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Messages - TsukasaZX
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421
« on: September 24, 2009, 11:45:32 pm »
Darn.... How long is this going to be for? A week? Two? A month?! o_o
Also, remind me to teach you my ninja tricks for not getting caught staying up past bed time. They work 100% of the time so long as your parents don't check in on you while you sleep (which parents shouldn't be doing if you're in your teens)
422
« on: September 24, 2009, 11:41:05 pm »
Looking great so far! I like the Turn Gauge concept. That's pretty nifty. At least, that IS a turn gauge, right? :O
423
« on: September 24, 2009, 12:41:45 pm »
Well then, grab your calculator, pull up tibasicdev.wikidot.com, and learn! Oh, and since you're the graphics guy, I may have to come to you for sprite help later on
424
« on: September 24, 2009, 02:24:55 am »
Nice site That "Mr. Geek" game sounds fun. Can't wait to see more of that one.
425
« on: September 23, 2009, 04:19:04 pm »
Curse you Calc84maniac and your addicting Chip's Challenge! :O jsj795, your game looks and sounds amazing so far. I can't wait to see more screenshots of it. Good luck with the graphics engine
426
« on: September 22, 2009, 03:42:10 pm »
I know I'll be carrying my calc around with me everywhere I go like the good old days again Epic win!
427
« on: September 22, 2009, 12:06:24 am »
Ah, Pokemon Red. Good game. Sadly, according to TI's site specs, the Silver Edition only has about half that in Archive space (about 1.5 MB) so that's still a no-go. However, if you're willing to wait an indefinite amount of time, our good pal tifreak8x is working on his own BASIC-with-some-ASM port of the first generation Pokemon games called "Pokemon Purple". Check it out: http://ourl.ca/2766http://cemetech.net/forum/viewtopic.php?t=3387(Those are two of the however many threads I know of off the top of my head)
428
« on: September 21, 2009, 11:55:27 pm »
Yeah.... that's just a tad too much for a regular 84+. Out of curiosity, just what were you intending to port to TI-84+?
429
« on: September 21, 2009, 11:42:56 pm »
How big is the file you're trying to send over? If it's larger than your 491,520 bytes (480KB I guess?), it's not gonna fit without more free ARC space.
430
« on: September 21, 2009, 11:35:07 pm »
a .8xk is an application, which resides in your calculator's archive. You don't have enough archive space (2nd - Mem - 2, look at ARC FREE) for the file so you'll have to delete some applications off of it. Game files are incredibly huge so you'll have to clear a lot of space off for them. It's even possible, being a regular 84+, that you don't even HAVE enough space for certain games
431
« on: September 21, 2009, 05:31:03 pm »
That'd work quite nicely, {AP}! I could use one matrix for the map. Each cell would correspond to a room on the map, its value would be used to grab room data in the form of another matrix from a subprogram and load it with real(2). DJ: Ah, mk. I'll try to remember that about tiles although I'll probably have a white background for a while until I can get a better grasp of sprite masking. [edit] Is there a way to get the coordinates of a given value in a matrix? For example, if the room value is "2", is there a way to find the coordinates of "2" in the matrix (given that no two cells have the same value)? Redacted: silly question was silly [edit] Started work on the room drawer. Here's a screenshot of it in action as part of a map exploring program: Note that these aren't necessarily the final rooms. As I continue to expand and modify the map (and get a decent water effect going), they will probably change. But at least you have an idea of how the game will look Also, DJ/{AP}, how would I go about adding some sort of transition between rooms?
432
« on: September 21, 2009, 04:11:16 pm »
Thanks y'all! However, that's about the only easy part of the game ^^; Now comes everything else :O First up, the map/room system. Initially, the original ASCII game used a pretty simple system. A matrix would serve as the game map where each matrix cell corresponded to a room and the code would use the value of that room cell to get the room contents string from a subprogram and display it. It worked somewhat. But, since I'm using xLIB graphics now, I don't really think that old code will work anymore. I'm pretty much stumped DJ, your Metroid game uses xLIB, how'd you go about displaying rooms?
433
« on: September 21, 2009, 02:48:13 pm »
Excellent... the mole is in... J/k, congrats Tatsu.
434
« on: September 21, 2009, 01:05:40 am »
My awesome desktop Link
435
« on: September 20, 2009, 05:06:52 pm »
You have just won the internet, good sir! I love Chip's Challenge and I'm glad I can finally play it again and on a portable scale at that! Good job, calc84maniac, good job. I tip my hat to you
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