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Messages - FinaleTI
Pages: 1 ... 96 97 [98] 99 100 ... 126
1456
« on: September 10, 2010, 08:58:26 pm »
The player icons are going to be used for conversations and dialogues too, so it being monochrome makes those a little quicker and such. I also did manage to find a different way to put emphasis on the current player in the turn order bar in battle. I will say I'm planning a greyscale game after this.
1457
« on: September 10, 2010, 08:41:35 pm »
Yeah, the greyscale screen is just a placeholder, in the final version the current screen in grey will be in the background.
1458
« on: September 10, 2010, 08:18:40 pm »
Thanks everyone!
I managed to get the basics of the menu up and running. Here's a screenie (plus another in an Ipod Friendly framerate).
1459
« on: September 10, 2010, 07:51:55 pm »
Don't forget later versions will mysteriously have less RAM...
1460
« on: September 09, 2010, 11:14:28 am »
My favorite one is so easy it's ridiculous
Artificial BASIC program lock
:While I!=pi :Input "",I :Disp I :End and run it  My math teacher couldn't figure it out for 5 minutes, then made me show him 
An even better way would be: :While Str1!="pi :Input "",Str1 :Disp expr(Str1 :End That way they can enter text as well as numbers, and it comes out just like on the homescreen.
1461
« on: September 09, 2010, 10:10:17 am »
If you wanted it on the back-buffer, copy it to L3.
1462
« on: September 08, 2010, 11:28:10 pm »
You could, but that just draws it straight to the screen. Which way he uses depends on what he wants to do with it, like draw a cursor for a menu or something.
1463
« on: September 08, 2010, 10:59:14 pm »
Just copy the pointer to L6.
[Pic1]->Pic0 Copy(Pic0,L6,768 DispGraph
1464
« on: September 07, 2010, 07:23:24 pm »
Axe's Instant Goto. It's a known bug that it can corrupt programs over 7-8kb in size when you use it. Then, since I had the Auto-Backup feature on, I backed up the corrupted program.
1465
« on: September 07, 2010, 06:43:16 pm »
Actually, my corrupted back-up came from the fact I used the Instant Goto on a program over 7kb most likely, so if your source gets too big, I suggest splitting it into include files.
1466
« on: September 06, 2010, 08:55:48 pm »
I think that's because storing getkey to a pointer uses the OS interrupts and using a custom interrupt overrides the OS interrupt during program execution. Direct input doesn't rely on the OS interrupts, so that's why it works.
1467
« on: September 06, 2010, 10:44:02 am »
This should be the rest of how the menu screens will look.  Equip Screen  Inventory Screen  Reworked Status Screen What do you guys think?
1468
« on: September 06, 2010, 09:40:20 am »
Happy birthday!
1469
« on: September 05, 2010, 10:39:38 pm »
Well, actually if he wanted to do sprites with the Line( command, he could compress the sprites using the same method that Contra 83 uses to draw the screens for each level.
MRide, if you wanted to do so, or even check it out, I've attached an image renderer I made that lets you draw a pic as a compressed sprite.
The controls are arrows the move the cursor, 2nd to place a point, Alpha to recall a picture (0-9, cuz this is pure basic) to act as a guide. Mode finishes and compress the sprite. prgmAIR is the editor and prgmAIMGR is the renderer.
1470
« on: September 04, 2010, 10:22:26 pm »
OK. Thanks. This should be a big help with saving space with the tiles for Pokemon TI.
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