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Messages - Matrefeytontias

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661
Bump, sorry for triple-post :/ but

Screenshot ! :D It's 15 FPS at 6 MHz btw :)


662
Introduce Yourself! / Re: Adding to hking1
« on: January 03, 2014, 04:27:57 pm »
Helloes cking1, welcome to Omnimaga :)

663
I finally had clipped segment connections working ! And it's not even slow ! :D

That means, I now have an actual solid 3D tunnel, this time including the "diagonal lines" you guys were asking for :P

I'll post a screenshot in a few :)

664
Thanks ^^

Also, small update + actual release :) I corrected the bug ben_g mentionned, added the crappiest menu ever seen in the world and highscore with SMC, and I used Keoni29's font to display the score, which made me gain 1 FPS - from 27 to 28 ;D



Download the actually up-to-date version on ticalc : http://www.ticalc.org/archives/files/fileinfo/457/45784.html

EDIT : sorry parserp I didn't see your post ^^' I refer you to my sig :P

665
Humour and Jokes / Re: Apparently, 2014 started Monday
« on: January 02, 2014, 04:24:54 pm »
Happy new year !
Bonne année !
¡ Féliz nuevo año !

Classical, but I can only speak these languages :P

666
Other Calculators / Re: [AXE] Little contest :D
« on: January 02, 2014, 03:28:23 pm »
/256 is 3 bytes (6C2600) and /2 is 4 bytes (CB3CCB1D if I remember correctly). Do the calculation yourself. And 0 is like /256*256.

667
TI-Nspire / Re: New forum???
« on: January 02, 2014, 08:31:31 am »
or you're involved in an admin fight in your already established forum

lol
i dont intend to, imagine matref kicking me out
What ? I'm not admin and I don't intend to kick anyone out :P

668
Other Calculators / Re: [AXE] Little contest :D
« on: January 02, 2014, 06:58:07 am »
It would be hard for a variable to get to 65565, but yeah, I get what you mean, if X increases too much, then it will come back to 0 at an unexpected time (due to 65536 not being a multiple of 96) and the sprite will jump.
Maybe there is also a problem when Y>255, then Y+r2>255 and Y+r2 and 63>255 (and only affects the lower byte).
Simpler, if one tries to set -1 to X. It becomes 65535.

669
Other Calculators / Re: [AXE] Little contest :D
« on: January 02, 2014, 05:33:53 am »
I'll say it when everyone will have his code posted :P

670
Other Calculators / Re: [AXE] Little contest :D
« on: January 02, 2014, 05:31:53 am »
It's scary to notice that although I couldn't get down 329 compiled, I see an optimization in both of your codes :P

671
TI Z80 / Re: [Axe] Axometry, an Axe version of Geometry Wars
« on: January 01, 2014, 12:47:23 pm »
Absolutely not. I might consider taking it back some day, but that won't be before a long time.

672
Other Calculators / Re: Dual-layer RPG Graphics Demo
« on: January 01, 2014, 12:33:32 pm »
Wow, that's one good-looking demo ! What characters do you superpose to get this tilemap ?

673
I can add that yeah. Not that popup thing which is a bit overkill IMO, but I'll add highscore + pseudo-menu.

674
What would be in it ? Start / quit ? :P no use for a menu.

675
I'll include segment connections in the other game. I wanted this one to be fast-coded, kinda as a proof of concept, and segment connections are not clipped yet. But that'll definitely be done in a more complete game.

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