortment of other games) and was hearing some pretty shocked people about 2 rows back Nice. The only thing I would suggest is a sort of free-play mode, but I guess if you're just staying with the actual game that's fine too.
624
« on: May 28, 2012, 11:00:20 pm »
so what exact AI?
any form of AI.
625
« on: May 28, 2012, 08:56:42 pm »
Awesomeness as usual, even more so this time (that zHelp 0.o)! Did the labels menu always scroll? Edit: some bugs. The Entries menu (via omnicalc) disappeared a couple of times. Still trying to figure out the conditions in which it happened but iirc it was after running an asm program from the homescreen. After running MirageOS using the on+apps keyhook and quitting, I got one of those spectacular crashes complete with flashing contrast and vat corruption. This only happened once. Just deleted the appvar and re-set the stuff, and I'll keep an eye out for more weird stuff Also not sure if I ever mentioned this: Omnicalc's VirtualCalc thing crashes when used with the program editor. Switching to the other calc works fine but it goes boom when you switch back. *necro-edit!* just attaching a ub
626
« on: May 28, 2012, 03:00:16 pm »
I'm liking the concept, graphics are pretty good too. Good luck with this!
627
« on: May 28, 2012, 02:23:17 pm »
This is in Axe, so the 83+ series.
628
« on: May 28, 2012, 01:46:24 pm »
Maybe have a text-link to an image? I'm guessing it's text-only for topic titles unless you have sql access and/or are a lobster so yeah Also already started on my entry wrong contest
629
« on: May 28, 2012, 01:36:10 pm »
...and jumping right into it. More details on the name later, weird plot stuff. After a three-hour grind I'm about done with the physics engine stuff. I'm shooting* for something Asteroids-style. Just need to come up with an optimized way to limit velocity based on the angle, which I think I have a handle on (atm it limits at one pixel/frame, but the angle changes noticably as speed increases).. (and/or find some more optimized way to deal with angles, but we've got to admit that tan -1() is awesome ) Haven't gotten the sprites looking right yet, so I'm re-using this luminara-like circle+line thing. Who knows, I might just stick with it for simplicity. *buh-dum tishEdit: just counted the lines of code on a whim, at 48 so far.
630
« on: May 28, 2012, 01:28:10 pm »
See, I could fix that, or we could wait for Quigibo to fix it. And the problem is, I have no way to tell whether a token is for Axe or not and while adding and removing the decimal is easy for you, it is very difficult for me.
Yeah, I understand. It is not that bad since there is the trick to avoid this. Thanks anyway
Not sure if it'll make any difference but any random token before the customized one will work; spaces for example. I was wondering if it was some sort of counting-from-zero vs. from one thing but I guess it could easily be some Axe thing as well.
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