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Messages - Matrefeytontias

Pages: 1 ... 113 114 [115] 116 117 ... 133
1711
TI Z80 / Re: [Axiom] AxiomGUI
« on: September 03, 2012, 10:24:52 am »
Thanks :)

It's in active work, so I'll update it regularly.

1712
TI Z80 / [Axiom] AxiomGUI
« on: September 03, 2012, 10:15:20 am »
Hi guys !

I'm working on an Axiom which provides widgets for your GUIs, like a button, an alert ...

For now, I only have 4 funcs :

Alert(title,text)Key :normalpdf(Draws a modal auto-sized message box with title and text
Button(outputAddr,X,Y,text)Key : normalcdf(draws a button at the given location with text drawn inside, and store X, Y, X+W and Y+H in respectively outputAddr, outputAddr+1, outputAddr+2 and outputAddr+3 in order to test it later with a mouse click or something.
ProgressBar(Y,P)Key : invNorm(draws a progress bar at (0,Y) and fill it at P percent.
GUIstackKey : geometcdf(custom var (for now $90D3), you can use it for your widgets

All of these commands are available in the distrib menu [2nd] [vars].

Here is the latest screeshot (I'll update it, the mouse is not part of the Axiom) :


1713
Art / Re: [Sprite request] Kirby
« on: September 02, 2012, 02:07:28 pm »
On the spritesheet I used (in fact, that's the one you gave me) I couldn't find more than 2 sprites which could be used for jumps, so I used them. But that's not really a problem, the jump is looking good anyway ;D

1714
TI Z80 / Re: [Axe] Gravity Walls
« on: September 02, 2012, 02:06:01 pm »
Thanks all :)

And thanks also annoyingcalc for the poking ^^

1715
Art / Re: [Sprite request] Kirby
« on: September 01, 2012, 02:10:33 pm »
I'm making it :thumbsup:

1716
Art / Re: [Sprite request] Kirby
« on: September 01, 2012, 07:36:55 am »
It's just fine as it is :) look at what I've done with Dream Land sprites :


1717
Art / Re: [Sprite request] Kirby
« on: August 27, 2012, 10:24:46 am »
Oh, ok, I'll try it, thanks :)

1718
Art / Re: [Sprite request] Kirby
« on: August 27, 2012, 10:03:49 am »
Up !

Now I need many other sprites, still Kirby, but I still can't make them myself :(

If anyone draw them for me, it would be great :)

I joined the image containing all the sprites I want (I want them in 16*16 and 4 greyscales if possible, I know that there are many :/ )

1719
TI Z80 / Re: [Axe] KoFiX (yet another Guitar Hero clone :P)
« on: August 25, 2012, 12:45:09 pm »
The title screen is awesome O.O

In fact I meant "don't give the source to everybody", so I think that I can post the source here ^^
But I warn you, it's originally for my game Gravity Walls, so it's not a listing menu and the header is not the KoFiX one.
Spoiler For "VAT loader":
Quote from: Axe
.FINDAPPV
ClrHome
{E9830}rPU

Data(0,0^^r,0^^r,0^^r,0^^r,0)->Str1IN
21{Str1IN
Fill(+1,8,0

0IN
~1LQ

NxtAV(

!If LvlOk()
Disp "No level pack",i,"found!
Pause 1800
Return
Else
L++
End

While 1

If P>{E982E}r and getKey(1)
PU
IN
NxtAV(
ClrHome
End

If I>0 and getKey(4)
{E9830}rP
I--
L--
If I>0
0N
0Q
While 1
Next(
N++
LvlOk()+QQ
EndIf LvlOk() and (N≥I or (Q≥L))
NI
QL
End
ClrHome
End

Output(0,,"Type:",{P}>Dec
Output(0,+1,"Namelength:",{P-6}>Dec
GtNam(
Output(0,+2,"Name:",Str1IN+1
Pause 225
EndIf getKey(15)
Return

Lbl Next
P-7-{P-6}P
Return

Lbl NxtAV
While 1
!If P>{E982E}r
UP
NI
Return
End
Next(
I++
EndIf LvlOk()
L++
Return

Lbl LvlOk
If {P}=21
GtNam(
GetCalc(Str1IN,Y1)
{Y1}rr=E4755
Else
0
End
Return

Lbl GtNam
Fill(Str1IN+1,8,0
For(r1,1,{P-6}
{P-6-r1}{Str1IN+r1
End


Generated by the BBify'r (http://clrhome.org/resources/bbify/)

1720
TI Z80 / Re: [Axe] FallDown!
« on: August 25, 2012, 03:52:13 am »
Nice game ! :D Physics are really good for this program !

1721
TI Z80 / Re: [Axe] KoFiX (yet another Guitar Hero clone :P)
« on: August 23, 2012, 04:58:56 am »
I tried it, it's really not bad :thumbsup:

1722
Music Showcase / Re: Hellninjas's Music
« on: August 23, 2012, 03:10:34 am »
That's quite nice to hear :D

How did you recorded them ?
* Matrefeytontias especially likes Tech Mech :thumbsup:

1723
TI Z80 / Re: [Axe] KoFiX (yet another Guitar Hero clone :P)
« on: August 21, 2012, 12:39:22 pm »
You can just put the calc on a table or your knees :)

And personally I haven't any problem on pressing [enter] or [clear] at a high speed level (I think that [clear] can be a good strum).

1724
TI Z80 / Re: [Axe] Gravity Walls
« on: August 21, 2012, 08:42:32 am »
Update again (really nobody read this thread ?)

Now you can play levels which are in archive ; I also added spikes as tiles.

Same link for download.

1725
TI Z80 / Re: [Axe] Gravity Walls
« on: August 20, 2012, 12:42:00 pm »
Update ! (I'm posting all alone --')

Now Gravity Walls v0.5 is fully working ! Download it here : http://mattias.refeyton.fr/espace-ti/gravityWalls/gravityWalls0.5.zip

Includes the game Gravity Walls with the level editor (compiled in Noshell), a five levels pack and a readme :)

Share your comments !


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