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Messages - Hayleia

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1336
Computer Projects and Ideas / Re: Currently Unnamed Game -- Android!
« on: June 07, 2013, 02:55:50 pm »
I have absolutely no idea for the name of your game. However, I tried the last update and found some things that could be improved:
- The keys are a bit weird, it seems like they only detect one of them, and when pressing one, then pressing another one without releasing the first one, then releasing the first one, it still understands the first key.
- When I am in the bottom left corner, I don't see myself (because of the keys).

A way (maybe hard) to fix both of those problems would be to use a floating joystick to control the player. This way, you only have one "key" to detect (so the first problem disappears) and the fact it is floating makes the user able to put it where it doesn't disturb the field of vue.

Otherwise, it is still a fun game, even though quite hard.

1337
TI Z80 / Re: [Planning] The Binding of Isaac
« on: June 07, 2013, 11:45:20 am »
Using an appvar (or any other variable but appvars are best since you can name them as you want and have them the size you want) is not really processor demanding. And you only need to provide its name once in the program since then it is repered by a pointer and no longer by its name (except if you lost that pointer and need to find it back). Here is an excellent tutorial about appvars (and external vars in general). Also, as StreetWalker said, when you need a lot of RAM, you don't really have the choice, you have to use those if you don't want you array to be in parts.

1338
Axe / Re: [TUTO] 7 level interrupt grayscale in Axe
« on: June 07, 2013, 01:11:31 am »
Well, wabbit doesn't like programs meant to show new grayscale techniques, but here's a screenie:
It may depend on your settings. Sometimes using "Steady Freq" with well chosen frequence and number of shades make grey look perfect on Wabbitemu.

1339
Miscellaneous / Re: What is your avatar?
« on: June 05, 2013, 02:58:35 pm »
Wut, that avatar is so different from your old one O.O
Well, I think that it is more the fact that I change my avatar after a very long period that is stricking. Or the fact I change my avatar at all (it is the first time I change my avatar). But in my opinion the new avatar I chose is not so stricknig since it still has an Absol in it (and the girl is dressed as an Absol too).

1340
Miscellaneous / Re: What is your avatar?
« on: June 05, 2013, 11:17:13 am »
Absol : Hot Girl Edition ? :P
I'd have cut the image higher if I could but then the Absol in the bottom-left corner would be cut too. But it doesn't seem to be a big problem on the resized image.

1341
Miscellaneous / Re: What is your avatar?
« on: June 05, 2013, 10:21:14 am »
Changed mine to a resized version of the image in attachement. Of course, I couldn't get the Absol away.

1342
TI Z80 / Re: TinyCraft II (name subject to change)
« on: June 04, 2013, 04:15:27 pm »
but if you go with sub-programs won't axe need to load 'em all into ram when compiling anyways?
I don't think so because if it did, it could not compile Pokemon (the two main sub-programs are respectively 12047 bytes and 11466 bytes). And the only reason why I used sub-programs for this project was that I recycled code from another program I already made. Otherwise, I never do sub-programs.

1343
TI Z80 / Re: TinyCraft II (name subject to change)
« on: June 04, 2013, 04:07:57 am »
Anyways zStart already has an archive editor (it copies to RAM then archives back when you quit). You just need enough RAM to open your code.
Well that is what we are talking about. Of course I use zStart. But the code already takes 18577 bytes, so adding comments may have it go further than the RAM allows.

(not sure about the grammar of the previous sentence)

1344
Axe / Re: Two-Byte Tokens ?
« on: June 04, 2013, 01:28:39 am »
Ok, thanks both of you. I knew there was a simple answer but I didn't know that answer.

1345
Axe / Two-Byte Tokens ?
« on: June 03, 2013, 02:56:05 pm »
So I am currently experimenting things a bit with tokens, and I hit the problem most of us surely met: two-byte token. See the screenshot, everything is displaying well... except that there are "?" behind all the "L1" and a "}" behind the "AxesOff". So I guess that "L1" and "AxesOff" actually are two-byte tokens and since my code currently displays a token at each byte, I must be displaying L1, then an unknow one-byte token that is actually part of L1 and was already displayed.

So the question is: How to recognize a two-byte token so I don't display something that shouldn't ?

edit Also, I posted this in "Axe Language" since I did my program in Axe, but this question could also apply to ASM since it only requires ASM knowledge, so if you think this is not the right place to ask this, feel free to move it.

1346
TI Z80 / Re: Illusiat 11 : Axe Edition - Planning stage
« on: June 03, 2013, 01:13:43 pm »
Yeah I could do that. :) I don't know how it will look if I use 6*8 sprites though because the tiles would be right next to each other.
Or you can use 6x6 sprites too if you like square sprites better, and use the remaining pixels for a HUD or something.

1347
TI Z80 / Re: TinyCraft II (name subject to change)
« on: June 02, 2013, 03:29:27 pm »
Well the problem is that the source is already 18577 bytes large and I hate doing subprograms. But yeah, maybe I should put in a subprogram some "obvious routines" that I never edit so I can comment the code.
Also, there are some comments on the "real tricky parts" where I had optimization flashes or something. It is just that some parts that seemed obvious to me when I coded them are not so obvious now that I read them again.

1348
TI Z80 / Re: TinyCraft II (name subject to change)
« on: June 02, 2013, 03:24:08 pm »
Is there at all still progress on this or is it 'on hold'?
Well it is "on hold" until I get holidays to get back to work on this. I had time to work a bit on Pokemon as you may have seen but not much was done, and it was easy stuff. But then, when I wanted to get back to work on TinyCraft, I was like "dafuq is that supposed to do ?" so I really need a lot of time to work on this one.

1349
Lua / Re: [Library] Compress
« on: June 02, 2013, 03:20:43 pm »
Great work, you solved the dilemma that coders were facing: great graphics or fast launch. Now they can have both.

* Sorunome wonders if it would be possible to do something similar for the z80 calcs
http://ourl.ca/9960/190945

1350
TI Z80 / Re: TinyCraft II (name subject to change)
« on: June 02, 2013, 01:16:35 pm »
Question, is the TI-Planet update of Tinycraft uploaded today a new version you just finished working on for release? Just wondering since it just appeared in the new files list there now but there was no new post here nor the other thread. ???
No, not at all. On the contrary, I noticed that I forgot to update the topic on Cemetech when I posted the last update here, and that I never uploaded it to TI Planet ;)

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