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Messages - Halifax
Pages: 1 ... 84 85 [86] 87 88 ... 90
1276
« on: August 15, 2006, 05:01:00 pm »
Ok so I got a like quick animated screenshot together but Tilem sucks so it looks slower than it really is on the real calc. I can't fix that. And also the person sprite is messed up cause ima need to edit it which i will do later because this is just a demo to show the NPC routine, engine routine, and scrolling routine.
EDIT: Ok wow make sure that you click on the thumbnail because it really distorts the picture way too much.
1277
« on: August 15, 2006, 03:45:00 pm »
Wow this game sounds sweet i can't wait to play it (loved Pokemon on the Gameboy)
1278
« on: August 15, 2006, 03:42:00 pm »
Thanks
1279
« on: August 15, 2006, 03:37:00 pm »
yea a contest would be sweet as the compression trend moves on lol jk..jk
1280
« on: August 14, 2006, 06:06:00 pm »
o yea ic well then what engine type do you use??
1281
« on: August 14, 2006, 05:58:00 pm »
yea im have both moving and standing still its just a matter of changing the list which is easy but I can't get an animated screenshot because I am using calccapture and Tilem because i have an 84+, but anyways i cant find a good cap interval to gif interval ratio so my screenshots suck
1282
« on: August 14, 2006, 05:50:00 am »
O yea i got the NPC routine done and then engine still runs fast, also got the text parser done for the NPC's so i can write their text into strings then parse it
1283
« on: August 14, 2006, 05:44:00 am »
that was just an example but i(and i think many other people have) have way more detections so I need to make sure a key is pressed cause otherwise it will run through all that code and then the getkey won't be read thus making it slower and less responsive to getkey's but yea in ur case it would be faster to just run through the code.
1284
« on: August 13, 2006, 04:59:00 pm »
O and also here's a little info. People always say use A+(K=26)->A or sumthin of that nature but really think about it. Everytime the TI runs through all that code but with the If statement it will skip the code if the condition is not true. So here's a routine. What is does is displays the character and then waits for a keypress until one is pressed then it will delete the character then it will test the getkey statements and then loop back and display the character in his new spot and basically I use this routine in all my games.
Routine 1:(i got this from xlibman's tutorial) :While 1 //display character here :Repeat K :getkey->K :End :If K=34 or (K>=24 or K<=26):then //delete character :End :A+(K=24)-(K=26->A:B-(K=25)+(K=34->B //ti will only run over this if a key is pressed because of the if statement :End
1285
« on: August 13, 2006, 04:50:00 pm »
No no that's fine I can make my own code thanks a lot thought
1286
« on: August 13, 2006, 04:47:00 pm »
yea
1287
« on: August 13, 2006, 03:53:00 pm »
That's so hard for me not to stop because when I'm stuck on something I just throw the calculator(overdramatic), but if I'm getting somewhere then yea ill keep going until I die but that usually never happens.
1288
« on: August 13, 2006, 03:39:00 pm »
Someone should make an rpg maker for Xlib cause that would pwn
1289
« on: August 13, 2006, 03:34:00 pm »
Wow that's pretty cool, if you have any Xlib NPC routines then that would be great.
1290
« on: August 13, 2006, 03:31:00 pm »
Dude with my matrix compressor i did some RLE compression with it and had a 90% ratio!! But the sad thing is I can't write and RLE compressor with mines and make it go fast. So i will realese the source code and anyone who wants to edit can and use it whatever I don't care.
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