This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - chickendude
Pages: 1 ... 7 8 [9] 10 11 ... 55
121
« on: December 05, 2014, 12:25:32 pm »
Contra and deeph also did some work with C over at yAronet: CTI83Compiler un programme en C pour ti83[C] TI-Lib - a C library for writing games, essentially making GBA Lib usable in C programs. deeph says it's based off GBA lib 2, but ticalc only lists GBA lib v1.0.
122
« on: December 05, 2014, 12:03:20 pm »
It just gets fancier and fancier! Those pop-up menus are really nice, though in my opinion the full screen text ("SHUTTLE LANDING BAY TWO", etc) still doesn't seem to quite fit in with the rest. Everything else is so pretty.
123
« on: December 05, 2014, 11:34:01 am »
Ok, this is going on my calc right now, gonna play some Sudoku before going to bed. Seriously, all the new additions the past few days are just amazing, really nice work! The only thing that is a bit weird is the cursor in the menu, why is it pointing away from the choices? It looks like it should be the other way around. And for the record, [ 0 ] / [Del] work fine on my OS 1.19 83+ as well. EDIT: Maybe pressing [2nd] or [Enter] (or any key) should take you back to the main menu instead of only [Clear] when you win. I was also trying to think of a way to have pencil marks show up on the full board, and maybe it's a bit overkill but what about having a 3x3 grid where each dot is a #? For example: (X = on/black pixel, 0 = off/white pixel) X0X 000 0X0 ..would show that 1, 3, and 8 have been marked. Anyway, i was never that great at Sudoku, maybe now i'll get a little better
124
« on: December 02, 2014, 04:52:54 am »
It doesn't just look awesome, it is Nice work, and thanks for adding that stuff in so quickly! Updating my calc now...
125
« on: November 30, 2014, 07:10:26 am »
A couple thoughts and ideas: -it would be really cool to have an undo button. I don't think it'd be too hard to do as you'd just need an array of the last few entries (like a miniature stack). -it would also be nice to not have the pencil marks automatically update, ie. be able to type them in yourself. Maybe holding [2nd] or [Alpha] while pressing a number could update the pencil marks? With them updating automatically it can make it a bit too easy. So perhaps an option to turn that on/off? -maybe adding a quicker way to jump between the 3x3 squares? (eg. [ + ]/[ - ] to cycle horizontally and [ x ]/[ ÷ ] to cycle vertically) -it also might make sense to add [Del] as an alternative to [ 0 ] for erasing a number.
All in all i think it's really great, though with the pencil marks it's a bit easy. I hope you continue to work on it, i think it's already the best Sudoku program for the 83+. Nice work yet again! Ah, and yeah, i've only got your Axe games, i didn't know you had BASIC stuff, too.
126
« on: November 29, 2014, 11:09:26 pm »
Wow, this looks really great, i love how you organized everything! It would be nice to have a pack with several puzzles in it, though. Downloading immediately I also love your 2048 clone. Your games are filling up my calc
127
« on: November 26, 2014, 02:52:38 am »
I really like both of those! The vent suckers are a really cool idea. For the crushers, will they crush you even if they are opening? They look really great (though really annoying)!
128
« on: November 24, 2014, 03:42:38 am »
To be honest, i don't think a quick comparison of X/Y coordinates of all platforms will take that long. I'm not sure how they are organized, but in the Boo stage i see what look like 7 platforms. Compared to scaling the sprites and everything else i think that will be rather negligible, at least just the comparison. Divising an actual AI will be a lot more troublesome though. For now you could just have the "AI" face and randomly attack the player, even if they don't move, or limit them to the current platform they're on/jump towards the middle when falling and no platform is beneath them. Though personally i think especially with linkplay there's already enough, i'd like to see more characters and whatever work you still have planned for the engine get done
129
« on: November 24, 2014, 03:19:46 am »
The old Site du Zéro had a really nice C tutorial (in French). The name of the site has changed since then, something like OpenClass, but i think you can still download the book.
Thanks for the link, though, Happybobjr. All Google stuff's blocked here but maybe i can hop on a VPN sometime and pick it up.
130
« on: November 19, 2014, 02:47:03 am »
I know it's not a bit unrelated, dwedit's site has some nice 8x12 sprites: http://www.dwedit.org/sprites/I've used those to model my own sprites after.
131
« on: November 18, 2014, 06:09:24 am »
Well if you ask someone can help you out I imagine Axe just uses the OS's routines so saving more than one variable shouldn't be any more difficult than just saving one variable. EDIT: This is looking really great, by the way. Movement is a little slow but i love the bars and the action and everything!
132
« on: November 18, 2014, 06:01:36 am »
Is it just wrapping byte boundaries? It sounds like you need to do some early clipping with your rectangles (check for overflow while calculating the rectangle coordinates). Hope you figure it out soon
133
« on: November 15, 2014, 09:01:02 pm »
And here's a quote from Hayleie on what exactly you need to send in the current build: Here's the latest [version]. Send all appvars (except AMEMKIT, deorg and SCALESPR if you want to save space) in archive, send the ap and run the app. Programs are not needed.
134
« on: November 15, 2014, 08:52:46 pm »
Wow, those look great! When the sprites are done, adding in the stats shouldn't be too difficult, i can do that if no one else steps up to the plate. Great work so far! Hayleia, is there really no established size for sprites? They can be any size (any height/width)?
135
« on: November 14, 2014, 10:01:57 pm »
Congrats Sorunome! A well-deserved feature! Seeing all your progress made me pick up a couple of my old projects (which were started long before May!)
Pages: 1 ... 7 8 [9] 10 11 ... 55
|