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Messages - ben_g
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61
« on: October 29, 2014, 07:37:38 pm »
It should still be able to run lua games. You can look for them. As for emulators: you can hope that ndless will one day be updated to 3.9, but witouth ndless, an emulator isn't going to happen.
62
« on: October 28, 2014, 03:35:19 pm »
is there a way to store variable inside a code or modify the code itself using ONLY ti basic?
If you only want to store variables between runs of the program, I'd suggest you look into lists. You can create lists with custom names, and they can hold a lot of information (999 numbers to be exact) If you do 55->dim(LLIST), then you create a list named LIST that can hold 55 numbers. If the list already exists, it will be cropped to the correct size with zeros being added for elements that didn't exist previously (this also means that executing this code when the list already exists doesn't modify the list). A newly created list will be automatically filled with zeros. An alternate way of creating a list is like this: {0,1,2,3,4,5,6,7,8,9}->LLIST, which will store all those elements into a new list of the correct size. If the list already existed, it will be completely overwritten. Every one of those can be used as a variable like this: LLIST(5) will return the value of the variable, kinda like simply using A. You can also modify variables like this: 8->LLIST(5)It even works when you use a variable inside the brackets: LLIST(A) will return the Ath element in the list.
63
« on: October 23, 2014, 11:30:16 am »
Now that the mainline kernel supports the TI-Nspire along with all its peripherials and we have a decent bootloader for it, it's theorically possible to install pretty much every Linux distro that supports ARM. It's pretty easy to build a filesystem with the ARM version of Arch Linux with pacman and load it in your Nspire and it would theorically work. If I had a Nspire I'd definitely try that out.
So it would basically be possible to run android on an nspire? As far as I know, that distro is aimed at ARM. It would deffinately be interesting, especially if you could get it to run android apps.
64
« on: October 23, 2014, 11:15:07 am »
So, is it now possible to run a full linux installation, with GUI and such included, on an nspire CX? Or is it a lightweight command-line only version?
65
« on: October 22, 2014, 03:27:25 am »
Ben_g, do you need a teammate? I know JME
You want to join the team? Well, I have to warn you, the code is a huge mess. I'd also like to have at least one team member who's good at modelling and/or texturing, but I'll deffinately consider your application.
66
« on: October 21, 2014, 03:18:40 pm »
First off, sorry for the necropost, but I have an anouncement to make about this project:
As you may or may not know, this project started with a small team of people, but quite soon after developement started, the activity of my team mates decreased (mainly because they had a lot more work for school and such), so afther a while, I was basically working alone on it. And off course, working alone means that progress goes a lot slower. It happened regularly that I was working for hours for a small feature or bugfix that's only barely noticable, which off course didn't give me a lot of motivation to keep up with it. I think that most of the time, the only thing that kept my motivation just high enough to not declare it dead is that this game is the first programming project I ever started (or joined, since I didn't start it alone).
But life stories aside, here's the real anouncement: I decided to stop working on this project for now, because this project is way to big to be able to finish it by myself. I'm not declaring it dead just yet, but untill we (the team behind this game) have time (and motivation) to work on it again, there won't be any progress on this game at all. That's why I'll declare it as in 'deep coma': it's not quite dead yet, but it's chances of survival are - unfurtunately - very slim.
Well, you may have been able to guess what was above, but there's still something that might make this necropost worth it: You may have noticed how most of my projects are open-source, but not this one. Well, I'm not confortable with uploading the source to be downloadable by anyone, but if you want to view the source of this project, or want to use some textures/models, send me a PM. In the case of models, I'm not sure I can give them to you though, since not all of them are made by me.
67
« on: October 20, 2014, 12:52:00 pm »
Well to be fair I actually got 21. (the blue squares are individual images)
23: You forgot the uprate/downrate buttons visible to everyone besides you
68
« on: October 17, 2014, 02:37:30 pm »
I don't think it was that much of an issue on Desolate, as you had no level and making the game faster also makes the enimies more annoying. But if a big speedup due to a low greyscale setting is a problem, can't it be more or less fixed by adding boundaries to the setting so that it's still possible to adjust the greyscale frequency, while the gameplay speed won't be that moch different. Alternatively, I guess that it should be possible to add an artificial delay to the greyscale frequencies that speed up the gameplay too much, though that would be harder.
69
« on: October 15, 2014, 03:30:11 am »
Well, when only looking at the OS's stability and features, I like Linux a lot more than Windows. The distribution I'm currently running is Ubuntu, but I've never tried an other distro.
But when choosing an OS for my computer, I think I'd choose Windows 7, because it a stable windows version that is still supported by pretty much all software. I know Windows 8 is newer, but I've experienced it to be unstable and it's support for older programs is a lot worse than that of Windows 7. The reason I personally won't choose for Linux (if I had a choice) is that while more and more software is made to be cross-platform, the vast majority is still only made for Windows.
