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Humour and Jokes / Re: Ndless 3.0 made in advance
« on: January 14, 2011, 06:12:43 pm »
Damn you Ashbad, I actually believed it!
(Nice rickroll, though. Caught me off-guard)
(Nice rickroll, though. Caught me off-guard)
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
Humour and Jokes / Re: Ndless 3.0 made in advance« on: January 14, 2011, 06:12:43 pm »
Damn you Ashbad, I actually believed it!
(Nice rickroll, though. Caught me off-guard) 527
Axe / Re: Scrolling Engine« on: January 14, 2011, 06:11:02 pm »Michael, your code isn't showing up... Bizarre. Here it is: Code: [Select] .SCROLL Disclaimer: This hasn't been tested, so you might have to fiddle with it slightly to get it to work the way you want. I assumed that you wanted the black ball to move, and not leave behind a trail. 528
The Axe Parser Project / Re: Your Projects - Post and Critique« on: January 14, 2011, 06:03:43 pm »
I think it's very nice (especially the sprite design) but it started to become somewhat dull after a while. May I recommend gradually increasing the difficulty, by either creating more enemies after some time, or perhaps by changing the type of enemy bullet? Also, once you add support for scores, maybe you should try adding an on-screen counter of how many enemies you've killed.
Also, I'm wasn't sure how to go pass the title screen/you've lost the game screen. It would have been nice if pressing [2ND] would have let me move on. 529
Axe / Re: How do I use calcnet for Axe?« on: January 14, 2011, 02:40:04 pm »Ah, well, pretty much what I expected.4] Is there a way to use Calcnet without having to require/bundle DoorsCS 7.1 with each program?No. you dont have to have cn, using a simple 2.5mm jack cable with get( and send( is enoughOkay, 8] Do the send( and get( commands send/recieve data for an extended period of time, or for only a brief millisecond? 9] Is it feasible to send about 100 bytes of data using get( and send(? 530
Axe / How do I use calcnet for Axe?« on: January 14, 2011, 02:35:39 pm »
Insofar as I can tell, using calcnet seems to be fairly simple - a certain amount of RAM is allocated for data, and there are about 4 commands I can use to send/recieve data. However, I have no idea on the specifics, and the nature of the sending-of-data.
So out of curiosity... 1] Which area of RAM can I store data to? (I think it's L1?) 2] How do I instruct my calculator to send/recieve data? 3] When sending data, how exactly does it work? Does it take the contents of my buffer and update every other buffer to match mine, or what? 4] Is there a way to use Calcnet without having to require/bundle DoorsCS 7.1 with each program? 5] Could somebody provide a simple example of an Axe program using Calcnet? 6] How do I simulate linking two calculators in wabbitemu? 7] How is Calcnet spelled? Is it 'calcnet', or 'CalcNet', or 'Calcnet', etc... 531
Miscellaneous / Re: jhgenius01 returns... on his 16th« on: January 14, 2011, 01:13:08 am »
Happy birthday!
Hands over imaginary cake. 532
Official Contest / Re: [BULLETIN] Cage Matches« on: January 13, 2011, 11:27:06 pm »* Michael_Lee can't wait for the contest entries
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TI Z80 / Re: The Psyche« on: January 13, 2011, 06:36:59 pm »
Starred means that they have reviews, magnifying glass is a file with no reviews.
White is a normal file, red has screenshots, blue has animated screenshots, and green is featured programs. Edit: Ninja'd If you go into the archives at ticalc, the info is actually there (in small print) below the header. 534
TI Z80 / Re: Trio and Niko Polls« on: January 13, 2011, 06:19:17 pm »
I voted for quadrants - as long as the transitions aren't too disruptive, then the option that increases speed and makes the map bigger is the one I want.
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Official Contest / Re: [BULLETIN] Cage Matches« on: January 13, 2011, 05:59:31 pm »
@ SirCmpwn: You even made that your avatar? Somebody's excited
This is going to an EPIC contest. 536
Axe / Re: Scrolling Engine« on: January 13, 2011, 01:53:47 pm »I've been trying to make a scrolling engine but I'm not having much luck :S I think the problem is that each time you use vertical or horizontal, you also increment the position of the black ball, effectively doubling the distance that you move? Try using either horizontal/vertical, or incrementing X and Y. Using both might cause problems. Assuming you want to continue using horizontal and vertical, and assuming you don't want the black trail, try this: 537
Axe / Re: [Help plz] Sprite allong a line.« on: January 13, 2011, 02:11:33 am »Oh, it was because it was pretty hard to detect if the facepalm was directed at yourself or happybobjr. In the first case it might be fine, although in your case it was not clear because Facepalm is all that your post contained, so it's subject to misinterpretation from other people, who might think it's directed at Happybobjr (and see it as out of line)Huh. I didn't even know that you could direct facepalm at others. Well, lesson learned -- one-liners are subject to misinterpretation. 538
Introduce Yourself! / Re: Pleased to meet you all« on: January 13, 2011, 01:54:18 am »
Welcome to Omnimaga! What kinds of games/projects are you working on/have completed?
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Axe / Re: [Help plz] Sprite allong a line.« on: January 13, 2011, 01:49:39 am »I am not allowed to express disgust at my own stupidity on Omnimaga? Oh.No, not on Omnimaga.sin and cos return -127 through 128 (or something like that)or if you know the angle the tank is shooting at, use sin(angle) as your y increment and cos(angle) as your x increment. * Michael_Lee shrugs @SirCmpwn and Quigbo: Those are awesome solutions! I never would have thought of them. 540
News / Re: OS 2.55MP released« on: January 12, 2011, 08:25:03 pm »
Or perhaps the coders at TI don't have the time/don't have support from higher-ups to work on fixing bugs?
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