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Messages - Hot_Dog
Pages: 1 ... 7 8 [9] 10 11 ... 194
121
« on: November 18, 2012, 03:25:30 pm »
@Hot_Dog for TI-BASIC it isn't too hard to make a map editor and saving only requires pasting data in the PRGM editor, but in Axe I got stuck at external vars stuff and never managed to get further. >.<
Yeah, you're right, for TI-Basic it isn't too hard. But I nearly banged my head in frustration when it came to saving compressed levels to appvars
122
« on: November 18, 2012, 08:37:54 am »
Great work, Builderboy! I tried to make a level editor for one of my games -- the editing part is easy, saving and expanding isn't
123
« on: November 15, 2012, 06:57:12 am »
That's awesome, keep up the good work
124
« on: November 13, 2012, 02:21:03 pm »
I think this calc, assuming it isn't too expensive, will definitively bring a lot of people in the community compared to what the Nspire did, especially because it natively supports ASM and that the TI-83+ series has always been the most popular. Sadly, a lot of the newer people who grew up with Crysis-esque game graphics seems to be turned down by the 96x64 monochrome graphics of the older models, especially when they get a TI-Nspire CX or Casio PRIZM, but those people will probably don't mind the new calc. Also in 5 years or so, I'm betting it will do like old game consoles and monochrome calcs will once again increase in popularity due to the old school factor (like with the NES, SNES and more recently the Nintendo 64)
I wonder if TI is making this to attract programmers, it seems like too much effort to improve their market towards plain-old-students and teachers
125
« on: November 13, 2012, 10:52:11 am »
It's the tilemapper Jim e wrote, it's fast and can handle large jumps (from 1 pixel to... i dunno how many, maybe 255?). Hot_Dog, i was under the impression that it redrew the map every time, i dunno how else he would've done the parallax scrolling demo with all the animations. I've never actually used it and it's been ages since i looked at it, do you have a link to it somewhere?
Unfortunately I don't. I do know that you can redraw the map every time or simply have it scroll (because it uses a buffer)
126
« on: November 13, 2012, 06:06:11 am »
How much scrap RAM is needed to use Jim E's tilemapper? Does it make a difference if I simply redraw the map every time?
127
« on: November 13, 2012, 02:17:56 am »
And that means that people who have much experience in z80 ASM and Ti-83+ "in general" will not find it hard to write new games! Sure it means new routines such as tilemappers will have to be redone, but I at least look forward to ASM games in color
128
« on: November 12, 2012, 06:46:34 am »
ThePenguin77, you never cease to amaze me
129
« on: November 11, 2012, 12:11:20 pm »
Any updates on this? The screenshot looks cool but i can't really guess what the gameplay/anything else will be like from it
Plenty of updates! But I'm still going to hold on the screenshots until I reach the point where all I have to do is design levels
130
« on: November 07, 2012, 02:24:47 pm »
This is impressive so far!
131
« on: November 07, 2012, 10:02:07 am »
That's not supposed to be animated, is it?
Nope! It's just a still image
132
« on: November 06, 2012, 02:31:14 pm »
I have a little bit of time to continue working on calculator projects, but I left my jump drive at home, so I can't work on Elimination or Infiltration. Instead, I'm working on a fan-made sequel to Word Rescue http://www.3drealms.com/word/index.htmlThe idea is using it to learn a new language! Instead of matching words to pictures, you'll match, for example, a Spanish word to its English equivalent. For demonstration purposes I'm doing the game with Russian vocabulary, but I plan to make the game open source. The game takes place years later...instead of a young boy/girl dropping slime on grizzles, you're an adult dropping nukes on grizzle ships. I'll talk a lot more about the project once I'm at the point where I'm designing levels. Based on my past reputation and my work here in Russia, I don't want to raise hopes until I'm at this state. Because then I'll design levels until I'm bored, after which the game can be released. But here's a preview screenshot
133
« on: November 05, 2012, 02:27:51 am »
WOW! That's great news!
134
« on: November 05, 2012, 12:14:13 am »
Awesome!
135
« on: November 05, 2012, 12:10:24 am »
Wow, these are all awesome!
I got introduced to Mega Man only recently, and I'm like, "What on earth did I miss?" Although my favorite sprites are those from the NES games
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