70
« on: September 30, 2014, 04:38:24 pm »
I decided to write a C entry mainly to learn C, but I've also submited it here.
I'd like to thank Eiyeron and KermM for helping me with this entry, because I wouldn't have gotten it to work witouth them.
71
« on: September 26, 2014, 12:37:18 pm »
apparently, the gif was just chrome acting weird. It works fine in the image viewer on my computer.
72
« on: September 26, 2014, 10:44:09 am »
- Sooooooo it is quite a long time that I've haven't post anything,but don't worry I am not leaving calc community -
- something big is also coming, but I won't tell you more
- That's good to hear. I was thinking about not having heared about you for a while yesterday. - Is that per-pixel lighting you're showing there? Or high-res textures/textures with dither patterns? It's kinda hard to see, and it seems to be a bit broken on my computer, as some parts appear as white (not calculator green white, but real white) and shades of grey. Anyway, it looks cool, good work. - Does it start with an A? I think I know what it is BTW: Are billboards planned? If not, then I'll probably try to 'mod' them in after that 'something big'.
73
« on: September 22, 2014, 01:02:34 pm »
Now, talking about E:SoR-like projects, are those actually allowed for submission? What I mean is for example, if I decided to make another Illusiat game, made all sprites, coded/drew animations, designed every dungeon/town/overworld map, monsters and their data, character names, the title screen and the entire storyline including side-quests and dungeon locations, but left the entire coding process (excluding animations, for example) to somebody else, kinda like Zera/Grendel did with Lost Legends, Escheron: Shadow Over Rangaroth and a few other projects.
It depends on how much of the engine is planned, and on how 'special' or hard to code it is. I think we should allow tilemappers with all or most of their artwork already created, while we probably won't accept a 3D portal game with all it's artwork done but with not a single line of code. I don't mind entirely different projects (in fact, wxWabbitemu is completely different from what I usually do), but they should at least have a working prototype engine to make it clear if the calculator can handle it well enough. Though in the end it all comes down to who wants to work on the suggested projects, so it's hard to know which projects will be accepted. But if anyone wants to start a project for which he only wants to create art, I'd suggest first asking for interest either here or in a project topic.
74
« on: September 22, 2014, 12:28:37 pm »
This is cool to hear. However, I would have suggestions for future OPRT products:
-Cross-post progress and updates over Omni, so that non-Github users are aware that they are being worked on or exist at all. For example, I didn't know about that Dodge game until I checked this thread tonight. It would also help increasing Omnimaga forum activity. Yesterday there were only 10 posts on Omnimaga and 14 Saturday.
-Those who really can't help on projects could simply post suggestions or feedback on other people's projects (at least the non-quadratic solver ones), to give encouragement and criticism for improvements.
- Ok, I'll try to post more updates here. I agree that it's getting a little bit quiet here, and I'd love to see more activity. - I like your 2nd point as well. It would make it more clear for the programmers on what they should focus, and more feetback may also increase motivation. And as a reminder (to everyone): everyone can suggest any projects to finish, even if you are not in the team, and even if it's not your project you want to suggest. Can I have an invite to the organisation too? I'm https://github.com/Vijfhoek.
Off course. I sent you an invite. I also forked wxWabbitemu to the OPRT GitHub page. The work that needs to be done isn't posted in issues yet, but please let us know if you're working on a certain part to reduce the chances of doing double work. I'm currently still learning C/C++, but I'll join as soon as I understand them well enough.
Awesome! I'll start filing relevant issues as starting points for things to work on.
Do you want the issues to be filed on the original repository or the OPRT? (Either way is fine.)
Finally, if anyone is still interested in joining the team, please post your GitHub name here (or tell it to a team member on IRC or in a PM).
I'll join! (Just to watch over, of course. )
I'd prefer it if you add the issues in the OPRT repository, to keep all of it mostly in one place. And I've sent you an invite.
75
« on: September 15, 2014, 10:28:53 am »
Or first project, Dodge, seems to be nearly completed. Could anyone who is working on it / is interested to still work on it please check if there are any major bugs or features we forgot about? And now that one project is nearing completion, maybe we should start looking for an other calculator project to work on.
I also forked wxWabbitemu to the OPRT GitHub page. The work that needs to be done isn't posted in issues yet, but please let us know if you're working on a certain part to reduce the chances of doing double work. I'm currently still learning C/C++, but I'll join as soon as I understand them well enough.
Finally, if anyone is still interested in joining the team, please post your GitHub name here (or tell it to a team member on IRC or in a PM).
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