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Messages - Eeems

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5146
lol, thanks

5147
Art / Re: AP Signatures
« on: June 27, 2009, 05:38:27 pm »
sweet! I think I'm just going to stick with the rose one for now (thanks again btw) but who knows I may ask for another in the future...

5148
Art / Re: AP Signatures
« on: June 27, 2009, 05:24:06 pm »
wow that looks epic! I've noticed that art and stuff is really good at keeping your mind off of things...:/

5149
TI-BASIC / Re: Macro code
« on: June 27, 2009, 02:29:40 pm »
ok I added in what I have for changing the string back to the keycodes, but I am having trouble... it only works for a few rows then it is off by one or more...

5150
TI-BASIC / Macro code
« on: June 26, 2009, 10:50:52 pm »
Ok this is the code I made for my macro subroutine that I plan to use for making exact screenshots so I don't have to redo them over and over again due to the fact that wabbit dislikes me....ok Optimizations are welcome :) tell me what you think, us it if you want
atm I only can convert the keycodes to a string, but I will finish the second part soon
Code: [Select]
If Ans:Then
If Ans=1:Then
getkey->K
int(K/10->theta
K->T
For(U,20,100,10)
T-10(K<U and theta>=(U-10)/10->T
End
T+1-5(theta-1)(theta!=0)+(theta>2->T
Str9+sub(" 0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZthetaeeL1L2L3L4L5L6uvw box small+ point ^2 ^-1 () ^+-*/",T,1->Str9
Else
P+1->P
inString("0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZthetaeeL1L2L3L4L5L6uvw box small+ point ^2 ^-1 ()i^+-*/",sub(Str9,P,1->T
T->K
If T:Then
K+10+5(K=11->K
For(theta,5,50,5)
K+5(T>theta and T!=11)-(T>11 and theta=5 and T<16->K
End:End:End:End:Else
getkey->K
End
the string it calls from could be any you want, just as long as you take into account that the number is increased by one so no keypress would equal 1, and you also must remember that [on] also takes up a keycode space so you have to put the same symbol in it's spot as well just as a placeholder.

5151
The Blue Platform / Re: Platform Game Engine
« on: June 26, 2009, 01:56:51 pm »
YAY! I figured it out!! for some reason I had the wrong vars in the wrong spots, so with a little cleaning I've fixed it up :)
I'm currently working on a "macro" system so that I can record my screenshots beforehand and then play them out so I can have perfect reaction time :P
I'll post the code of this macro thing later, since it is a side project that I decided to use with this...

5152
Humour and Jokes / Re: wow, this map fails
« on: June 25, 2009, 11:33:02 pm »
lol, on the comp when it lags, the person will jump from place to place, and you are like WTH???

5153
News / Re: Contest [updated 6/20/2009]
« on: June 25, 2009, 06:20:54 pm »
they are still the same as assembly codes, Builderboy's comment is valid. Hexcodes are the same as using assembly libraries, it counts as a hybrid game/program.
EDIT: nice ninja there Builderboy

5154
Humour and Jokes / Re: wow, this map fails
« on: June 25, 2009, 02:33:41 pm »
lol, yeah. Although I can usually hit even if the game lags...

5155
The Blue Platform / Re: Platform Game Engine
« on: June 25, 2009, 02:28:01 pm »
thats what I'm planning :)
well I thought that I had finished my AI collision detection, but it's not working right still...it works perfectly on the first screen, and throughout the rest, unless you start it elsewhere on the map, then it just goes through stuff, so this AI may take a while...
EDIT: actually he only works in the top right corner of the screen....he disappears elsewhere and you cant see him, even if he is in the same part of the room as you...
EDIT2: ok never mind, I fixed that....but he still isn't working right...

5156
Music Showcase / Re: my guitar stuff
« on: June 25, 2009, 02:21:18 pm »
hmm, sounds ok. good job thereSuperKoolKid

5157
The Blue Platform / Re: updates
« on: June 25, 2009, 12:00:51 am »
YAY! finished the AI collision detection
it works fine now. I'm going to work on the magics/events then I'll get to the maps
:D I'm getting there :)

5158
Humour and Jokes / wow, this map fails
« on: June 24, 2009, 05:15:50 pm »
just look at where I am on...
EDIT and again...

5159
The Blue Platform / Re: updates
« on: June 24, 2009, 04:54:58 pm »
ok, so school is over, I'm going to start working on this again tomorrow, so if you see me on irc or something, poke me and make sure I've done something :D
grr, which reminds me, the AI hit detection doesn't like me....and I structured it just like the character's one is, so it should work...:(
BTW, I've decided to lock this topic, since it is only going to be for my updates, if you have something to say, I guess, just talk in the screenshots/Platform Game Engine topics

5160
Serenity / Re: Serentiy
« on: June 24, 2009, 04:50:16 pm »
yeah, mine sticks to the ceiling, but it's an easy fix you just have it test to see if the tile above you is solid, then you kill the jump var...hmm I wonder if I should do that to mine, it could get rid of a glitch that happens when you are moving up "stairs" (blocks that are 1 right/left and 1 up from each other by holding right/left up (your jump var gets bigger then it should and you get stuck on the ceiling for a bit))
hmm, I wish I could implement a way to stay in the air for one more tile, but not moving up, like you did builderboy....but alas, I have to much happening to add another var to it...
looks good so far, can't wait to see a moving screenshot of it :)

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