526
Axe / Re: Maze Generation (Source Included)
« on: November 23, 2010, 08:57:28 am »
Yea. Adding a 50 or 70% chance for it to carve in the same direction would make your dungeons...less sadistic.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 526
Axe / Re: Maze Generation (Source Included)« on: November 23, 2010, 08:57:28 am »
Yea. Adding a 50 or 70% chance for it to carve in the same direction would make your dungeons...less sadistic.
527
Axe / Maze Generation (Source Included)« on: November 22, 2010, 10:36:06 am »
prgmMAZE is a backtracking maze generator. When there are no available spots to carve, it backtracks until there is an open space. Because of memory limitations, large mazes will start writing outside of saferam: be careful if you decide to adjust the size! (to do this, recompile with different values for L and W.)
prgmMAZE2 shares a lot of code with MAZE, but when there are no free carving spots it randomly picks a spot already open to start carving. These algorithms are really fast, but the most time-consuming part of the code is drawing the screen every frame. This could be omitted for map generation and such. I'll post a detailed code explanation here later. 528
TI Z80 / Re: My First Quantum Translocator« on: November 22, 2010, 08:54:24 am »
Yeah, I won't be uploading until I have something intuitive. And stable. I'm fairly sure the dev build of the engine is broken right now, I might be writing outside of saferam...grr.
Also, if anyone has any ideas for a pathing system for platforms and hazards, that would be awesome. I've held off on making them because I want the data structures to support movement. Spoiler For My activity level: 529
TI Z80 / Re: [PROJECT] Racer3D: Replay« on: November 22, 2010, 08:41:32 am »
This has actually come along quite nicely. Nice to see updates, I'll definitely download this. Nice work, Scout!
530
TI Z80 / Re: My First Quantum Translocator« on: November 19, 2010, 04:48:34 pm »
Ok, progress:
I have kludged reading from appvars and created a human-unusable level editor. Next step is to make all of this useful. This may take a while. 531
BatLib / Re: SpriteLib« on: November 19, 2010, 04:46:19 pm »
I. Am. Impressed.
Nice work Xeda! *insert obligatory omgwtf how youre r program in hex comment here* Hope you can get app signing figured out! 532
Humour and Jokes / Re: 1000 things SirCmpwn should include in KnightOS« on: November 19, 2010, 04:34:43 pm »
65: 9001-level grayscale.
66: Startup screen that uses the contrast change trick to display a blue lobster. 67: OneNote. 533
Computer Projects and Ideas / Re: Project D« on: November 19, 2010, 04:31:21 pm »Of course, it's the developers who have the powerhouse computers and never experience any laggingnaturally Of course, it can't help that I'm drawing the screen every frame. Something to be fixed when I get the decompiler working. @Omni: in an early build it did play the >9000 sfx. I plan on putting it (and a couple other things) in Shenanigans Mode. 534
News / Re: Netham45 jailbreaks microwave with Casio Prizm prototype« on: November 19, 2010, 10:16:58 am »
Oh, Netham. We love you.
535
News / Re: More Casio Prizm information« on: November 18, 2010, 04:39:49 pm »
I'm excited about the Prizm, mainly because it might bait TI into a price drop on the 8x-series calcs
Yeah, this is gonna be cool. The potential of a (relatively) high-resolution screen with color is just outstanding. 536
Gaming Discussion / Re: Ys RPG series« on: November 18, 2010, 04:30:34 pm »
Calc port?
* JustCause runs Looks cool. I'll have to check it out. 537
Axe / Re: Ion Table« on: November 18, 2010, 02:08:07 pm »It makes the Text() command display homescreen font. Fix 2 should put it back again.Yes, or an image, because I wanted the title to be BIG :sFix 3 changes the font I believe 538
Axe / Re: Ion Table« on: November 18, 2010, 02:05:19 pm »Yes, or an image, because I wanted the title to be BIG :sFix 3 changes the font I believe 539
Computer Projects and Ideas / Re: Project D« on: November 18, 2010, 01:48:52 pm »Looks fun, but too hard.Insane difficulty was the entire point. The opening stages could use some slight toning down, but overall the finished product will be something the average person should not expect to beat. Thanks for trying it out! 540
Computer Projects and Ideas / Project D« on: November 18, 2010, 11:22:52 am »
http://www.megaupload.com/?d=G5507RO0
I worked on this for a while but recently lost the source and documentation, so I plan on restarting it from scratch if responses are positive...tell me what you think. Project D is an intense shoot-em-up done with a similar difficulty level to Touhou and Ikaruga. I worked a few weeks on this build, so I hope you like it! Constructive criticism is welcome. EDIT: F1 to show the meager help that I've managed to cobble together, which should hopefully include controls. (They're identical to Touhou.) |
|