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Messages - Hayleia

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61
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: November 22, 2014, 12:41:59 pm »
Nope, TI used to be smart and give different names to different calcs.
Now, they sometimes use different names for the same calc (82+ = 83+) or same name for different calcs (83+.fr = 83+ or 84+SE), especially in France.

62
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: November 22, 2014, 04:05:49 am »
Thanks everyone :)

EDIT: Even though the readme says it won't work, I must try to try it :P
EDIT: It works!
Of course it works, and the readme doesn't say it doesn't work on a 83+. It says it doesn't work on a 83.

Still didn't figure out how to play linked, but I will, and I'll get someone to play with me! :D
Yeah, I should have put that in the readme too. Let's call your two calculators "calc1" and "calc2".
1) calc1 and calc2 start Smash
2) calc1 goes to Multi menu. Once again, calc2 must already have launched Smash or the game will quit for no reason
3) calc2 goes to Multi menu
4) if you see the character selection menu, you're all set and can start playing. Otherwise, both calcs have left the game and you start those instructions over.

63
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: November 21, 2014, 03:16:56 pm »
I think there is something wrong with the physics, when landing from a jump or something it seems like there is no friction.
I don't see what you mean, I coded friction (especially on the ground, it is another story in the air) and experience it when playing ???

UPDATE
  • Now with the modified version of ClrDraw's titlescreen
  • Possibility to go to previous submenu in menus ("big-buttoned" menus, not all menus)
  • Facelifting for the character selection menu
  • Now displays the "name" of the character when the map zooms out so that you always know where you are
  • Rectangles are drawn more often. I still found one occurence of a missing rectangle but all other ones were gone so that's an improvement in my opinion. And if you want to know how much time I spent on this, check the source code out, I didn't remove all my attempts at correcting that problem (kept them in comments in case I break everything when trying something else)


Download http://ti-pla.net/a110486

edit notice the apparition of the new "SSBODATA" appvar. For now it only contains the titlescreen but it will probably contain more. You probably want to transfer it if you don't want to have some garbled mess displayed when launching the game.

64
TI-Nspire / Re: [WIP] Unnamed Tetris clone
« on: November 19, 2014, 05:09:27 pm »
n2DLib library by matrefeytontias
Still thinking that lib is from matref, eh ?
Ok, he's the one who wrote the most interesting parts and probably most code too, and is probably the only one to still be working on it, but he was the third one to join the "team".
And Ok, saying "n2Dlib by Hayleia, pierrotdu18 and matref" might be a bit erroneous since I only worked on it at the very beginning (and I don't know about pierrotdu18 and about potential other contributors), but why not just say "n2Dlib" ?

65
Super Smash Bros. Open / Re: [Axe]How To make your own character
« on: November 19, 2014, 01:33:11 am »
Please give +1s to that person for the piece of art I just got and that I will attach to this post as an example.

66
Super Smash Bros. Open / Re: Problems when sending files to device
« on: November 19, 2014, 12:49:20 am »
Now I can't figure out the buttons ._.
Keys are described in the README I added yesterday in the zip, and are almost described in the first post of the dev topic I wrote in August.
Basically, it's arrows,2nd,alpha for P1 and numpad,log,x² for P2.

67
TI Z80 / Re: My first game
« on: November 18, 2014, 06:03:50 pm »
Well it's always RAM that you manipulate.
You can do 1→{L3} and 1→{L3}r but also 1→{L3+1} or 1→{L3+2}r.
Well the exact same way, after a GetCalc("appvNAME",X)→P, you can do 1→{P} and 1→{P}r (if X>1) but also 1→{P+1} or 1→{P+2}r.

68
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: November 18, 2014, 02:40:16 pm »
Yeah, I didn't mean you worked drawing sprites, but you worked for sprite drawing :P

69
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: November 18, 2014, 02:35:27 pm »
Yes and no. The code for the game in itself is all from me. Then, ok, it's true that without a lot of people, I would have done nothing. You worked for sprites, Runer worked for Axe, TI wrote the TI-OS, ...
So yeah, I have a lot of people to thank but I wouldn't say we were a team working full time on this or something (even though, once again, I still admit that without you, my game would not exist).

70
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: November 18, 2014, 10:12:43 am »
Not the only mistake they made :
  • "for monochrome z80 calculators (the TI-83 and TI-84 being the most ubiquitous of these)". No 83, and what's the 84 ? I know a lot of calcs starting with "84" but I don't know any finishing with "84".
  • "The game runs in 6 MHz mode with a simple background, or it can run in 15 MHz mode with a more complicated background". Where is there a background ? And it always run, whatever map you choose, just slower on 6MHz and only bearable on simple maps.
  • "Right now both players need to play on the same calculator (with different keys)". Nope, two calcs work too.
  • "and Fox is the only playable character". One can say Falco is there too or that no one is there since no one is finished, but "Fox is the only playable character" is false in both cases.
edit
I obviously don't complain about visibility and I thank websites who relayed the info, but it's better if that doesn't bring people on that topic to be disappointed to know that it doesn't run on their 83 for example.

71
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: November 17, 2014, 03:14:07 pm »
Exactly, in the latest version, I chose the "never have rectangles that shouldn't be here but missing rectangles sometimes" solution.

72
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: November 17, 2014, 03:09:31 pm »
"Clipping" rectangles. Axe's Rect clips, but when your rectangle is "far", its coordinates seem to loop and it's back on screen when it shouldn't. And so far, with all attempts I made, I either managed to never have rectangles that shouldn't be here but missing rectangles sometimes, or always have rectangles that should be here but supernumerary rectangles too -.-

73
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: November 17, 2014, 01:45:47 pm »
I actually wrote a readme this morning, but I am too lazy to update the zip just for that :P
So yeah, you'll have to wait for the next release (which should come quick if I manage to solve that one problem I am facing...).

74
TI Z80 / Re: My first game
« on: November 17, 2014, 01:37:00 am »
Why 5 appvars ? ???
You know you can store several bytes in one appvar, even several times the size of a variable, right ?

75
The Axe Parser Project / Re: Features Wishlist
« on: November 17, 2014, 12:40:06 am »
Yeah, the name of the (sub)program is ok, and it's not your fault if there is no jump, but that would still help me if you displayed the line.
For now, I edit my code using vim then tokenize it using tok8x, then send it to TilEm directly to archive to compile it. That's why I can edit it without having memory issues, I don't edit it on calc :P

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