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Messages - FinaleTI
Pages: 1 ... 27 28 [29] 30 31 ... 126
421
« on: June 04, 2011, 10:43:39 am »
What about one command to set it up (4 args), and another command to update it (1 arg)?
That's actually not a bad idea, and would probably be better for the GUI stack. Perhaps something like Lbl ALB ... ADD LOADING BAR TO STACK r1 is X r2 is Y r3 is widht r4 is height ... to create a Loading Bar object in the stack, then Lbl ULB ... UPDATE LOADING BAR X r1 is loading bar # in stack (1st loading bar is 1, 2nd is 2, and so on, regardless of other items in stack) r2 is percentange ... I should be able to render it in as little as 2 rectangles, too, so that's good. I still need to optimize the library, though.
422
« on: June 03, 2011, 07:20:19 pm »
To follow the trend, here's to my 1 year at Omni! It's been great fun, and I hope to stay for a long time.
423
« on: June 03, 2011, 03:18:20 pm »
Thanks. The GUI stack took a while to make, since I accidentally lost the first build of it. The second one, the one you see now, ended up much better, and I figured an appvar would be better than rampaging all over safeRAM. I really need to optimize the library, so I'm gonna look into that for the time being. I know I can sub-routinize some of the code, but I might need to rewrite other bits.
Just in cause something goes horribly wrong, at least the code is backed up on the repository.
424
« on: June 03, 2011, 03:00:28 pm »
I accomplished a basic implementation of the GUI stack today. In order to do so, I slightly modified the button routine. Instead of sub(DB,30,30,30,10)
the code for drawing a button is sub(DB,30,30,30,10,"5Hello") All you do is simply add a 5th argument as a string of 1-9 characters, with the length prepended to it. So, since there are 5 characters in "Hello", it would become "5Hello". The button is drawn, and the string is centered in the middle of the button. I got the code for detecting a string's length from Nemo's dropdown menu routine. If you want to utilize the GUI stack, simply change the subroutine you call from DB to ADB. sub(ADB,30,30,30,10,"5Hello") sub(ADB,12,50,30,10,"8Omnimaga") This creates the button object in the stack. To render the GUI stack, simply call sub(RND) The code should be up on the repository soon.
425
« on: June 03, 2011, 05:41:38 am »
Oh yeah, it's not 22 it's 02. Thanks a lot shmibs.
.TILEMAPR .Tile data: [FFFFFFFFFFFFFFFF->Pic1 [F0F0F0F0F0F0F0F0 [01010101->Pic1TL [01000001 [01000001 [01010101
Repeat getKey(15) .Draw the tilemap For(A,0,3) For(B,0,3) If {Pic1TL+(A*4)+B}->C -1->C Pt-On(B*8,A*8,Pic1+(C*8)) End End DispGraph End End I made this, but this is 8*8 isn't it? How can I make it 4*4? Thanks.
.TILEMAPR .Tile data: [F0F0F0F000000000->Pic1 [C0C0C0C000000000 [01010101->Pic1TL [01000001 [01000001 [01010101
Repeat getKey(15) .Draw the tilemap For(A,0,3) For(B,0,3) If {Pic1TL+(A*4)+B}->C -1->C Pt-On(B*4,A*4,Pic1+(C*8)) End End DispGraph End End Give this a try. I haven't tested it, but I believe it should work.
426
« on: June 02, 2011, 04:24:47 pm »
Uploaded. It pulls in a Pic file, but that's just for testing, assign anything you want to it, or remove all references to it if you want.
Also, if my text input routine doesn't quite pan out, I believe squidgetx posted the one he originally used for name input in Ash: Phoenix, and that could probably be modified to what we need.
427
« on: June 02, 2011, 04:08:55 pm »
I only used the pic data thing for a quick demonstration, I had intended to do something more memory efficient later. I'll probably get to the object queue/stack after I finish up my text entering routine.
I also figured that rendering your initial GUI, then storing it to the back-buffer, and copying it to the front instead of re-drawing the whole thing again was much more efficient, and you can just update the back-buffer whenever something needs to be changed. I also masked the mouse, simply because I think it looks better that way, and I could afford to with the speed update from not re-drawing the thing every frame.
428
« on: June 02, 2011, 03:16:31 pm »
I was able to add a simple scroll bar today. It's simply:sub(SCR, Y-Offset, Height of scroll-box)
Here's a screenie using it.
429
« on: June 01, 2011, 05:54:46 pm »
My opinion is Megaman, especially Megaman 2 (Quickman... )
Except for Airman, Megaman 2 isn't that bad once you beat Metal Man. Though Crash Man is annoying as heck too...
430
« on: May 31, 2011, 06:51:26 pm »
I wanted to let you guys know this isn't dead. I'm not sure how much I can work on it right now, as I should have finals coming up, and I have my Eagle Scout project to work on, but hopefully over the summer I should be able to work on this, as well as my other projects.
431
« on: May 31, 2011, 06:42:04 pm »
Nice find! But if you have a Prizm, the USB cable that came with that should work as well. I was able to connect to gCN once over DUSB with it. (No one was on, but I did properly connect to oblithub)
432
« on: May 31, 2011, 05:20:09 pm »
No prob, it was a learning experience for me too.
433
« on: May 31, 2011, 05:16:50 pm »
print("Enter number: ") max_value = io.read("*number") if type(max_value) == "number" then for i=1,max_value,1 do print(i) end else print("Not a Number!") end
This seems to work.
434
« on: May 31, 2011, 04:56:14 pm »
get_num = function() print("Enter number: ") max_value = io.read("*number") end if type(max_value) == number then for i=1,max_value,1 do print(i) end else print("Not a Number!") break end I only just started messing with Lua, but perhaps this will fix it? (Put a then right after the if)
435
« on: May 30, 2011, 08:48:17 pm »
Can't believe I didn't post here before...
I really think you guys should keep working on this. I'm playing around with an idea right now, and this would work perfectly with it. I'd also be interested in collaborating on this, if that's ok with you guys.
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