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Messages - JustCause

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361
Graviter / Re: Graviter - Axe
« on: May 01, 2011, 03:57:47 pm »
Sorry to hear that! Looked effing cool too.

362
Actually, re bluescale, I think I kind of figured that out: it can be psuedo-controlled, it's based on the number of on pixels in each column. The more in each column, the closer the column gets to black-and-white. When there are ~5 pixels off, it looks like B/W, but only in that column. Nothing fancy, but it might be good for effects and such.

Wut? Serious observation in ridiculous discussion? Okay then, how about replacing Solver with WFRNG?

363
TI Z80 / Re: xy
« on: May 01, 2011, 02:40:55 pm »
Looks cool, I'll download when I get the chance. Physics platformers are fun and awesome.

Fun to play, not fun to code. (See the old MFQT thread. *facepalm*)

364
Computer Projects and Ideas / Re: Tales of Ashbadia I
« on: May 01, 2011, 02:37:32 pm »
Don't diss GM! So long as you're not using drag/drop actions, it's actually quite nice. Saves you the trouble of writing structure code so you can get to the fun stuff :P

I'll download this as soon as I get the chance.

365
News / Re: OS 3.0.1 removed from TI website
« on: May 01, 2011, 02:35:55 pm »
Quote
If you have already updated your handheld's OS or your software successfully, there is no cause for concern. It will function normally.
This blurb of text they wrote is wrong... bricking occurs upon the next reboot. The handheld can work properly even with a bricked boot2, as long as it's not rebooted.
Yea, damage control fail. Hopefully this will start convincing people to update with discretion.

366
Humour and Jokes / Re: My Frying pan-It's over 9000!
« on: May 01, 2011, 02:31:50 pm »
You keep on trying to sell me on weaponized cookware :) lowest weapon speed EVER

(Although I suppose it makes more sense than Fire Emblem, where silver weapons have 20 uses even if you miss and deal more damage than any other weapon type even though silver DOESN'T MAKE FREAKING SENSE AS A WEAPON MATERIAL.)

(also, FE8 Ephraim Difficult is total bullshit. This freakin' undead pirate ship's been kicking my ass for the past seven hours now. That's right, I've been trying to beat this one chapter for seven freaking hours.)

That said, I lol'd.

367
Cubes / Re: Task List
« on: April 29, 2011, 01:00:59 pm »
Sorry to hear about the APP issues. Could you report this to Quigibo if not done already?
The issue came when I upgraded to 0.5.1 and tried to compile into ION, oddly enough. There was probably some kind of subtle syntax change, not to mention the standard Normal:Dispgraph:Full problems I had on menus (those made sense and would be easily fixed if I wan't cripplingly lazy).
Oh, and re "busy with school," AAAAAAAAAGHHHHHHH ACT PREP NWANAA|ANUAENFASCJKSANUOIWSRPHGRW. I need a 33 to even have hopes of getting a scholarship with my GPA.

368
Other Calculators / Re: Don't worry, it's safe
« on: April 29, 2011, 10:45:53 am »
Deep Thought, you make some very good points and I hope you're right.

369
Introduce Yourself! / Re: Random Introduction :)
« on: April 28, 2011, 10:46:15 am »
It's always nice to see new talent. I'm looking forward to seeing some of your work: welcome to Omnimaga!

370
Axe / Re: Action RPG AI help!
« on: April 27, 2011, 09:54:29 am »
If it's just for enemies moving around, what I did in Zelda Dark link quest is something like this:

While 1
<other code goes here>
0->F
If F=0:Then
1->F:Move enemy in your direction
Else
0->F:Move enemy in a random direction
End
End

That ensures the enemy won't move towards you too fast, but will still somewhat tries to touch you.

For bosses, if for example hitting the boss causes him to act differently, I just change a variable when hitting him and the code launched every loop depends of the variable value.
Though if you're using coordinates multiplied by 16 / 32 / 64 or whatever, this obviously isn't necessary.

371
Axe / Re: Action RPG AI help!
« on: April 26, 2011, 03:44:30 pm »
Well, you've left the question awfully general. What kind of AI do you need? What's the game like? How complex do behaviors have to be?

Generally speaking, moving towards a player is accomplished by a simple "if playerx > enemyx then enemyx + 1 -> enemyx", with matching conditions for the opposite direction and for the Y vars. Naturally, before actually updating the position, you'd have to check whether it's possible for the enemy to go there, but without info on your code I can't really go into that.

Attacks can be triggered via the distance formula, SQRT( (playerx - enemyx) ^2 + (playery - enemyy) ^ 2 ): compare that to a fixed number and have an attack routine fire at that point.

Sorry if this was waaaay more basic than you were looking for. Good luck!

372
Cubes / Task List
« on: April 25, 2011, 03:42:16 pm »
All of my other projects, save composing for Tsukasa, are out of the way. I am now attempting to convert Cubes to an APP. Unfortunately, Axe 0.5.1 seems to break compilation even in normal mode: instead of fixing it, I'm downgrading to Axe 0.4.8 and resuming development. Hopefully I can get all the interface tweaks and error checks coded soon, and if I poke my level designer hard enough maybe he'll make some more levels. Basically, after four years of off-and-on development, spanning multiple languages and more than one name, the project is nearing completion. I'd like to thank everyone who's brought it this far: your kudos and suggestions helped keep me motivated to continue. So, without further ado, the features that will appear in the first full release:

TL:DR; It's almost finished, here's what's left:

EASY + LOW PRIORITY
New splash screen
Improved feedback during editing (current tile, flash matching teleporters) DONE!
Level and levelset descriptions


EASY + HIGH PRIORITY
Bounds checking on level size
Level buffer creation (allows creators to surpass ~700-tile size limit)
Better handling when no levelsets are present/ DONE!


HARD + LOW PRIORITY
None


HARD + HIGH PRIORITY
RLE compression for external levels (and the editor changes this entails)
APP conversion using an external buffer (which requires me to manually change roughly 150 offsets, ENGAGE RAGE MODE)
Better scrolling through levels in edit mode

373
Gaming Discussion / Re: Awesome Super Smash Bros Clone
« on: April 25, 2011, 03:34:17 pm »
Awesome game. IMO, SSF2 > Brawl (it's got hitstun) and Sora >>>>>>> all (dat float).

374
Computer Projects and Ideas / Re: Yumé: The Eternal Dreams
« on: April 21, 2011, 04:32:58 pm »
1.5 weeks. Okay. I can do that. No problem. Easy as pie. Piece of cake. Generally speaking, as non-difficult as sweet pastries and/or confections. You can't see me right now, but hopefully I've managed to convey the hyperventilating, ultra-panicked state I'm in right now. If not...

* JustCause shifts into epic panic mode and begins checking his watch every five seconds.

Well, I guess I know what I'll be doing this weekend! :w00t:

Oh, and when I tried to do a piano version of the title theme, this was the result... so I'll likely be finding some new VSTs soon or actually getting a legit recording setup.

375
TI Z80 / Re: [Open Source User Interface] TextUI 1.0
« on: April 21, 2011, 03:19:08 pm »
@Scout, yeah, Installing DCS to run a BASIC program always seemed like a little bit of overkill for me.

So, rayquaza59, would this be a BASIC subprogram, an ASM routine, a parser hook...what? I'm always interested in code that helps people code better code (and yes, this entire sentence is an excuse to write that :P ). TI-BASIC especially, because it hits a huge audience of fledgling coders.

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