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Messages - Hot_Dog
Pages: 1 ... 77 78 [79] 80 81 ... 194
1171
« on: February 25, 2011, 06:11:42 pm »
NO, NO, NO!
I'm asking for screenshots of games that have been made, games that do not use Correlation in any way. They can be pure Ti-Basic, Axe, pure ASM, Celtic III, etc. The screenshots requested do not involve Correlation in any way. Example games that could be used for screenshots: Pokemon Red, Ash: Pheonix, Portal X, etc.
I'm really confused... why would correlation need screenshots from games that don't use it?
The manual shows users example of what certain concepts are, such as what masked sprites are and what the run indicator is. EDIT: DJ, thanks a lot, those screenshots are great
1172
« on: February 25, 2011, 06:10:29 pm »
That is cool. So basically when displaying a char it keeps in memory what was behind it? Or does it just capture the entire screen content? I fear the latter might require a lot of SafeRAM, right?
It just captures what's behind it, 32 bytes of RAM
1173
« on: February 25, 2011, 03:27:32 am »
Fantasia is great! I especially like Tocatta and Fugue and The Nutcracker Suite.
To agree with you, I heard that Tocatta and Fugue on organ, and it just doesn't cut it--the orchestral arrangement is what gives the piece power.
1174
« on: February 25, 2011, 03:24:01 am »
I would love to use it in ZADotH Zombies that look like zombies+no gaps anymore
Gaps?
1175
« on: February 25, 2011, 12:21:50 am »
I wonder what the speed is by default
1176
« on: February 25, 2011, 12:03:53 am »
Runer112 you are a blessing to all Axe programmers
1177
« on: February 24, 2011, 11:56:43 pm »
I'm looking forward to seeing how Correlation actually feels in the hands of an experienced user.
Huh, that's expecting a tensy-wensy bit too much from me...sure, I know Correlation inside-out, but optimizing normal Ti-Basic isn't a high point for me
1178
« on: February 24, 2011, 10:25:56 pm »
Another new feature! Althought sadly, this feature won't be available in the beta version of Correlation. Sorry, folks
In many, many Ti-Basic Text-Based games, when you draw a single character you need to erase where it was drawn when in moves to another spot. For instance, in Pokemon Purple and Illusiat 13 and other RPG games, when the character moves to the right the program needs to erase the area where the character of text had been previously drawn. Otherwise your screen will get clogged with text 0_0
By using int("BY, Correlation will do all this for you, saving program space and speeding up your program. Just use int("BY, and from that point on every time you draw a character Correlation will erase where the character was previously drawn WHILE PRESERVING THE BACKGROUND.
The catch is you can only use this for one character. If you try to use this for several moving characters at once you'll get some very...interesting results.
1179
« on: February 24, 2011, 08:07:47 pm »
However I moved the two topics in the other projects/ideas section since we don't delete posts, not to mention some people could use ideas from it.
Ah, no problem. I should actually make the storyline public domain if someone wants to use it
1180
« on: February 24, 2011, 07:58:22 pm »
Some of you may have noticed that Starcraft: Zeratul was removed. I apologize for those of you who were looking forward to the game. But like so many other people I did not take the time to realize how much work an RPG takes. So since I want to do some kind of Correlation-Based game, I'll be creating Hover http://en.wikipedia.org/wiki/Hover! This will be Ti-Basic using Correlation. It's a competetive Capture-the-flag game using bumper cars. You need to get all your flags before the enemy gets his flags. I have yet to decide if it will have link play, but it will certainly be against the AI like the original game. There will be a few differences between this version and the Windows 95 version: * The original three maps will be duplicated as close to the original as 2D will allow, but I plan on including 7 other maps as well * The game still has attack drones and flag-collecting drones. However, if you hit an attack drone or if it hits you, you will freeze temporarily rather than get knocked in another direction * The enemy will use jumps, walls and cloak * There will be a couple of new power ups and teleport floor pads. I am also removing the map eraser pod * The number of drones is fixed at 2 flag-collectors and 2 attack drones. However, the AI will get harder and harder as the game progresses. * Drone movement will only be tile by tile (this is Ti-Basic after all) * Some of the maps will have as many as 10 flags to collect rather than a maximum of 6
1181
« on: February 24, 2011, 03:32:50 am »
XOR, OR, AND, MASK and OVERWRITE sprites/clipping are working perfectly now. In addition, after much deliberation, I made masked sprites much, much, much easier to design.
1182
« on: February 24, 2011, 03:11:57 am »
NO, NO, NO! I'm asking for screenshots of games that have been made, games that do not use Correlation in any way. They can be pure Ti-Basic, Axe, pure ASM, Celtic III, etc. The screenshots requested do not involve Correlation in any way. Example games that could be used for screenshots: Pokemon Red, Ash: Pheonix, Portal X, etc.
1183
« on: February 24, 2011, 12:40:34 am »
So does your deal with Raylin boot me or are him and I both testing homescreen now?
You're still testing homescreen. But from what I remember you're converting a previously made game, so Raylin's doing more of creating a fresh game
1184
« on: February 24, 2011, 12:00:28 am »
I've said it before, and I'll say it again: This had better have better Ti-Basic programming than its predecessor
But if we get some awesome C/ASM games on this thing, it will be the first calculator I buy in years
1185
« on: February 23, 2011, 11:17:14 pm »
Anyway can't wait to see screenshots. Unfortunately i don,t have much motivation to learn new apps/languages so I doubt I could help much. X.X Actually, I'm asking for screenshot of already-made games. But if worst comes to worst I'll use screenshots from the games that will be made during the testing period
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