This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - FinaleTI
Pages: 1 ... 62 63 [64] 65 66 ... 126
946
« on: December 08, 2010, 05:33:56 am »
It's an anime that got made into a Saturn game, as well as a few other systems. It's a little confusing to find episodes on youtube, though, as the episodes from the OVA are completely different plot-wise from the first season.
948
« on: December 07, 2010, 04:49:47 pm »
oh, sorry, I was thinking this was sky's story...
* Ashbad does a facepalm either way, cool!
No prob. But Sky's Story will support as many tiles as I want/have memory for, because of how I have the engine set up/can set the engine up.
949
« on: December 07, 2010, 04:46:13 pm »
that's a decent Idea. 16 tiles is enough for a contest game, I'm sure it'll be great!
What do you mean? This isn't a contest game anymore, as the Axe contest is over.
950
« on: December 07, 2010, 04:42:56 pm »
Sounds neat! So, how are you doing the maps? Are you still determining the tiles with pxl-Test()?
It's nice to see an update.
Yep, the maps are still pxl-Test()'ed, but instead of one pixel per tile, it's a 2x2 pixel block per tile. 12 48 That's how each block is read. The first pixel adds one to the index, the second adds 2, the third 4 and the fourth 8. So tiles can have the index number 0-15. Now, 1 would look like this: 1 3 would look like this: 12 7 would look like this: 12 4 Etc... I have a small tilemapping demo of this on my calc right now that just lets you scroll around a map, but I have to finish making my mapmaking tools before I make a test map and upload it.
951
« on: December 07, 2010, 04:32:09 pm »
* DJ Omnimaga hopes for Nostalgia Axe RPG progress soon
Look a little further down the New Posts list.
952
« on: December 07, 2010, 03:45:06 pm »
Little bit of an update, but since I have to rework the engine to get it to work with launching programs from an app, I decided to see if I could get the map engine to work with moar tiles. With a little change to the way it reads the pic, it now supports 16 tiles, but map size has dropped to 48x32 max, which should hopefully be large enough. Now to actually rewrite the walking engine.
953
« on: December 07, 2010, 03:13:53 pm »
Well whatever the case is with this, I had to stop in and say it looks *really* nice. My only concern is the small window in which you move. It seems a bit cramped to me. I'd suggest black and white sprites and utilizing the full screen(unless it has to be in grayscale)so you get a bit more room and so speed isn't as much of an issue.
I've since changed the tilemapper to a scrolling 4lvl grey 16x16 full screen tilemapper, and it runs faster and less flickery then my original one for Pokemon. I'm currently working on getting a new tileset together, then maybe I'll post a screenie, but I'm really focusing on other things right now, as this is on hold.
954
« on: December 05, 2010, 09:20:48 pm »
Cool!
I hope you can have a decent speed. If you ever add textures, maybe an RPG could be done with this?
Funny. I was thinking the same thing.
955
« on: December 05, 2010, 06:54:23 pm »
I love AlttP as well. It made me wanna make a Zelda game, but I was still learning BASIC, so yeah. I was incapable of doing too much, and got easily distracted. It's up on ticalc, and it stills shames me, though not as much as Theodore's Quest. Maybe I'll finish it someday...
956
« on: December 05, 2010, 06:35:12 pm »
is this supposed to happen, I keep getting bad symbol error.
Did you try closing all your parenthesis?
957
« on: December 03, 2010, 07:39:51 pm »
Perhaps if we place the lobsters in a 7-demicube, no one else could comprehend it and they would be safe.
958
« on: December 03, 2010, 02:48:53 pm »
this is really cool! is it almost done yet?
keep up the great work!
*cough*Necropost*cough*
959
« on: December 02, 2010, 08:34:33 pm »
I'm writing a small program in TI-BASIC to calculate derivatives, The way I have it so far is that when the final element inputed is to the 1st power, the result is written as x^0. Example: 5x^4+3x^1 would result in 20x^3+3x^0.
I'm trying to cut out that last bit but I keep getting an invalid dim error.
Here's the code I wrote to parse put that bit.
:sub(Str2,length(Str2)-2,length(Str2)->X :if x="^0" :sub(Str2,1,length(Str2)-2)->Str2
For one, you can't store a string to X or any real var, and two, that first sub string tries to copy a sub string from two spaces before the end of the string that is the length of the whole string. sub() works like: sub(String,start position,length of sub string), not sub(String,start position,end position). Try this code and see if it works: sub(Str2,length(Str2)-1,2 If Ans="^0 sub(Str2,1,length(Str2)-2 -> Str2
Edit: To clarify this: isn't last index is supposed to be 1 lower? :sub(Str2,length(Str2)-2,length(Str2)-1->X like this I believe string value starts with 0.
It actually starts at 1.
960
« on: December 01, 2010, 08:15:02 pm »
Triangle solver! (this topic is so if i RAM clear my calculator, it's no big deal cause it's now online)
this is a graphical triangle solver. if you give it 3 pieces of information, it will give you the other 3. it has no error checking, so if you get err: domain, the triangle probably does not exist. do not give the triangle solver 4+ pieces of information, it is not smart enough to handle this. it assumes you put in 3. it will solve the following conditions: SSS, SAS, ASS (wait, what?), ASA, AAS. it will also tell you if your triangle is ambiguous, but it will sadly not give you the second triangle. it will however, store the complement of the first angle solved into the variable M and then you can solve for the second triangle by running the program again.
um.. yeah. it's handy. and under 1000 bytes (hooray! goal met!)
I love you. In a none creepy sort of way. We're working with triangles right now in my Pre-Calc class, and this helped cut down my homework time severely. (I sometimes have 2-3 hours of homework from that class alone). I made two triangle solvers (one for AAS and SSA) recently, but they were horribly user unfriendly and unoptimized. The only thing I'm proud of is that if an SSA triangle has two solutions, my solver prints out the info for both. (I believe it does it correctly, at least...) This saved me and my soul. So thank you, from the depths of my soul. [/overlydramaticpost]
Pages: 1 ... 62 63 [64] 65 66 ... 126
|