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Messages - Hayleia
Pages: 1 ... 137 138 [139] 140 141 ... 239
2071
« on: September 07, 2012, 10:54:50 am »
Does the fnInt(LBL,FREQ) function first disable all interrupts before enabling the LBL interrupt ?
If no, what should I do to support several enabled interrupts (if possible) ?
2072
« on: September 07, 2012, 01:11:57 am »
I think DJ_O's question was more "are new Axioms included in the zip", not "are new Axioms included in Axe". I may be wrong though. Anyway, in both cases the answer is "no" Perhaps they could do something like #include <stdio.h> like in C? but instead for axioms?
Well, that's how they currently work, no ? You have to do #Axiom(TEXT) to include the commands from the TEXT Axiom, isn't it what you want ?
2073
« on: September 06, 2012, 01:18:50 am »
Description: Featuring a revolutionary control scheme In fact I already made a program like that in January. The touchpad was only concerning the numpad. But that was a crappy unoptimized password program that I never released Fruit Ninja is a great project to use this control scheme but it is hard to play
2074
« on: September 05, 2012, 12:04:03 pm »
I was just saying that he should not make a new "release" for every line of code he types.
What is the problem with this ? You don't have to download every release he makes. If he updates regularly, we know he didn't give up and we can easily follow his progress. And this allows people like Adriweb and Someone to help him on an updated code.
2075
« on: September 03, 2012, 05:56:23 am »
Double posting again, but for another epic update EPIC UPDATE NUMBER 2- As said in the previous post, there is no longer any problems with saving - Level changing I mean that walking on stairs lead you to the next/previous map (it saves before doing so) - TCGEN updated to support aligned stairs. If you already generated maps that aren't the surface map, please regenerate them or you'll have problems with stairs. Please also note that the currently doesn't check if the map you are going to is created. But if you arrive in a garbage map, you'll guess that you didn't generate the map you are into, you'll quit, you'll generate it and when re-launching the game, there should be no problem
2076
« on: September 03, 2012, 02:35:29 am »
Ok, I think I understood but I'll let it like that (I don't want to break anything ) Also, I fixed that problem with saving. I added some "DelVar" before some "GetCalc" and now everything works perfectly
2077
« on: September 02, 2012, 01:30:22 pm »
Darn the map generation is pretty nice. Awesome update in general as well
Thanks Also, I just tried it on my calc (instead of Wabbit) and saving works but for some reason it then waits for me to press the down key (others don't do anything) then quits That is not a big problem, I just have to relaunch the app and load my game, but I don't know how to fix it if it works on Wabbit. People who try it, please tell me if that happens on your calc or not
2078
« on: September 02, 2012, 01:20:39 pm »
Glad to know that my map generation is getting some awesome usage!
Well, thank you for this generator ^^ Everything is looking great!
Thanks What kind of modifications to the generator did you have to make? How many different kinds of tiles can it generate?
No, to generate different tiles, I just launch your routine several times But your generator seemed to stretch the map towards the bottom-left corner while cropping the top-right corner. Which resulted in a beautiful map on the right and on the top but a flat thing on the bottom and on the left. What I did was just to not put squares on the bottom line and on the last column, so the map can be stretched there There is another problem that I didn't manage to fix. There are always pixels appearing on the top of the buffer
2079
« on: September 02, 2012, 01:04:57 pm »
Stop.making.it.so.AWESOME!
Ok. jk, thanks Also, don't know if you notice but the game now ask you to free 20 000 bytes of RAM when launched if you don't have them. This to avoid failing the creation of a temporary appvar and RAM corruption caused by writing to random places
2080
« on: September 02, 2012, 05:31:36 am »
UPDATE- Press [Sto▶] to save your progress. There should not be problems with pointers, even if Garbage Collection happens after you save, since I called the loading routine just after the saving routine. However, if such problems happens, please tell me. - Map generation is now in an external program (called TCGEN) that only gives credits to Builderboy Also, has anyone found where the hell the chickens went ? I thought I fixed them but I don't find the on the map edit: seems like I am lucky on the map generator: got all the stairs at the same place
2081
« on: September 01, 2012, 03:54:29 pm »
This already looks really good But there is a problem: the jumping sprites are not the right ones. In fact, there are 3 jumping sprites: - one when you go upwards - one when you go downwards (we'll call it sprite A) - one when you go downwards for a longer time (we'll call it sprite B) And what you did is put the sprite A for going upwards and the sprite B for going downwards
2082
« on: August 31, 2012, 01:11:21 pm »
EPIC UPDATE Ditto!
Well done! This is really shaping up quite excellently
HOLY SHIT! NICE UPDATE!!!
wow, that is epic!
Thanks all for the support ^^ I can't wait for the map generation to finally work
It already works. I broke the saving system on purpose because the way I used to do it was not compatible with the way I do it now. But I guess that if I manage to load, I can easily manage to save And I completed the program to be able to generate the other maps ^^ (now I need stairs to work too I guess ) Does it still run without the full command? O.o
Yes and no The game still works without Full speed but I added the Full command to the generator to not waste too much time. But I tried on my 83+ (without Full speed). Generating the surface map only took 20 seconds and it is the map that takes the longest time to generate
2083
« on: August 31, 2012, 01:04:37 pm »
You can also draw them with the software you want on your PC, then save them in png and convert them into hex code using SourceCoder on Cemetech
For what it's worth, TokenIDE will do this as well if you want an offline solution.
It depends For big bitmaps in greyscale, I find it better to draw with Paint.NET (for example) and convert them with SourceCoder. But yes, I use TokenIDE's sprite editor for little sprites or for bigger sprites when they are black and white. It is really useful because I can include the hex code directly to the source
2084
« on: August 31, 2012, 04:55:50 am »
Sorry to double post only 2 hours after the previous post but... EPIC UPDATE - random map generator For now, it is included in the main app but this is very likely to be changed This is not Jacobly's map generator but a temporary solution I made, while waiting for Jacobly's map generator. I based my work on a modified version of this noise generation by BuilderBoy (and it seems he coded it a while ageo, even I was able to optimize it ). I say I modified it because for some reasons this noise generation had problems with the left and bottom edges However, I broke the saving system ( I forgot to add Builderboy in the credits, it will be done) edit: additionnal notes. - your previous savegame will completely not work with this one (but there would not be any advantage of upgrading to this version that only adds a map generator if it is to keep your old savegame ) - map generation happens in Full mode for capable models
2085
« on: August 31, 2012, 02:41:01 am »
It just takes less than one week in a totally new environment for you to make others loose the game (true story)
(you forgot the number )
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