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Messages - LincolnB
Pages: 1 ... 63 64 [65] 66 67 ... 77
961
« on: August 16, 2011, 11:15:10 pm »
* buttsfredkin bookmarks thread Sometime, next year, in pre-cal, I'm gonna come back to this, when I understand more math. And if I do make it, it will be in Axe - just you wait and see
962
« on: August 15, 2011, 10:52:37 pm »
Freyaday? Are you still working on this?
963
« on: August 15, 2011, 10:44:12 pm »
Some day I'll get around to working on this . However, thanks for the bug alerts, I'll definitely keep those in mind.
964
« on: August 15, 2011, 10:28:18 pm »
Thanks. Aaaand...leafiness0 I'll probably be asking you for more help with fonts and whatnot for my next project.
965
« on: August 15, 2011, 10:26:10 pm »
Hello, I'm kind of thinking about doing this ^, making a complete CAS for the Ti-83/84+(se) family (written in Axe). However I'm currently working on something else, but this is still something fun/interesting to talk about, for the future and whatnot. A list of lots of math functions can be found at http://functions.wolfram.com/ , and from there we can narrow it down to probably about 50-100 (the site has something like 300,000+ functions submitted). Anyways, just something interesting to think about / expect for the future. What do you guys think? Any must-have features or anything like that? Any tricks about doing math stuff in Axe?
966
« on: August 15, 2011, 10:07:32 pm »
^^ kind of my thoughts too, so I won't really be doing anything like that
967
« on: August 15, 2011, 10:03:02 pm »
What do you mean by 'impossible places' ? As in, you need to make it so that no places occur where two platforms are so far apart you can't jump to them?
968
« on: August 14, 2011, 10:00:42 pm »
For the record, I'm going to be gone for basically the same amount of time, only I'm leaving tomorrow. Band Camp FTW.
Yay band camp! I was still able to log in here nights tho, last week during band camp cause mine went from 8am to 8pm
Mine was at an actual camp in which there was no internet access. It was a blast, though.
For marching band, right? Are you going to do be in like a drum corps or anything?
969
« on: August 14, 2011, 08:38:45 pm »
Oh, like Commander Keen? I like it. I also like the idea of a seperate screen for the battles, but I'm doubting whether / how that would work in a Zelda 2 - like game...
970
« on: August 14, 2011, 08:35:12 pm »
Title says it all. Do you own a media player device that is currently eqipped with Rockbox? (check out rockbox.org)
I have a Sandisk Sansa Fuze running Rockbox.
EDIT: Added a poll.
971
« on: August 14, 2011, 08:19:04 pm »
For the record, I'm going to be gone for basically the same amount of time, only I'm leaving tomorrow. Band Camp FTW.
Yay band camp! I was still able to log in here nights tho, last week during band camp cause mine went from 8am to 8pm
972
« on: August 14, 2011, 06:57:20 pm »
This has nothing to do with the calculator lol
EDIT: Damnit, wrong forum... Can someone move this? (To here)
Got it, I was a little confused
973
« on: August 14, 2011, 06:55:27 pm »
What he said. the A*8 is indeed because of the 8x8 tiles, and in {Q+B*24+P+A+GDB1}, Q+B*24 is interpreted as (Q+B)*24 because of left to right order of operations. The width of the map is 24, so to get to the next row, you add 24, in this case, you add Q+B number of rows. Add one to go one byte to the right, so P and A are added, plus the original pointer, GDB1.
Hem... Is it normal? IRL, or in C, the * operaotr has more priotiy than +...
Axe uses left to right order of operations. I would guess that the number one mistake beginner axe programmers make is forgetting this.
974
« on: August 14, 2011, 06:48:05 pm »
So, I finally got around to uploading Spacky 2, the beta release at least. I currently have three floors implemented, on floor two you get the pogo stick and on floor three you get levitation powerz. Things I still have to add before officially releasing Spacky 2 in non-beta form:Loading/Saving Car Levels (this will be the fourth floor, you drive around in a car, and when you hit stuff it blows up) In-game storyline Some Bugfixes So, not a lot left to do. The project's about 90-95% complete. However I'm getting kind of sick of this and am already quite busy with my current (secret) project, so I don't have any plans to continue, unless sometime later I feel like finishing it up. Source code will be released at a later date, when I get around to commenting it sufficiently for it to be useful. Anyone who wants to is welcome to check it out, test it out, do whatever, maybe even finish it for more / help me finish, if anyone's interested. Final Screenshot: Special Thanks to leafiness0 for the menu pic, and builderboy for his flame animation.
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