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Messages - ben_g

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496
Computer Projects and Ideas / Re: Duke Nukem Mod for Doom
« on: August 20, 2012, 11:58:02 am »
If the arms aren't annimated, it's best to render them as an imagfe and display them on the HUD. And keep in mind that in most 3D engines a coordinate of 0 along the vertical axis represents the bottom of the screen, while in most 2D engines it represents the top.

EDIT: an other fix would be to open the model of the arms in a model editor (for example Blender), and move it down.

497
Casio Calculators / Re: Color Doom clone for CFX-9970G/Graph 80
« on: August 20, 2012, 11:43:00 am »
I've seen a similar game for the 84+ (but in B&W of course), and it ran at a reasonable speed. And the pics they use always take the same amounth of time to render, doesn't matter how pretty they look.

498
Other Calculators / Re: Project death prevention?
« on: August 17, 2012, 05:55:40 pm »
To make sure a project won't die, you have to be motivated to work on it. The way I do this is by switching between level design and programming the engine (this tactic only works when programming games). I first start creating a lot of the engine, untill it can load a simple level. Then when I start to get bored on the engine, I start creating a level. Then I start adding more things to the level, untill I reach a point where something I want to put in it isn't supported by the engine. After designing or improving the level, play it. Then you really see the progress you made, you'll see it a lot better then when you're only working on the engine, and the 'level' consists of only the thing you're working on. When I've seen the progress, I'm moivated again to continue working on the engine. then the cycle repeats and the level gets larger. The level keeps containing everything worked on so far. That way you see how far you have come, and this is what keeps you motivated. And if the engine is almost finished, then you can start creating the levels that will actually be in-game. If your project reaches this stage, you can be almost sure that it won't die before it gets finished.

some other tips to keep you motivated (based mostely on game design)
 - When you start to get bored, play The your game. Don't just test it, but play it. Have fun.
 - show your work to friends. This isn't only good to keep you motivated, but they can also give good comments on how to make it better.
 - When playing other games (or using simular software than the one you're making), look for inspiration. Look at some things and think "I can do that better in my game". Of yourse, don't copy, just look for inspiration, because it's hard to stay motivated on a project for which you have ran out of inspiration.

You can also work open-scource. Then if a project would die (which is still best to prevent), someone else might be able to use parts of it (for example AI, code for a menu, ...) or maybe even continue it. That way all your hard work wouldn't have been for nothing. But still, it's best to keep you motivated and keep working on it.

499
ASM / Re: ON break
« on: August 15, 2012, 04:40:19 pm »
Try doing B_CALL(_ExampleBCALL), and GetCSC sets a to 0 if no key was pressed.

500
ASM / Re: ON break
« on: August 15, 2012, 03:55:08 pm »
How do you call them? Do you do
Code: [Select]
B_CALL(_ExampleBCALL)or
Code: [Select]
B_CALL _ExampleBCALLAlso, is your assembler case-sensitive? If so, you might want to check the case. Also, don't forget the underscore at the front of the label.

501
ASM / Re: ON break
« on: August 15, 2012, 03:45:33 pm »
Did you try adding
Code: [Select]
#define B_CALL(label) rst 28h \ .dw labelat the start of your code? (together with jacobly's .inc file), and do you call it with the brackets?

502
ASM / Re: ON break
« on: August 15, 2012, 03:30:07 pm »
you can use B_Call($500B) instaed. It's the same.

503
ASM / Re: ON break
« on: August 15, 2012, 02:23:40 pm »
I think he means that his asm program breaks when he presses ON. If you don't use any OS routines (bcalls)(some will still work, but try it to be sure, and do that ON AN EMULATOR), then you can take full control by disabeling interrupts (the di instruction). This makes the CPU only run your code, so it won't do anything like breaking on ON, displaying the run indicator, etc. BUT it will also stop detecting keys when you don't use direct input. There should be a flag for this too, but I don't know which one.

504
Computer Usage and Setup Help / Re: Internet Problem
« on: August 12, 2012, 06:53:25 pm »
Make sure the clock is correct. Some computers and routers can behave strange when the clock is wrong, especially when the year is wrong.

505
Computer Usage and Setup Help / Re: Virus problem
« on: August 12, 2012, 06:51:45 pm »
to reduce the chance of getting virusses in the future, it's best to always save files you download, and then check if the extension can be harmless. Also pay attention to files with double extensions, like "help.txt.exe". To not get fooled by this, make sure you have configured windows to show the file extensions, and also make sure that the file type that windows recougnizes matches the extension. Almost everything that has a double extension that ends with .exe, .jar, or any other executable file extension are virusses. Also, sometimes what you download isn't what you wanted to download. Always check the name and the icon too see if you're not downloading something else. And finally, don't trust 'installer' programs that should install only a single file. For example an installer program that should install a readme file. And last but not least: Try to use only legal and preferably popular software. If you download google crome from the official google website, you won't get a virus, but if you want to download a cracked copy of minecraft, you might. And if there's no other popular or legal version, then keep task manager running while opening it, and if it behaves unexpectadely, close it as soon as possible, and do a virus scan afterwards.

If you follow what I typed above, you get considerably less virusses.

506
TI Z80 / Re: [Contest] Embers:Phoenix
« on: July 19, 2012, 07:43:08 pm »
I have never tried to reproduce it, but it didn't happen on other doors.

507
TI Z80 / Re: [Contest] Embers:Phoenix
« on: July 19, 2012, 04:11:25 pm »
I think I found a bug:


It happened at entering the door when you sneak around the crimson lab. A secound door appeared next to the normal one, and when I got at the location shown in the screenshot, it said "II2IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII".

508
Introduce Yourself! / Re: New user
« on: July 17, 2012, 03:20:50 pm »
Welcome. I hope you enjoy your stay.

Have some peanuts!
!peanuts

509
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: July 16, 2012, 02:47:40 pm »
I thought they locked down the spam section?
Yes, but this is in humor and jokes.

510
Other / Re: Arduino's Game of Life
« on: July 15, 2012, 05:02:12 pm »
A calc is only 15 MHz (on full speed mode), and you can play reasonable games on it. An arduino also doesn't run the outdated z80, so it should be a bit faster than the calc. Aslo, I noticed the blocks fade away. Is this an effect, or is the screen just really blurry?

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