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Messages - FinaleTI

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1426
TI Z80 / Blur - It's like fast tunnel, but with Nethams
« on: September 17, 2010, 05:24:03 pm »
Since the contest is over, I can post about Blur. ;D
Blur is basically like fast tunnel (but I think it's faster that fast tunnel on an SE), but it features four different ships, each with their own high-score. Also, there is a special difficulty mode: Lobster Mode.


I plan on improving Blur now and I recently finished a cool effect for a new titlescreen. The example screenie uses my current avatar. What do you guys think of the effect?


I'd appreciate any feedback you guys might have on Blur.

1427
TI Z80 / Re: THEaxeGAMEpak[half-arsed contest entry]
« on: September 17, 2010, 05:11:24 pm »
Quote
up/down to move the selector and 2nd to select
alpha will be the turbo button here(i still dont know why it isnt working, but dont have time to fix it at this point)...
clear quits
Is x2 supposed to be the turbo button is this version, or is that just a mistake? Cuz, that lets me switch between norm and turbo.

1428
News / Re: Axe Contest poll and judging starts
« on: September 17, 2010, 04:42:30 pm »
Here's a screenie of Blur.
I should really make a topic for it, since I intend to improve it in the future.

Btw, my best score for lobster mode is about 1264. Anyone beat that yet?

Edit: Lol, I just noticed I have 404 posts!

1429
Miscellaneous / Re: School pranks
« on: September 16, 2010, 04:36:10 pm »
But doesn't that leave
1+1
as 1+1? plus, it prints on the left.

just as mean (if not more) but not as sneaky.
That's what the expr( is for. If they enter an equation, it solves it and Disp's the answer as it would a number on the homescreen. If they input a string, it Disp's the string as it would on the homescreen.

1430
TI Z80 / Re: Axe Minesweeper
« on: September 15, 2010, 09:07:59 pm »
Looks awesome! I suck at Minesweeper games, but I'll most likely be putting this on my calc regardless.
Good luck in the contest, as well.

1431
News / Re: Axe Contest ending soon!
« on: September 15, 2010, 09:04:27 pm »
It's basically a tunnel game, but it does feature a lobster difficulty mode. ;D It's much harder than the normal difficulty, plus there is no high score for lobster difficulty.

1432
News / Re: Axe Contest ending soon!
« on: September 15, 2010, 08:27:32 pm »
Blur - Submitted.

1433
News / Re: Axe Contest ending soon!
« on: September 15, 2010, 08:17:56 pm »
I thought it took you an hour?

Besides, I had already made the code after the contest was announced, because Blur was actually my original entry idea. I just touched it up a little just now.
Plus, it can't hurt to try, right?

1434
News / Re: Axe Contest ending soon!
« on: September 15, 2010, 07:50:49 pm »
Hmmm. Mayhaps I should do what Raylin did for the Cemetech contest and valiantly submit a last minute entry.......

If so, it is a tunnel game, so I'd probably lose points for originality, but it does have a lobster difficulty mode. ;)

1435
Nostalgia / Re: Nostalgia - My Axe Parser Contest Entry
« on: September 15, 2010, 03:13:48 pm »
I have no intentions of letting this die, so don't worry.
I just gotta remember to back-up frequently. I did remember to back-up the menu work I did yesterday though, so I won't lose that.

1436
Nostalgia / Re: Nostalgia - My Axe Parser Contest Entry
« on: September 15, 2010, 03:09:01 pm »
I don't have any fully playable portions yet, mostly just core engines. I'm considering posting them for optimization help, since it's not a contest entry anymore.

1437
Nostalgia / Re: Nostalgia - My Axe Parser Contest Entry
« on: September 15, 2010, 02:59:44 pm »
Oh Lamentations! The world is sheathed in a darkness like no other, for the light, my contest entry is no more!
[/lamentations]

The sad fact I won't have this done in time aside, I won't be stopping Nostalgia. I just won't be able to enter it into the contest. :(
I didn't lose any data between yesterday and now, but I merely did not have enough time to finish the battle engine, and even if I did, tying everything together and working out the bugs could have taken a while.

I'll keep working on Nostalgia, though, so don't worry. It hasn't died yet. (And I intend to keep it that way.)

1438
TI Z80 / Re: Project Feedback - Imagination Quest
« on: September 14, 2010, 04:19:32 pm »
You could actually probably get decent compression with lists, plus they'd retain a fair amount of speed, if done right. (Contra 83 style!) Each line would be one list element, and you can actually draw it fairly quickly for compressed stuff in BASIC. I believe I posted an image editor that lets you draw images in that form of compression, and includes the drawing routine somewhere in the sprite request thread for this.

1439
Nostalgia / Re: Nostalgia - My Axe Parser Contest Entry
« on: September 14, 2010, 03:34:03 pm »
It's what I was able to recover from my data corruption earlier. So, it's mainly the stuff from the earlier screenies, meaning most of the animations, and Aria's HP and MP. Since I have stats done, implementing them should be really easy. Plus, I put all the subroutines from the menu into an include file, so it makes it easier to build stuff in separate programs for testing.

@Raylin: I already had the damage formulas and stuff, so for the most part I'm good with that.

1440
Nostalgia / Re: Nostalgia - My Axe Parser Contest Entry
« on: September 14, 2010, 03:13:55 pm »
It's a little late for it to be first, plus I'm rebuilding it, cuz I lost most of the code from before.

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