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Messages - Eiyeron

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271
TI Z80 / Re: (Pure TI-Basic) Source Seekers [TI-83 & up]
« on: May 13, 2014, 04:49:08 pm »
Here is another tip : Never gonna give up! :p

Good luck with your project! (Seriously, I love the rogue llikes, hope you finish it)

272
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: May 13, 2014, 04:40:27 pm »
6302: Y(true story)o(true story)u(true story) l(true story)o(true story)s(true story)t(true story) t(true story)h(true story)e(true story) G(true story)a(true story)m(true story)e(true story).

273
TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
« on: May 13, 2014, 02:25:51 pm »
Voginator, you should do coroutines based calculations. FOr HBE for instance all subroutines give the hand to another routine, even if they didn't reached their goal.

For your case, you could do something like this

Code: [Select]
LOOP
  Calculate a batch of things
  Draw
  Key update (the order of the actions doen't mind)
ENDLOOP
for the batch calculations, you could track the index or the loop counter.

274
Humour and Jokes / Re: Weird/funny pictures thread
« on: May 13, 2014, 09:11:05 am »
Why, LibreOffice, why?  D:  (He wants to make that *nice* loop when connecting the two bulbs)

275
General Discussion / Re: Watcha Been Listening To?
« on: May 13, 2014, 03:53:37 am »
Do you see my signature? Do you see this? It's what I listen at the moment!  ;D


Else, for some style, this

276
Art / Re: Post your random sprites!
« on: May 12, 2014, 06:42:59 am »
It was a point of light to be constant with lightning

277
Art / Re: Post your random sprites!
« on: May 12, 2014, 05:14:23 am »
Something i quicky drew and then threw away.

278
TI Z80 / Re: [Axe] Hinawa Battle Engine
« on: May 11, 2014, 09:02:17 am »
So, at the moment I separated the turn definition (determine the turn's order, not working atm) and the damage application (not woorking too, its just a random damage to a random player.) I could manage a lot better the turn workflow (just a Z-Test atm) add an attack announcement and even a little animation (just a placeholder to see if the engine is not in a glitched state).

So there is a lot of progress since I started programming again here. I plan to release more screens, but there aren't a real graphical change.

279
TI Z80 / Re: [Axe] Hinawa Battle Engine
« on: May 10, 2014, 06:07:35 pm »
Yeha, me too, I'm ab(using) the registers, I just should sometimes look out which are used in a routine to avoid mees when call subroutines inside subroutines! :p

Aaanyway, I have to admit that a lot of place are quite well optimized. It can be maybe more optimized but the biggest byte eater is all the visuals, sprites and misc. Removing the background( routine and sprites) made me spare temporary ~500 bytes. In the end, I want all the data to be separated from the engine, and call the engine from a hypothetical game, to load it only when it's needed.

280
Gaming Discussion / Re: Your best video game pickups.
« on: May 10, 2014, 06:03:23 pm »
US Super Metroid. Gotta bring out the region bypasser! :p

281
TI Z80 / Re: [Axe] Hinawa Battle Engine
« on: May 10, 2014, 11:52:27 am »
SCREENSHOOOOOTS! FInally!

282
TI Z80 / Re: [Axe] Hinawa Battle Engine
« on: May 10, 2014, 07:32:39 am »
Actually I'm OK with releasing source code. If well explained that becomes a neat learning document. I've learned to program reading PierrotLL (Gravity Duck guy)'s code.

I just want it to be clear and documented before releasing, and hoping someone can understand what's and how it's going on.

283
TI Z80 / Re: [Axe] Hinawa Battle Engine
« on: May 10, 2014, 07:28:41 am »
At least I let some explanation behind the variable definitions!,:p But in contex, I can remember what a variable does here and there. That's just creepy to read cryptic code and  remember its usage.

284
TI Z80 / Re: [Axe] Hinawa Battle Engine
« on: May 10, 2014, 06:54:05 am »
You want good news, here is some good news: I found a way to implement text routines in the engine! It blocks the battle state unless the text has finished appearing. I need now to remember how I'll implement multiple line text, multiple part text and figure what my code does in some places. For now, a stupid string appears "before" the enemy attacks, but it attacks just before the text. I guess that code chunk with random is the placeholder for damaging the players.

You want bad news? No? Here are we bad news: I reached 6200 bytes.
Edit: multiple lines and screens are correctly managed and the text update is pause at each line end! You can read the text at the rythm you want! -(//)-(//)

285
Humour and Jokes / Re: Funny #omnimaga quotes (NSFW)
« on: May 08, 2014, 02:06:10 pm »
[22:22] <+OmnomIRC> (O)<Hayleia> ElementCoder is always there when the convo is about girls usually
[22:23] <matrefeytontias> Hayleia I think your mistook Element for Eiyeron :P
Hey, what? Oo"

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