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Messages - c.sprinkle

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166
TI Z80 / Re: Window Maze 2.0: Taking A Maze Game To The Next Level
« on: December 17, 2010, 09:52:42 pm »
Thanks everyone; I spent a lot of time on this. :)

167
Miscellaneous / Re: Another November Night
« on: December 17, 2010, 07:47:59 pm »
I would like to try that, but I'm already working on a ton of projects. Maybe we can find someone else who will. :)

That's well written, Raylin. I like it.

168
Axe / Re: Prism: The Target Shooting, Mirror Moving Puzzle Game
« on: December 17, 2010, 02:14:27 pm »
Yeah, pretty much. I saw this mehod of determining tile data in Space Dash, and I thought that that would be perfect for tilemaps in this. Thanks, squidgetx.

169
I got that it did something. The real question is how does it affect it?

170
So typing "Netham45 is a lobster" does something to the chat?

171
Axe / Re: Prism: The Target Shooting, Mirror Moving Puzzle Game
« on: December 17, 2010, 10:54:41 am »
For instance:
   Level 1 is:
       
Code: [Select]
Data(1,0,0,0,6,0,0,7,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,0,0,
0,0,0,0,5,0,0,0,3,5,0,0,3)→GDB1

I need to be able to check each tile for a # that determines which of 15 sprites I should display.

172
Axe / Prism: The Target Shooting, Mirror Moving Puzzle Game
« on: December 17, 2010, 08:19:41 am »
Here it is; Prism is coming. Development is going well, and I've already planned the engines and scoring. All I have to do is implement them. However, I have already run across a problem: loading the levels.  :banghead:
So, a question for all you Axe programmers:
        How do you load level data that is stored in a GDB pointer?

I'd love to know, and until that works, I'll have to wait.

173
TI Z80 / Re: Window Maze 2.0: Taking A Maze Game To The Next Level
« on: December 17, 2010, 08:08:56 am »
 8) Now that this is complete, I'm starting a new thread about my latest project, a puzzle game called Prism. Look for the thread soon.

174
TI Z80 / Re: Legend Of Zelda Progress Thread
« on: December 16, 2010, 05:16:52 pm »
That's too easy in Axe or BASIC unless encryption is used. Not that I would ever hack a game. . .   :devil:

175
Computer Projects and Ideas / Re: Trio and Niko: Falling
« on: December 16, 2010, 05:15:02 pm »
That's nice to hear.

176
TI-BASIC / Re: Fun with strings!
« on: December 16, 2010, 10:37:55 am »
MathPrint OSes are just a bunch of glitches.  >:(

177
TI Z80 / Re: Legend Of Zelda Progress Thread
« on: December 16, 2010, 10:31:37 am »
Yeah, I have seen games where it is too easy to win because you can just re-acquire weapons, health, etc by going back to the same map. Also, does this have any sort of anti-hacker protection?

178
TI Z80 / Re: Window Maze 2.0: Taking A Maze Game To The Next Level
« on: December 16, 2010, 07:57:15 am »
I have now officially posted it on Ticalc.
Also, @Ashbad, check Cemetech for an interesting set of threads, etc. that stemmed from a failure of mine. :)

179
Computer Projects and Ideas / Re: Trio and Niko: Falling
« on: December 15, 2010, 06:22:20 pm »
It shouldn't be. Here's another try:

180
Computer Projects and Ideas / Re: Trio and Niko: Falling
« on: December 15, 2010, 06:20:55 pm »
What's 0 bytes?

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