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Messages - chattahippie
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271
« on: August 11, 2011, 07:25:27 pm »
This seems like a nice idea, I like it. I could help with graphics (although I'm not the best artist ), but would be more than happy to do bug-check playthroughs whenever needed I think you should also keep a list somewhere that says what everything (variables, pointers and free ram, etc.) is assigned to, so that no one overwrites data or messes up engines.
272
« on: August 11, 2011, 04:48:06 pm »
Although I know it isn't working correctly right now, this is amazing! I would never have the patience to debug/ create as much as you have. I hope you find the errors, it seems like you kinda know where the code freaks out.
273
« on: August 09, 2011, 04:36:01 pm »
a simple way to do masked sprites, if you don't feel like messing around with ptmask(, is to OR the entire area you want the sprite to take up and not be transparent, and then XOR all the white spaces. i already have the character sprite above broken into the parts to be OR'd and XOR'd.
i just tested out that demo, and it looks wonderful so far. why can't you talk to the other people in the town, though? is there not any text data for them yet? also, can the character be turned by tapping a direction without actually moving a space? that was really important for some pokemon puzzle elements and things like that.
here's another pic to help explain the OR/XOR thing better. the first row of sprites is displayed with PtOn(, the second is displayed on top of them with PtChange(, and the third row is the end result. those black things underneath the sprites are shadows which are displayed when he jumps down a ledge. they aren't displayed when walking normally.
Ooh, this looks cool. I'll have to whip up a quick program to try this out! Hayleia, this looks awesome! Pokemon Yellow was one of my favorite games, but it always took so long to finish, as walking everywhere took huge amounts of time. I am excited to see a condensed/smaller but similar version, hope you finish soon! If you need help translating, I guess I could help some. I don't know French, but Google translate does, and it wouldn't take all too long to decipher the broken English generated by Google.
274
« on: August 08, 2011, 11:27:55 pm »
Just like mass texting, kinda. You should rack up some posts and join us, it doesn't take long on enjoyable posts
275
« on: August 08, 2011, 11:22:43 pm »
I have been reading Omnimaga for the past month or two. I've just been building up the courage to register.
You have learned from the best. also, nice job with the link (hmmm, from now on, i'm gonna copy and paste the text instead of clicking links ) And welcome to omnimaga. Do you know about irc? you can talk with a bunch of ppl from onmimaga, including myself, and ask questions or help ppl. Hope you have a great time!
You have to have 40 posts though, so find some topics that interest you... And introductions don't count
276
« on: August 08, 2011, 10:39:30 pm »
Welcome to Omnimaga 3rik I'm sure you will get some peanuts shortly. You sound similar to me, with the first forums, Ti-BAISC, and the wanting to learn more about programming Hope you enjoy Omnimaga, and this is certainly an awesome community for learning how to program calculators
277
« on: August 08, 2011, 10:34:48 pm »
there is an Update it determins now if you win or lose smash is the executable file
This seems like a nice minigame, maybe try including this in a small minigame pack? I would suggest adding a menu and an on-calc instruction screen. Also, I would suggest multiple cubes/scores/high scores, and also when the flames appear after losing, you should put Game Over on the screen, just use Text( and I don't think it will "catch on fire" I think this can be a nice small game if you continue to improve it and add new features
278
« on: August 08, 2011, 10:27:28 pm »
Welcome to Omnimaga Aequilipse!
Good luck to everyone in the contest, hope everyone's projects turn out how they want them to!
279
« on: August 07, 2011, 06:06:47 pm »
Murkrow
f.t.w.
280
« on: August 06, 2011, 01:10:22 am »
Well, for the bees, they only sting once then they die.
Hehe, gotta love barbed stingers. The only problem is you have to pull them out later
281
« on: August 05, 2011, 04:12:48 pm »
Keep in mind though that they need venom for it to hurt though
Actually you do feel a little prick before the poison settles in, so even if there's no venom, a sting can be annoying if not painful.
True, but it doesn't pain you for days
282
« on: August 05, 2011, 04:02:41 pm »
Yes, the stingers are non-barbed, allowing for multiple stings. Keep in mind though that they need venom for it to hurt though
283
« on: August 04, 2011, 11:13:21 pm »
You could use a massive return( function to display if you win or lose, it would optimize this a lot, but would return True or False I just went on CodingBat, which has a lot of nice Python practices (that's where I learned that ) EDIT: that wouldn't work, I don't think it displays it, only outputs data, but that might still be nice for other parts of the program
284
« on: August 04, 2011, 10:50:26 pm »
I myself don't know Python, but is there a jump-like command, so you can jump to outside of the While True: loop?
285
« on: August 04, 2011, 03:10:18 pm »
wow cheers guys by the again i was referring to the general use of hi as a title in this section.... yeah and thanks for the peanuts!!
i've got a ti-84+ se and my dad has an hp 50g which is insane... i know c++ and i try a bit of game dev with ogre in my free time, though developing with something like axe parser is a world away from oo programming.
i was referring to the crazy monkey game would it be best in 2d or isometric? and is there a sprite to hex converter that does more than 8x8 sprites? thnx again!
2D overhead would probably be easier. As for the sprites, you can easily make a hex converter in Basic for whatever size sprite you need, or just convert them by hand. Just look at 4 pixels in a row, then convert the 4 bit binary to a single hex character and repeat. If you want I can try to make a converter for you, I just need dimensions. It won't look as pretty as the 8x8 one though, I'm not that awesome
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