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Messages - Hot_Dog

Pages: 1 ... 153 154 [155] 156 157 ... 194
2311
Portal X / Re: Portal X
« on: July 25, 2010, 12:00:40 am »
Currently i have...  22 Levels built.  So thats an average of about 1300 bytes.  I really hope to include a number more levels, i have quite a bit of space left already so i think for now fitting everything on one page shouldn't be that hard.
That's great! I'm surprised that data is so small for this.

I'm not, but I'm glad you're taking care to keep the data as compressed as possible :D  Thanks, Builderboy!

2312
Trapped for the TI-Nspire and TI-89 / Re: Block Dude Nspire
« on: July 24, 2010, 07:14:54 pm »
Wow wow wow!  Great job so far!

2313
TI Z80 / Re: Star Trek 2 Player (Axe Edition) Progress Reports
« on: July 24, 2010, 12:01:06 pm »
I vote the first method.  Whatever the case, I like how you're doing it in Axe.  Thanks for resuming the project!

2314
TI Z80 / Re: Homescreen Game Pack
« on: July 24, 2010, 11:43:22 am »
400 bytes for a battleship game is not bad at all!  In fact battleship is so fun that imo an exception should be made if 300 just can't be reached

2315
Portal X / Re: PortalX Screenshots
« on: July 24, 2010, 11:40:27 am »
How'd you get the pure black and white screenshot?

2316
Portal X / Re: Portal X
« on: July 24, 2010, 11:38:54 am »
Do you know roughly how many levels the game will have?  It would be sweet to have 10 hours of gameplay if Quigibo is able to implement multi-page applications :)

All the same, keep up the great work!

2317
TI Z80 / Re: Edge
« on: July 24, 2010, 11:36:22 am »
Looking good!  It's also great to see you back!

2318
Other Calc-Related Projects and Ideas / Re: Floorcaster
« on: July 24, 2010, 11:34:33 am »
What are the differences between mode7 and floorcaster (raytracer)?

I was wondering about that myself.

Bwang, that sounds exciting!  Thanks for all the engines you're making!

2319
Miscellaneous / Re: Timer Signature
« on: July 24, 2010, 11:32:40 am »
I looked on google, and am having trouble finding one small enough, or for that matter one at all.

Thanks, everyone!  I'll ask Kerm on Cemetech

2320
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: July 24, 2010, 11:16:33 am »
I am afraid not galandros...SAD is about having one unit at the time and switching between them at the right moment to win the battle. There is only one race that has swarming...

And even with swarming, you're still fighting technically one unit.  But I think Galandros was being sarcastic

2321
Miscellaneous / Timer Signature
« on: July 23, 2010, 08:11:42 pm »
Is there anyway to create a signature that will tell a person how many days/hours/etc. are left till an event?  I'm wanting to put one up for the next SAD alpha that's coming next week

2322
Very interesting and unique...I can't wait to see how it goes!

2323
The Axe Parser Project / Re: Axe Parser
« on: July 23, 2010, 07:54:22 pm »
Quote
Features major optimizations that will reduce the size of just about ALL programs.

Quigibo, excellent work! 
* Hot Dog pays his respects and a slip of gold-pressed latnium

2324
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: July 23, 2010, 10:42:48 am »
That looks neat.  How many units are flying, and how many are ground? :)

For the human race, it's 5 ground, 4 flying.

2325
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: July 23, 2010, 02:24:31 am »
Not as dangerous as Velociraptor, but it gets pretty close.  The Raptor.

By the way, shadows are still included.  But we're adjusting sprite routines, and I need to adjust shadows for ground vessels so that they don't look like they're "flying."  So they are temporarily turned off.

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