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Messages - Matrefeytontias

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541
TI Z80 / Re: [Axe] - GLib TUTO
« on: February 05, 2014, 02:49:45 pm »
Cool o/

Can you give an example of what the vertex shader could be used for ? I can't really think of any use for it, but it's only because I lack imagination.

542
Official Contest / Re: TI-Concours 2014
« on: February 04, 2014, 01:37:41 pm »
Apparently you missed it ...

For the first turn in Axe category, the only things you can't do is use the Asm( command or axioms, right ?

543
Quote
Make speed a variable and slowly increase it over time? That's a pretty standard arcade game mechanic that seems like it would work pretty well with this kind of game.
That would be a great idea. You could also shrink the size of the tunnel.

That's how you  see nobody tried the game before talking. <_< I already implemented all of that, but it's not really noticeable before 1000.

544
Official Contest / Re: TI-Concours 2014
« on: February 03, 2014, 01:28:23 pm »
For the first turn in Axe category, the only things you can't do is use the Asm( command or axioms, right ?

545
I'll probably add that if I have some minutes to lose, although that probably won't be the case before the end of the week due to TI-Concours :P

546
It's nothing more than my version with modified constants :| why Vortex ?

547
Axe / Re: [Axe] Plane deformations are fun
« on: February 02, 2014, 01:12:35 pm »
I won't update my version with your code, since it's on several sites that don't permit file editing at all (especially pouet.net). But yeah you're right, you should upload it on ticalc named "Illogical optimized" or something, with me as co-author.

548
Axe / Re: [Axe] Plane deformations are fun
« on: February 02, 2014, 12:49:45 pm »
<_< how could you think of that with a human brain xD it's just stupid how it's optimized. Amazing as always.

Also, I'm kinda maniac on my work, so I use to not use anybody's code without being capable of replicating it. And I'm clearly not capable of replicating that, so it'll stay yours.

549
Axe / Re: [Axe] Plane deformations are fun
« on: February 02, 2014, 11:03:33 am »
Nope, since it only uses 1 tile. It's really nothing more than a demo effect.

550
Axe / Re: [Axe] Plane deformations are fun
« on: February 02, 2014, 07:17:39 am »
Okay what the actual fuck. So you're getting 18.5, then 44, then 107 FPS ? You overclocked your calc or what.

EDIT : tested and yes. I see you actually wrote your own code, only taking my deformation functions. I can't understand shit to what you wrote, so yeah.

I find it actually a bit desperating, how whatever code we come with you can make it 600% faster.

551
ASM / Re: [ARM/Nspire] Drawing sprites
« on: February 01, 2014, 07:13:07 pm »
Nope.

Code: [Select]
bl lcd_ingrayEach pixel is 4 bits long. I also don't ARM ASM though.

552
WabbitStudio Software Suite / Re: Wabbitemu Android Beta
« on: January 31, 2014, 05:09:28 pm »
Will it support the CSE, since you're working on it for PC ?

553
Humour and Jokes / Re: Funny #omnimaga quotes (NSFW)
« on: January 30, 2014, 03:39:31 pm »
Erm, you should not get on the chat and do that actually.

554
Axe / Re: [Axe] Plane deformations are fun
« on: January 30, 2014, 02:41:26 pm »
No, it's 15 MHz :P I wish it was 6 MHz, although even at that last speed it runs quite acceptably fast.

555
Axe / Re: [Axe] Plane deformations are fun
« on: January 30, 2014, 02:39:49 pm »
Bump,

So my demo made it on Pouet ! :w00t: https://www.pouet.net/prod.php?which=62454

And ticalc too ! :D http://www.ticalc.org/archives/files/fileinfo/458/45819.html

Let's spam the staff with mails saying to feature it :evillaugh:

Final gif :


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