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Messages - Matrefeytontias
16
« on: April 08, 2015, 03:47:00 pm »
Well, you couldn't have better timing because I'm just releasing beta version 0.2.0 see the GitHub comment to the release to know what changed and to download it, and keep feedback going please ! By the way, not missing a combo really becomes freaking hard now. If anyone somehow manages to not combo-break or miss a single combo in the introduction of level 2, tell me your secrets, because I can't do it. I constantly combo break or have to let enemies pass by on the second wave, even if I make all combos in the 1st and 3rd wave.
17
« on: April 06, 2015, 04:10:42 am »
Wow that looks very cool !
Textures are always a big deal with calculator 3D engines, because they require a loooot of processing power. As far as I know, the only engine that's fast enough to provide textured polygons is nGL on the TI-Nspire because this calc has a lot of processing power actually.
18
« on: April 05, 2015, 03:45:47 am »
Don't ask. I've said countless times that it had to be moved to community projects.
19
« on: April 02, 2015, 02:57:13 pm »
Those programs are so amazing (except Axagon, it's just a crappy thing I did in one month ). Portal CSE is hella good too, and is the only game I know to run this fast on the CSE while still running in full-screen resolution. I honestly can't wait to see what game one could come out with with Glib. Would an actual Portal game be viable, since Glib can handle 2 cameras at a time ? FNaF looks amazing, but unfortunately because of obvious space limitations it won't fit on my TI-83+. Too bad ! I never played the original game but I'd love to give this one a try. Alien Breed is not really my type of game. I tried the first one, it wasn't really my thing. Oh well ! Can't deny it has nice graphics and took a whole freaking lot of work. Cheers to JamesV ! The Legend of Zelda (and F-Zero 68k but shhht) is the one thing that makes me want to have a TI-89. 'nuff said.
20
« on: March 30, 2015, 02:18:44 pm »
Yet another bump, but a productive one this time ! I wasn't happy with how the big lasers looked, so I decided to recode them, along with the particles system. And holy shit, that went really well the lasers now look really awesome, and the particles also got some badass style ! (you also get a view of the start of level 2) EDIT : nevermind the big-ass gif.
21
« on: March 11, 2015, 04:59:10 pm »
Damn that's awesome ! Many people have been wanting that to happen. Congratulations for making it happen !
22
« on: March 09, 2015, 02:31:18 pm »
Wow, that looks nice ! I like those pop-ups, they look like mini-achievements Maybe you can add a timed version where you try to make the highest score ?
23
« on: March 04, 2015, 02:57:57 am »
I keep saying this could go better. While you don't feel like friendship with certain people here (including me apparently) are not 100% intact, the other way around isn't necessarily true.
I'll only talk for myself ; I know that we've had some arguments in the past, and those were not only because of your "problems" (is that the right word ?) ; I've been a d*ck sometimes too, who isn't once in a lifetime ?
My point is, don't be so harsh on yourself. Some things are your fault, but not all of them - and even like that, for some instances you yourself say you can't help it.
Anyway, if you really made up your mind, good luck with the rest ; you will be missed.
24
« on: March 02, 2015, 12:53:44 pm »
Damn, that looks good too bad you're only doing it for iOS though. Stupid iOS.
25
« on: February 18, 2015, 03:41:11 pm »
Bump, I implemented the first non-trivial, actually useful feature in n2DLib : interpolation of any number of points on a curve ! Basically, given arrays of X coordinates, Y coordinates and times, calling interpolatePath(Fixed || Float) generates a function that passes by every point you gave at the instants you gave. Pretty nice for predefined enemy paths for example ! I did a version that uses n2DLib's fixed-point numbers if you prefer speed over accuracy, and also a version that uses "normal" floating-point numbers if you want better accuracy - note that the latter is around 50 times slower though, even though it's the same code. For those who forgot it, the lib is there : https://github.com/n2DLib/n2DLibAlso, I'll let you guess which one is the floating-point one :
28
« on: January 30, 2015, 11:53:56 am »
By "dev command", I really just mean buttons that I can press to make things happen faster for instance, if you press 2nd it spawns the specific pattern which adds an edge, and alpha does the same with the specific pattern that subtracts an edge.
29
« on: January 29, 2015, 04:05:10 am »
It's not a bug, it's a dev command that I forgot to remove. I'll fix that eventually.
30
« on: January 25, 2015, 03:02:52 am »
Way to go glad you like it !
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