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Messages - Sorunome
Pages: 1 ... 6 7 [8] 9 10 ... 591
106
« on: September 04, 2016, 04:21:59 pm »
The ported version is tightly tied to my custom routines etc. though, so IDK if i'll release it. Well, technically it is released as the reuben 2 source is available, but you get the picture (i hope)
107
« on: September 04, 2016, 03:24:47 am »
So have you implemented 8.8 fixed points yet? How did it go?
109
« on: September 04, 2016, 03:19:27 am »
This is looking great so far! Making Link a state-machine sounds like a pretty good idea to get this working However, for the colision detectioin, while the link sprite is 16x16 pixels (i think) the colision is actually more like 14x10 pixels, meaning he could walk more up on a fence, the head would overlap with the fence. (not sure if the exact numbers are correct)
110
« on: September 03, 2016, 03:34:09 pm »
Did you dump your own rom?
Did you try opening the file via File -> Open rather than drag&drop?
111
« on: September 02, 2016, 06:02:58 am »
I'm new to this entire forum and was planning on downloading Pokemon Silver to my TI-84 plus C Silver Edition but when I opened TI Connect to try to add the Emulator (I had the ROM file directory and such inputed TI Connect insisted that the file was an "Incompatible Type". Am I missing something obvious/simple?
You cannot simply copy over the ROM to the calculator, you will need to convert it to a calculator-compatible format with the tools provided in the download of TI-Boy CSE
112
« on: August 30, 2016, 03:33:18 pm »
Looking nice! I'd recommend adding word-wrap though, it makes it way easier to read than just line-breaking in the middle of the word. Also, do you dynamically parse the Commands.html (Like i do for derpybots @axe command) or did you manually enter it all?
113
« on: August 30, 2016, 03:27:17 pm »
Awesome! Any chance of a screenshot, though? Which language is it written in?
114
« on: August 29, 2016, 08:12:12 am »
xD Both chests AND mob drops?
That is what that "etc" is for
115
« on: August 29, 2016, 08:10:34 am »
limited bombs but another eay of getting new bombs, maybe as drops from killed enemies or finding them in the forest somewhere... or empty houses with chests full or bombs and stuff... >.> (in addition to shop since you won't have that much money - also makes users being more curious about the map, too, since they'd be expecting to find hidden stuff everywhere
Oh, IMO that was implied in the limited amount of bombs option >.> EDIT: made the option a bit clearer
116
« on: August 29, 2016, 08:07:14 am »
allow uers to add their own options...?
What would you suggest?
117
« on: August 29, 2016, 07:59:57 am »
Where's the computer so you can access the pokewiki... nah just kidding it looke really nice ^^
Thanks! I guess the inside of houses will always be like 1x1 or 2x1 screen sizes, what will you do? Use the same effect of scrolling as soon as you reach the end of one screen? Or use a custom scroll animation for the inside of houses, like focus following the player? [...]
You'll see ^.^
So, simply walking onto door to enter houses won by far! Yay! (That was my pick, too btw ) Also, new polls: How should bombs behave? Should you have unlimited bombs all the time or only a limited amount and have to re-buy bombs from shops etc.?
118
« on: August 28, 2016, 11:12:06 am »
Fatal bug: - When having tried to destroy the rocks blocking northern path without already having the pickaxe unlocked, something goes wrong and the next time you try to save the game using a statue, you end up getting a ERR:UNDEFINED and ram clear. This does not happen if you already have the pickaxe (probably its trying to check for a var thats not defined bydefault and only gets defined as soon as you get the pickaxe or something??)
Was because of a stack overflow, fixed it Other bugs: - DEL is sometimes accepted for interactions with save statues, people and even drinking water bottle. (even over distance like 3 blocks from the statue - somethings buggy there
Maybe related to that fixed stack overflow - spelling mistake in the "you got a pickaxe now" message Fixed, i think - level up-message still colliding with loading bar of batle screen well, i didn't touch that code yet >.> - it now enforces the user to release all keys before you continue walking after a battle - but it should probably display some "you won" message or something - else it looks like screen freezes in battle until you release the keys and realize you already won ^^ I will remove the forcing to release keys and instead add a death-animation for the enemy (in the long run) - still impossible in the MODE menu to deselect an item or select "<none>" once you selected the bottle. I don't see the point in that - should mayybe display a "press 2ND to equip" text in mode menu?
Unfortunately a 96x64 pixel screen isn't exactly large and that is, i think, too much information to display
More importantly, how do you all like the indoor sprites I just attempted?
119
« on: August 28, 2016, 07:21:54 am »
Is there any chance of the program or a screenshot? (IDK how possible such things for the 82 are...) Anyhow, i'd recommend leaving away the trailing quotes on your output lines, this way you save bytes! Also, any reason why there are so many spaces after "YOU LOSE!" and "YOU WIN!" ?
120
« on: August 27, 2016, 03:30:13 pm »
Hello there, welcome to Omnimaga!
I sure hope you'll enjoy your stay! I see you already found your way to IRC ^.^
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