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Messages - FinaleTI

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1246
Nostalgia / Re: Nostalgia - My Axe Parser Contest Entry
« on: October 26, 2010, 02:58:56 pm »
* FinaleTI casts Arise on this topic

Well, I decided to pick this up again, since I've gotten some work done on Pokemon and I'll be finishing Collision Course soon (hopefully).
There probably won't be any new screenies and such for a little bit, because I'm busy optimizing. With a little work I just managed to shave about 195 bytes off the menu, and I haven't even fully implemented one of the sub() optimizations I started. (See Quigibo's post if you're wondering what I mean)
I'm sure I can find some more optimizations, and when I finish, I'll probably post the code again, in case I missed something that someone else might catch.

1247
Official Contest / Re: Cage Match #1: Tunnel
« on: October 26, 2010, 02:50:44 pm »
Wow. I didn't expect Collision Course to be that hard... I'll have to add an easier difficulty in.
As a question though, those who found Collision Course extremely hard, did you play in Wabbit or on real hardware? I'm just wondering, because I don't think it's too fast on hardware (but then again, I made it, so...), but on Wabbit, I have to slow it down to play easily.

1248
TI-BASIC / Re: Sierpinski's Triangle
« on: October 25, 2010, 05:50:58 pm »
DJ:  did you get the manual with your calc, or did you print it off?

The "Handbook" that came with my calc had the generator as an example program. I'm assuming that's the "User's Guide", because I checked the online manual and it's totally different.

you got samples of programs on your user guide? (well, ok..... the French one doesn't have it.  :o)
I was surprised to see the small amount of information in the user guide, but when I saw the number of pages in the manual, I understood why they didn't print it ;D (the manual would have been bigger than the calculator  ::) :D)

That's how large the 83+ manual was when I got it in 2001. This is a 1999 manual revision. It still says OS 1.00, which never got released, I believe. Some pages show screenshots with 25+ KB of user RAM. I also have a french TI-83+ manual that is as big somewhere, but I lost it.
My TI-83+ manual isn't quite that big, but mine isn't the newest one and I got those two programming examples in it. I'm glad I don't have the newer one, cuz it's really lacking in programming info.

1249
Official Contest / Re: Cage Match #1: Tunnel
« on: October 25, 2010, 04:22:10 pm »
Thinking about it, providing the speed drop wasn't too high, that could be easier having the AI race with you.

1250
Official Contest / Re: Cage Match #1: Tunnel
« on: October 25, 2010, 04:17:22 pm »
It would be cool, but I think it would be really annoying to code, since I would not only have to check for rocks, but also for the tunnel walls, so that the ship stays in the tunnel. If I do implement it, it would be after the story and other updates I'm planning.

1251
Official Contest / Re: Cage Match #1: Tunnel
« on: October 25, 2010, 04:13:09 pm »
I personally found the difficulty to be kinda fine, even at 100%. Btw you beaten me to the screenshot :D. I had one at 1% but it is kinda similar ^^

EDIT: Wow there's a tie ;D
That reminds me, I found a bug in Collision Course. If you tie with the opponent in the current version, the Tie! message is off by several bytes. I fixed it in my version, though.

maybe I'm bad at tunnel games lol. I still feel like you move a little too far with one keypress though :P

Oh and suggestion: maybe have the ai that you are racing have their own sprite so that you can actually 'compete' with him rather than needing to check the dots at the top?
I'll definitely work getting the AI to race with you. I do agree the dots thing is annoying, but the only fix I've made for it so far is instead of dots, it's little 4x4 ships racing across the top of the screen.

I'll take a look at decreasing the key sensitivity as well.

1252
Ash: Phoenix / Re: Ash: Phoenix
« on: October 25, 2010, 03:49:11 pm »
Looks nice. I really need to get back to Nostalgia... ;D
I know how hard an RPG battle engine can be in Axe, at least you only have one character to deal with, though. For mine it requires a dynamic party of up to 2 players and up to 2 enemies... Plus, I had that back-up corruption during the contest...

1253
TI Z80 / Re: Rule and Conquer: My Game In Progress
« on: October 25, 2010, 03:38:48 pm »
Wow... I didn't realize that those sprites would have taken that long...
I'm just glad that one of my friends had mentioned Paint's color replacement feature a while ago, else it would have taken me a much longer time.

And that map test sounds pretty awesome. Keep up the good work! ;)

1254
Official Contest / Re: Cage Match #1: Tunnel
« on: October 25, 2010, 05:52:17 am »
hmm, this is a tough one to decide on.
recoil:
i like the idea of tunnel with LAZORS, and the recharging is a cool feature, but it would be nice if there was something dynamic to actually shoot at. dying looks absolutely beautiful, by the way! otherwise, the graphics aren't anything special(though i did like the background specks and the incorporation of gray), but they fit together well. the highscore input is broken and makes things die...

collision course:
the graphics are absolutely delicious(i love the megaman type character and the custom text). however, they don't seem to have much to do with the game itself. the idea of delayed asplosions is a nice one(which is probably why i voted for this entry), but the controls are too sensitive, and the space the player has to travel through is very restrictive. the ability to move through the surrounding walls is a bit wonky as well

overall, i would like to see more development all around for these games. wonderful jobs on such short notice to the both of you, however.

as an aside, do you think we could do multiple cage matches at once, raylin? with all the new people who signed up, im afraid that i won't be taking part in one for a long time yet.
I did originally plan for some sort of story in which you were a racer in the TI Grand Prix, which would explain the racer on the title screen, but I ran out of time. I'll probably add the story later and then post it.

1255
TI Z80 / Re: Rule and Conquer: My Game In Progress
« on: October 24, 2010, 09:10:31 pm »
Actually, you're in luck. I believe I just finished them. .gst attached.

1256
TI Z80 / Re: Rule and Conquer: My Game In Progress
« on: October 24, 2010, 08:49:43 pm »
Paint's color replace function exists... It's pretty simple too. It's more of a color replacement eraser, but still, it helps a lot.
You just select the color you want to replace as your primary color, set the color you want to replace it with as your secondary color, then hold the right mouse button and drag the eraser over the picture.

Btw, I just converted all the units into a .gst. Now for the tiles...

1257
TI Z80 / Re: Rule and Conquer: My Game In Progress
« on: October 24, 2010, 08:28:49 pm »
I scream, you scream, we all scream for Paint's color replace function!

Seriously though, I just managed to convert the tiles you gave me into CalcGS friendly colors, so I should be able to import them pretty easily now.

1258
TI Z80 / Re: Rule and Conquer: My Game In Progress
« on: October 24, 2010, 07:32:24 pm »
What do you mean by rendering it?
I'd be glad to help as much as I can.
I could try to start this week, but I'm not exactly sure when due to school...

1259
TI Z80 / Re: Rule and Conquer: My Game In Progress
« on: October 24, 2010, 06:53:49 pm »
Kay. As long as it gets done, I'm glad.  ;D

1260
Official Contest / Re: [BULLETIN] Cage Matches
« on: October 24, 2010, 06:21:27 pm »
Kay. I just emailed him and PM'd him just to cover my bases.

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