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Messages - Hayleia

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391
TI Z80 / Re: Yet another late 2048 clone
« on: June 20, 2014, 01:30:45 pm »
@DJ_O: Thanks, and it's unreadable as in "I don't know what this part does", I can't even know if it's good or not :P

@JWinslow23: I know you were joking, but still, I don't want to have any misunderstanding. And as chickendude said, I think yours can go on ticalc already. At worst, if you change anything, you still can update your archive.

@chickendude: Thanks. And there's already some kind of pixel skipping. If a tile moves to an adjacent tile, it doesn't skip pixels. If it goes one tile further, it still doesn't skip pixels, but for the two remaining distances, there is pixel skipping. I just didn't want the animation to look kind of laggy. It is also faster on calc ;)

392
Art / Re: [Request] Sprites based on Ikaruga ships
« on: June 20, 2014, 11:19:28 am »
Well I don't guarantee that I'll be bored enough time to cartoonify them all :P
Because I am not using a "cartoonify software", I base myself on the model he gives but I still have to do it by hand.

edit Which size is this one supposed to be ? Because I suppose that 100x100 is a bit high...

393
Art / Re: [Request] Sprites based on Ikaruga ships
« on: June 20, 2014, 10:30:47 am »
Double posting for an update ?
I added two lines because I got some things wrong when cartoonizing it :P

edit Added some more white here and there.
 

394
Art / Re: [Request] Sprites based on Ikaruga ships
« on: June 20, 2014, 09:43:50 am »
I like cartoonized versions better too because they don't have lighting fails when rotating (since they don't really have lighting) but I agree that it is a lot more annoying to get them ready.

395
Art / Re: [Request] Sprites based on Ikaruga ships
« on: June 20, 2014, 05:38:07 am »
I know it has been decided that all sprites will be ripped and that "cartoonished" versions are not needed but I was bored so here's a "cartoonized" version of that sprite in 60x60.

396
TI Z80 / Re: Yet another late 2048 clone
« on: June 20, 2014, 03:11:22 am »
Thanks all :D

Dat grayscale when moving, though O.O
That's just Wabbitemu, I recorded with weird settings with a low number of shades. But on calc you don't see anything weird like that ;)

...I can't understand anything in JWinslow's code o.o
Rude! :P
Lol, I didn't mean "he codes like his foot" but just "I can never understand people's code since I don't know which RAM area is used for what" ;)
I even have to comment my code to understand what I did sometimes :P

And that inconsistency with speed you're talking about? It's actually intentional, but not in the way anyone has percieved it.
How my code works is: tiles move a certain speed towards their targets depending on their distance (a la the original). Therefore, it makes sense that the less tiles on the screen, the faster it seems; that means tiles may move a greater distance, and with a greater "speed". And this also stands with the more tiles on the screen, the less of a distance the tiles move, the slower it seems to go.
Well I did that too but for some reason I had the impression that I had to wait longer when more tiles moved, not just that they moved slower.

You did very good with yours! (Although it could be a bit faster... :P )
Thanks, and yeah, I think I'll make them move twice as fast. When tiles have to move great distance it might be visible that they skip pixels but on small distances they still won't skip any pixel and they'll still be faster.

Just something about my code, there's some Action Replay during the animation, as in "you can't see shit when tiles are moving so I am not drawing properly and you can't tell the difference" :P

397
TI Z80 / Yet another late 2048 clone
« on: June 19, 2014, 04:12:05 pm »
Basically, I wanted a 2048 that was as fast as nikitouzz's (or at least with a constant speed) and as beautiful as JWinslow's, but I can't understand anything in JWinslow's code o.o

So here's mine. It lacks a lot of features (like score saving for example) but it's not bad for something made in one day :P
2705 bytes when compiled for Ion.

Plus, Streetwalrus is going to be happy since I plan on adding an undo button :P

edit yeah, those are the same graphics as in JWinslow's version and I have the permission to use them as I was the author and gave them to JWinslow :P

398
TI-Nspire / Re: [Ndless] nKaruga
« on: June 19, 2014, 03:53:01 am »
(todo too, it's like homing lasers - shut up Hayleia that's actually in the original)
I didn't say anything :P
Plus, I tried the original (on GameCube) and I saw them.
And don't ask me why I tried the last level on the hardest difficulty. I didn't understand anything in that checkerboard at the end :P

399
Ndless 3.6 can be installed on any hardware revision, but nlaunch(y) can't. That's why you can for example install Ndless but not have it reboot-proof, or why you can't have a CAS OS on your non-CAS calc. But at worst, KhiCas is out now and lets you use a CAS on any Ndlessed calc. You'll just not be able to use programs that need the CAS OS.

Also, welcome to Omnimaga, you can introduce yourself here :)

400
I'll answer the last question first, because my answer is easy: I don't know :P

Now, the first question is kind of easy to answer now that KhiCas is out. You just need to Ndless your OS and you have a CAS, no matter what your hardware revision is and no matter what your OS is (as long as it runs Ndless so 3.6 or 3.1).
Otherwise, if you want a real CAS OS on your calc, then you'll have to use nlaunch. The problem is that you can't have a CAS OS 3.6 with nlaunch. You can have a non CAS 3.6 OS, and every 3.1 and 3.2 OSes (CAS or not). You can even have two OSes on your calc if you want so you can have 3.6 non CAS and 3.1 CAS.

So what do you want ? :P

401
General Discussion / Re: best video game music
« on: June 17, 2014, 04:06:02 pm »
Hayleia, were you referring to the music i posted?
No, I was referring to the music below my sentence. I never had any home console so I could not have tested TimeSplitters, while Hype: The Time Quest was available on PC.

402
General Discussion / Re: best video game music
« on: June 17, 2014, 02:17:54 pm »
Best music ever. Best game ever in fact, they should do a remake of it on the 3DS. Or on any platform, I'll buy it if this comes out.


UT 2004 also has some interesting music.

403
Art / Re: [Request] Sprites based on Ikaruga ships
« on: June 17, 2014, 11:41:32 am »
Lol. If you set it transparent it would make it easier to do that. :P
Well no, all he has to do is use any filler in any image editor and fill all the white that is not inside of the main shape with the color he wants.

Wow nice :D could you also do the shadow version ?
If that means replacing white with red, grey with dark red and blue with purple, yes I can :P

404
Art / Re: [Request] Sprites based on Ikaruga ships
« on: June 17, 2014, 11:20:06 am »
Thanks. But I assumed that since matref uses n2DL (would have been the same with nSDL), he needs to put an ugly color as a background to set it as the transparency color, so either I put myself an ugly color (you would have complained even more :P) or I put something else as a background, whether real transparency or white, it doesn't matter anyway because matref will have to open an image editor to put his ugly color. Plus, I don't know which ugly color he used for the sprites he already has and I thought he might want to use the same so I let the background white.

405
Art / Re: [Request] Sprites based on Ikaruga ships
« on: June 17, 2014, 09:32:28 am »
Here is a 36x24 attempt at the enemies appearing around 0:47 (with doubled view to see better).

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