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Messages - Hayleia

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106
General Calculator Help / Re: Install CAS on Touchpad?
« on: November 09, 2014, 04:24:42 am »
I don't see where you read that nlaunchy removed that functionality.
The only thing that is not possible is to have the 3.6 CAS OS, but you can have the 3.1 CAS OS or the 3.2 CAS OS no problem.
The part about the revision is true though.

107
TI-Nspire / Re: [Ndless] nKaruga
« on: November 08, 2014, 07:26:18 pm »
I really want to have some real keys to control the ship. Maybe make them remappable so the user can configure it the way they prefer (I might be using the small keyboard in the bottom... I want to try how usable it is for controlling games). The reason for this is that sometimes, touchpad input gets ignored. This is killing especially in a game like this x.x
I didn't try the update myself but matref said this:

customizable controls including the use of the touchpad

108
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: November 07, 2014, 05:54:37 pm »
After doing some testing, it turned out that:
- objects moving vertically were working
- same for objects moving diagonally
- sprite and rectangles were working
- but there was a problem with collisions with objects moving vertically, now fixed :D

Here's the result, in images...


I am still not releasing though, I must adjust some things about objects' speeds :P

109
TI-Nspire / Re: [Ndless] nKaruga
« on: November 06, 2014, 02:23:28 pm »
You're in the readme though, that shows you didn't read it D:<
Nope, I'll probably read it when I have less than 3 school projects at the same time, which is not going to happen soon considering they announced a new project will start next week and we already have 3 of them -.-

110
Reuben Quest / Re: [Done] Reuben Quest: The Lost Mirror Remake
« on: November 06, 2014, 02:21:39 pm »
Hayleia did. Pokémon Topaze. Yes I know it's Axe but still <_<
I actually started it in Asm (got the tilemapper to work :D) before discovering about Axe and thinking I'd use this instead :P
Plus, first real project ever, no experience in programming :P

Anyway, glad to see this out :D
I didn't play the original and might play this one when I have some time :)

111
TI-Nspire / Re: [Ndless] nKaruga
« on: November 06, 2014, 01:34:23 pm »
Thanks to the (painful for me) switch to the Ndless 3.6 SDK and to the help of geekboy for the last bug, the game has been purged of all previous (known) bugs and is also faster ! The game works with both Ndless 3.1 and 3.6, and also on both color and grayscales Nspire calcs.
So far the game features a gorgeous title screen thanks to pierrotdu18, customizable controls including the use of the touchpad, a scrolling background thanks to Metaru, an enemies system,  a fully-fledged bullets engine including normal bullets, power fragments, enemy homing and heavy lasers ; a working polarity, scoring and chaining system, a boss fighting system and three difficulty modes ! Since this is only a beta release, only level 1 is playable, but 99% of the final mechanics are already implemented (lacks continues),  and the boss battle is available at the end of the level !
I am not even in your credits list D:
* Hayleia sues matref
jk :P

Great work for the boss (and thanks for the three difficulty modes :P) ! I don't know what are the other programs competing for the POTY but this one should be a serious entry :)

112
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: November 06, 2014, 01:24:17 pm »
For 83+ stuff I think it depends of if each calc properly waits for each others when sending back and forth data for the game.
They should wait properly since both calcs wait for the transfer to work before continuing the main loop. So if one calc is slower than the other, the fastest just waits longer but waits.

By the way, if a calculator is disconnected, does gameplay resume normally when you plug them again and is there a way to quit gameplay beforehand in case for example the cable stopped working for whatever reason?
I have put a condition in that loop saying that you can quit during the waiting loop. I just don't know if it's still here because I remember removing it, putting it back, removing it again, etc so maybe it's commented out in the code that I compiled for the last release... or maybe it's not and it works, I don't know -.-
I don't have two calcs with me at the moment to try this out but if it is not implemented, it is really easy to do.

113
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: November 05, 2014, 11:58:52 am »
@bb010g
I was not thinking about Fountain of Dreams, I was planning on creating a map out of nowhere, but Fountain of Dreams would already be a good idea to test vertically moving platforms, it's true :)

@Streetwalrus
Thanks :D

@all
DJ_O pointed that on IRC yesterday (I think). I did not try to play with a 83+ against a 84+. Does that work if someone can try (my 83+ is not near me at all) ? It should run at 6MHz on both calcs if everything goes well.

114
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: November 04, 2014, 12:50:54 pm »
The way I coded it, sprited objects should work too, and they should work vertically too. That's why I am not releasing, I must do some more testing and a map that uses all of that for more fun :P

And yeah, custom levels work the "same" way as custom characters ;)
I should probably do a tutorial for them too by the way -.-

115
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: November 04, 2014, 12:40:39 pm »
This is kind of an update I guess, even with no release.

Moving platforms are starting to work it seems.


Just let me do an interesting map before releasing because this one is stupid :P

116
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: November 04, 2014, 12:44:53 am »
Please put in old-style directional air dodging.
I was planning either to do this or to let the character making choose. With the "choose" option, you could even do something hybrid where dodging without any direction makes a Brawl-like dodge and dodging with a direction makes a Melee-like dodge :P

Once this gets released, I'm getting a TI-84+ and a GC-USB adapter and making this work. :)
Well, there are already releases, even though not final releases ;)

117
TI-Nspire / Re: TI Nspire CX version downgrade
« on: November 03, 2014, 04:04:10 pm »
Keep in mind, however, that hardware J only supports OS 3.6 and higher
Hardware J actually supports 3.2.3 and higher but yeah, as far as Ndless is concerned, we can say "3.6 and higher".

OR he can use nlaunch but only keep 3.6 os and delete the other one???
nlaunch doesn't work on hardware J as far as I know.

But yeah, as DJ_O said, you can now downgrade from 3.9 to 3.6 and use Ndless 3.6.

118
Humour and Jokes / Re: Weird/funny pictures thread
« on: October 31, 2014, 11:30:00 am »
Lol, yeah, Studio Bagel does pretty "interesting" things sometimes :P

119
[FR] Hors-Sujet / Re: La semaine bavarde
« on: October 31, 2014, 04:48:47 am »
Et vu que ce topic mentionne le jeudi, j'ai perdu D:
Lol, on avait remarqué ça avec un pote à moi à cause de sa montre CASIO un jeudi, elle affichait JEU :P
Du coup on disait "le jeudi dit le jeu" à partir de ce jour :P

120
Math and Science / Re: PrettyPrinting your Math Posts
« on: October 29, 2014, 03:46:39 pm »
Good idea to post this for those who didn't know the forum supported this, those who don't know how to LaTeX, or those who know but forgot :P

Something also worth noting is the difference between those codes :
\sum_{k=1}^{n}{\frac{1}{k}}: ##\sum_{k=1}^{n}{\frac{1}{k}}##
\sum\limits_{k=1}^{n}{\frac{1}{k}}: ##\sum\limits_{k=1}^{n}{\frac{1}{k}}##
One is faster to write and doesn't kill line alignement too much, the other one is more realistic.

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