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Messages - Michael_Lee

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556
Erm, I tried opening it in notepad, and I got normal text interspaced with a bunch of garbage/chinese characters.
Is there a particular encoding I should use?

557
The Axe Parser Project / Re: MAX SYMBOLS error
« on: January 09, 2011, 12:54:25 am »
O.O

On retrospect, that makes so much sense that I can't believe I didn't think of that.

The coolness of Axe just went up by over 9000.

558
The Axe Parser Project / Re: MAX SYMBOLS error
« on: January 09, 2011, 12:48:02 am »
Wait, I can mix and match strings and hex?

So would this be valid?:
Code: [Select]
"Hello[20574F524C44]"->Str1
Disp Str1>Char
and would it display
Code: [Select]
HELLO WORLD
?

559
Math and Science / Re: Formula for getting prime number?
« on: January 09, 2011, 12:35:10 am »
To minimize the computational time, you could just skip testing all the even numbers, and test only up to the square root of the number-to-be-tested.

560
The Axe Parser Project / Re: MAX SYMBOLS error
« on: January 09, 2011, 12:28:34 am »
Wait, seriously?  So if I have something like this...
Code: (input) [Select]
"Hello
"World
"A
"More text"->Str1
each line secretly has a zero tacked on to it?

561
News / Re: Axe Terminal Beta Released
« on: January 09, 2011, 12:20:25 am »
This is pretty cool!

Question:
So, if I make an Axe program using the subprograms provided, would that mean I could compile and run programs and display correctly even without the app?

Feature requests:
In addition to the ability to list all programs, what about the ability to list and run/display/archive/unarchive/delete/make (pick appropriate verbs) all BASIC apps, appvars, picvars, strings, lists, variables, and groups?

And also, would it be possible to add subprograms that would allow you to do any of the above when coded into Axe?
It might help with things like saving and opening level data - let the user input in a name for the appvar and save to it, or use your search function to return a list of all appvars with the correct beginning sequence then display all the available appvars all with just 3 or 4 subprograms...

562
Gateways: Portals of Time / Re: Gateways: Portals of Time
« on: January 08, 2011, 06:19:28 pm »
thanks, and also, its 12960.  :P

lol, I knew I did something wrong.

563
Gateways: Portals of Time / Re: Gateways: Portals of Time
« on: January 08, 2011, 06:16:28 pm »
those aren't BASIC vars, they're pointers, so you can also store inside Str's and GDB's.  plus you have names from Pic1-

add a letter or number, so there are effectively 1080 pointers for sprites and you can use the RAM for sprites too...  ;)

You can actually add 2 letters/numbers to each Pic, Str, or GDB.

So that would be...  1110 possibilities?
Did I do my math right?  'Cuz that seems a bit off...

I like the plot for the game!  It seems like an interesting story.

564
Doodle Jump / Re: Projectile motion, sound, doodlejump
« on: January 07, 2011, 08:30:46 pm »
It was also somewhat difficult for me to create appvars too, although after I realized that the syntax for using L1 and appvars were identical, storing to them became easy.

565
TI Z80 / Re: The Psyche
« on: January 07, 2011, 08:28:15 pm »
I'm trying to remember if what I'm about to ask is correct (so if my suggestion is completely off, then ignore)
I think when you were displaying text, you had a sort of typewriter effect where the text wouldn't show up all at once -- do you think you could add a feature so that if I press a key or something, everything would show up all at once?

566
Official Contest / Re: Cage Match #4: Puzzle with a Plot
« on: January 07, 2011, 08:25:34 pm »
Oh.  That would be why.  My program is about 8200 bytes, and I didn't think to check it with all hooks completely disabled.

567
Official Contest / Re: Cage Match #4: Puzzle with a Plot
« on: January 07, 2011, 08:19:59 pm »
i just managed to get slide to work (worked in doors but not as no-stub).

Huh.  That's peculiar.  Maybe it's because the file size was verging a bit too high.  Does anybody know what the executable file size limit is for asm programs?

Slide: I really liked the tiles, especially how you made the cave walls look. Also, the scrolling was nice, something I was considering adding to psyche but didn't. I agree that it was a bit easy (finished it in about 10 minutes on wabbit :P) but that of course could have been fixed. I also noticed a weird bug where when sliding to the right, a black rectangle would flash on the left side of the screen :x Also, the custom font looked awesome :) (shame you couldn't get the chance to do more with it :( )

Yah, that black rectangle thing was because I was a little too zealous in trying to optimize my tilemapper and didn't think my code thoughly enough. 
The custom font might have actually been a bad idea.  It takes up way too much memory :P

568
Art / Re: Am I doing well on these sprites?
« on: January 07, 2011, 08:15:39 pm »
I've seen starcraft being played only about 4 times in my life (all while watching over the shoulder of a friend), and I could definitely tell that the first two original pictures were from starcraft even without looking at the context provided.  That is an awesome method of spriting.

569
Official Contest / Re: Cage Match #4: Puzzle with a Plot
« on: January 07, 2011, 02:01:33 pm »
Psyche:
*Sigh* much better then mine.  I like the sliding blocks, too.  They added an interesting gameplay element.

Happybobjr:
Controls are weird, but nice pic.

Too easy? X.X
Half of my classmates at school couldn't solve it, so I purposely tuned it down a little...
I guess I really underestimated you guys.

I thought it was kind of like programming actually. You just pick a path to where you want to go and modify it as you move along.

Hmm.  Maybe programmers are better at these types of logic games?

570
Official Contest / Re: Cage Match #4: Puzzle with a Plot
« on: January 07, 2011, 10:20:20 am »
Lol, seems like Michael and I were both inspired by Pokemon :P

EXACTLY.  I had so much fun on those particular pokemon caves.

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