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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.

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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.
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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.
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OmnomIRC Development / Re: OmnomIRC Easter Eggs (DO NOT SPAM THE CHAT WITH THEM!)« on: December 17, 2010, 11:18:16 am »
I got that it did something. The real question is how does it affect it?
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OmnomIRC Development / Re: OmnomIRC Easter Eggs (DO NOT SPAM THE CHAT WITH THEM!)« on: December 17, 2010, 10:57:13 am »
So typing "Netham45 is a lobster" does something to the chat?
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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, 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.
![]() 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 »![]() 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. . .
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Computer Projects and Ideas / Re: Trio and Niko: Falling« on: December 16, 2010, 05:15:02 pm »
That's nice to hear.
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TI-BASIC / Re: Fun with strings!« on: December 16, 2010, 10:37:55 am »
MathPrint OSes are just a bunch of glitches.
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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?
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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:
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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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