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Messages - Iambian
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661
« on: March 19, 2009, 06:12:19 pm »
You're going to want to backup quite frequently. Celtic III is still in its beta stages and very few tests of goodness have actually been done on it, aside from halfway emulating xLIB. Btw, the subforum for Celtic III on UnitedTI is intended for that purpose. If you find a problem with Celtic III, or have general questions about it, you should post there. At least, until DJ_Omnimaga provides a place here for it *hinthint* As for backups, if you have a TI-83 Plus SE or an 84+SE, you should at least try archiving everything at least once. They will persist in archive even when deleted until a garbage collect occurs. There are utilities out there that can extract deleted archived programs. Best look on ticalc.org : http://www.ticalc.org/archives/files/fileinfo/139/13951.htmlPS: It's not that I don't trust Celtic III ( I wrote it ), but I have encountered problems myself that made me uneasy. Problems that are for all intents and purposes unfixable. One for starters is the group handling routines. Check out the UTI topic for other complaints and the promises that I'll fix them. Just make sure that the commands you intend to use work properly before you go ahead an insert them into the game.
662
« on: March 16, 2009, 09:59:46 pm »
Well, so much for "soon".
Anyway. The script system can basically do just about anything the old one can do, except that the more common commands now take up a little less memory. I'm in the middle of implementing a command that'll allow enemies to initiate shots from positions other than the center of themselves.
The standard shot has been given an "offset" that was previously used to find the center of the boss will be used for the purpose above. A command was added in (but is still being tested) that will change that offset to a point on a virtual circle around the enemy given a degree (in a virtual register) and a constant radius, though I may have another variation that will also have a variable radius. I plan on using that command to weave some nice looking patterns without the use of "helper" objects that the boss (in this instance) can summon.
663
« on: March 13, 2009, 12:21:25 am »
Or you could use Celtic III's PicArc image database commands to stuff those pics into an appvar file and send it as an appvar. Not only will it solve a problem, but it makes storing them easier, since they can be compressed... ehh...
</shamelessplug>
Nevermind. That's probably not what you're looking for. Hope it helps with your projects, though.
664
« on: March 12, 2009, 12:47:36 am »
... For xLIB's tilemap function do you plan on allowing decimal/fractional entries in the matrix like in xLIB? I'm assuming that you're not since the xLIB compatibility is pretty much done, but I just want to be sure before I start converting my engine to the string tilemapper if I don't need to.
I thought that the allowing of decimal input already existed. The only hole in the routine known to me is it not being able to process anything abs(x)<1. If you find any other bugs relating to its ability to convert, post it on my bug reports topic on UTI. Be sure to include details.
665
« on: March 11, 2009, 10:10:14 pm »
Nice So the new demo will have a bit of the story?
Also, be on the lookout for a new topic related to the game. Why? 11 pages isn't that much to sort through
There will be a bit of story in the next release, but... The new topics will be for both entering new characters into the game, and for story suggestions. I'd like to keep that material in its own topic so that I have less to sift through when I go back and start adding in material. So, yes. 11 pages *is* too much for me to sift through. I think...
666
« on: March 11, 2009, 09:13:37 pm »
A bit of time has passed since I've said anything... so.
A separate spellcard background has been implemented. The script system is still under development, but as soon as I get all the bugs out, I'll be rewriting the demo level using the new code, and begin working on what story I should tell.
Also, be on the lookout for a new topic related to the game.
667
« on: March 03, 2009, 02:47:11 pm »
Just caught this thread.
I'm sorry to hear that there are problems with Celtic III and how it parses its input. I *do* know that there are provisions in the code to strip out the decimal part of its input but there are no known provisions to parse anything abs(x)<0, if that's what you're trying to do.
Also, as far as the inputs for real(5) does, I'm looking at the source right now and I don't see any checks for invalid input. It expects the input to be correct. An addition of 2 bytes worth of code may resolve the issue, but I still don't support correcting mistakes caused by improper inputs, then hiding it from the user.
668
« on: February 19, 2009, 08:40:38 pm »
The crossover between the 1 page and the 2 page app environment has now been mostly successful. The backgrounds won't be reimplemented until I get the new script system drafted and programmed in, but the underlying system is already in place.
Save for two things, the game now runs as though it has never been changed. (three if you include the extra room by both the 2nd page and addition of compressed everything else)
669
« on: February 14, 2009, 12:17:35 am »
I'm probably gonna go ahead and write up a small tutorial involving some of the technical functions that might go right over BASIC users' heads. Like how to use the binary read/write functions and its bin/hex/dec converter to extract useful information out of it, so that you can effectively have a variable keeping track of "int" data instead of bulky float (real) vars.
670
« on: February 12, 2009, 11:37:10 pm »
Last two things. I dunno what's up with det(26). When I tested it, it worked just fine when you pass a matrix through the thing.... so I'm going to retest it, and you should tell me under what conditions you're using that command.
For scrolling... you can read the readme at command "FILLMAP". A quick outline would be...
identity(8,"HEXSTRING",Right,Down,LOGIC,UpdateLCD)
Where you'd have the entire string representing an 8*8 tile, right and down would include the number of pixels to be shifted in those directions, LOGIC would be overwrite/and/or/xor in no particular order, and the set UpdateLCD to render the result (which you may not want to do. Omitting it should turn it off by default)
Current limitation being that it will only work with an 8*8 tile. If you need more or if more sounds useful, tell me.
671
« on: February 12, 2009, 10:54:32 pm »
Need to get back to the Celtic III coding and such. Gotta make it compatible enough to be used reliably...
On another note, Celtic III does explicitly support a scrolling background command.
672
« on: February 11, 2009, 02:14:55 pm »
I remember you best as a pokemon. Just like how Netham is a lobster these days.
Loki loki loki. Yes. Those were fun times. Visit IRC some more.
673
« on: February 09, 2009, 03:14:40 pm »
Small updates. Though it hasn't show signs of compiling just yet, the system's been reworked (again) to fit the 2 page environment. Discussions last week told me that I needed to redo the entire script system so I'll have more on that later on.
When I work all of it out, I'll show the same old stuff resting on the two pages. Might continue working on the demo content until I can get a good enough system down for it all. It's gonna be a LOT of data entry when I get it all situated...
The FlashAPP might even go to 3 pages, but that's pretty much gonna be the limit if I were to go that route. The script system overhaul was mentioned because it was indicative of how much space the script's actually taking up. 16k dedicated space for just the scripts AS-IS wouldn't be enough.
674
« on: February 05, 2009, 11:18:53 pm »
Netham is definitely a lobster. Pretty tasty.
Couldn't (knowingly) eat human meat. I'd have to regurgitate it if I found out it was. In the absence of all other factors.
675
« on: February 05, 2009, 11:15:31 pm »
It's a Jigglypuff, seen from above!
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