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Art / Re: TAO: Main menu screenshot contest!
« on: February 16, 2011, 07:22:56 am »
I dont care, congrats Builderboy!
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. 3721
Art / Re: TAO: Main menu screenshot contest!« on: February 16, 2011, 07:22:56 am »
I dont care, congrats Builderboy!
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Art / Axe Parser animation« on: February 16, 2011, 06:57:42 am »
Hi, I'm working on an Axe Parser animation in Blender (3D animation program)
Its progressing nice, and I'll post my progress as well as some screenshots here. Please give your feedback! EDIT: Added some screenshots to show my progress 3723
Art / Re: TAO: Main menu screenshot contest!« on: February 16, 2011, 04:08:29 am »
oh. thats not really... that would not be cool...
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Art / Re: TAO: Main menu screenshot contest!« on: February 16, 2011, 03:56:31 am »
on a side note, (will delete this post after answered) how long will it take to get omnomirc again up?
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Art / Re: TAO: Main menu screenshot contest!« on: February 16, 2011, 03:47:12 am »
No, i've made it with TokenIDE. it was too much to copy it by hand... but for the first: yes I did
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Official Contest / Re: Storm #1: BASIC Game in 30 days« on: February 15, 2011, 02:59:08 pm »
Axe contest? sounds cool! I would participate for sure!
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Axe / Re: Axe Q&A« on: February 15, 2011, 02:47:49 pm »
oops, i didnt see that :$ excuse me
And DT: nice! im looking forward to that tutorial! is it gonaa be on your site or here? 3728
Axe / Re: Axe Q&A« on: February 15, 2011, 02:44:35 pm »
bump
anyone knowing the answer on m question? 3729
Art / Re: TAO: Main menu screenshot contest!« on: February 15, 2011, 07:58:31 am »@aeTIos. There is one extra character. Removing the last character produces the attached file.Oh well, it is completely damaged This was not what it looked like. I must have made mistakes but I dont want to type it again. so I am going to recreate the whole thing... EDIT: All Right, here is the (bit modified) good hex: (Oh, put 3F60 before the hex for use with bitmap) Code: [Select] FFFFFFFFFFFFFC0000820800FFFFFFFFFFFFFC0000820800 I hope that this turns out good.
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Introduce Yourself! / Re: hello from m1ac4« on: February 15, 2011, 07:54:51 am »
Welcome here! I cant give you your peanuts, but you will get them as soon as possible!
I hope you can help the community with hacking the Prizm, and to create the same huge amount of games that exists for the 84+ I hope you enjoy your stay! aeTIos Oh, and I lost the game 3731
Axe / Re: Axe Q&A« on: February 15, 2011, 07:50:36 am »
I have a question: how to create a up/down or left/right moving platform in a tilemapper? i dont know how to do this...
Thanks in advance! 3732
Other Calc-Related Projects and Ideas / Re: Calculator Programs/Games Ideas/Requests - Inspiration« on: February 15, 2011, 07:44:53 am »
I saw it.
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The Axe Parser Project / Re: Features Wishlist« on: February 14, 2011, 02:48:50 pm »
i didnt know that
so, fix 9 draws bitmaps to the buffer. does it do any more? (always nice to know that) 3734
Introduce Yourself! / Re: Hello Omnikristaba... oops, Omnimaga!« on: February 14, 2011, 02:43:19 pm »
Ah, new members, always welcome!
I hope you will stay after that we hack the PRIZM. 3735
The Axe Parser Project / Re: Features Wishlist« on: February 14, 2011, 01:19:52 pm »
A Bitmap( command that draws to the buffer, and a Pt-Mask command with custom height and width, for example Pt-Mask(xpos,ypos,hex,height, width)
(cursive is optional argument) |
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