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Messages - cooliojazz

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421
General Calculator Help / Re: Calc Easter Eggs and Cheats
« on: February 07, 2010, 12:53:10 am »
In Bubble Bobble pressing X^2 brings up a fun puzzle game

422
Gaming Discussion / Re: iCCup - For those who can't use Battle.Net
« on: February 06, 2010, 10:17:29 pm »
Awesome that everybody's going to playing now. :D Everyone wanna tell us the name they're going to use for battle net though? (In case its different)

423
Gaming Discussion / Re: iCCup - For those who can't use Battle.Net
« on: February 06, 2010, 02:12:33 am »
Really? Because I just played an ultimate minigame party with somebody...

424
Gaming Discussion / Re: iCCup - For those who can't use Battle.Net
« on: February 06, 2010, 01:17:08 am »
Wow, this is awesome! STARCRAFT FTW! So scheduled games possibly then?  Geekboy, I can also teach a bit you if you want, though i'm not near as good as DJ.

425
TI Z80 / Re: RUUUUNNNNNN!!!!
« on: February 02, 2010, 11:31:18 pm »
I've noticed that, but for some reason, i thought it was something else... hmm, oh well.

426
TI Z80 / Re: RUUUUNNNNNN!!!!
« on: February 02, 2010, 06:31:09 pm »
@Galandros That seems to be about how fast it is on calc, and yes i know it needs to go a bit faster, and thats one of the things i will try to work on now that most of it seems to work.  Also, thanks for bringing to my attention what seemed to trigger the (now confirmed) jump increase bug, though the rest of what you said confused me. :P
@Art_of_Camelot As of now all tiles are passable.  The different designs are just an aesthetic effect.
@Tribal Yes I've noticed that bug that comes up at random times, and i think it has something to do with clearing the screen and the x/y variables that i'm stupid to use scince sometimes it comes up after graphing something etc. i think.  I didnt really worry about it yet though, since it only seems to trigger once, then re-running fixes it (for a while at least :P )
@TsukasaZX Ooh thats a good idea.  I'll see if i can fit that in without further speed decreases (biggest problem i seem to always have: speed XD ) and i was just using wabbitemu...

Also, what about slowly increasing the shifting frequency over time?  How does that sound?  Also (again) would you agree that the jumps increase too fast?
EDIT: Fixed the startup bug. It had something to do with Using the text command and a sprite command together, err, well in the same code, after looking at the graphscreen or maybe actually graphing something, not sure.  Anyways, when the Text command is first used, it resets the x or y (also makes the sprite commands not draw), dont remember which, so adding a pxl_Off somewhere at the top of my code fixed it.  Dang, i had it all reasoned out to exactly what caused it and how that fixed it, but now i mostly forget. :(  Anyways, out of curiostiy, anybody know why it does that?

427
Gaming Discussion / Re: Let's Play Torchlight!
« on: February 02, 2010, 01:10:29 am »
LP calc games?!? EPIC!!!! /me thinks {AP} should

428
Only 5? Looks like those anti spambot measures are working :P

429
TI Z80 / RUUUUNNNNNN!!!!
« on: February 01, 2010, 11:57:07 pm »
OK, so that seemingly random matrix question about matrix shifting was for this game I've been working on, generically dubbed, RUN!  The goal is to go fast enough around the screen as to avoid getting squished to the lefty hand side of the screen by the shifting blocks.  Sometimes, though, you're route is blocked.  That's when the jumps come in handy, allowing you to jump over one block in any direction by pressing [2ND] then the direction you want to go.  The jumps respawn over time ( I think I have a bug, not sure, I think sometimes you randomly gain 3 or 4 extra for no apparent reason, haven't really payed attention to that). There really is not much point to the game as of yet, and the matrix shift STILL takes to long (look at the obvious movement delay) and the [2ND] key takes forever to trigger for some reason (you have to keep holding it till the jump # decrements, really) but there ya go.  And I *think* this is the first game I've actually released...
NOTE: I DO plan on improving this.  Just maybe not right now.
Oh yeah, almost forgot.  It needs XLib.  Which can probably be deduced from the screenshot, but you never know. :P

430
Music Showcase / Re: Music Composition
« on: January 31, 2010, 08:58:51 pm »
Should be right next to the mic. Normally in-between the speaker and the mic. If there's only two, well then i guess you're out of luck...

431
Computer Projects and Ideas / Re: BasiC++
« on: January 31, 2010, 07:28:29 pm »
Wow, thats awesome!

432
TI-BASIC / Re: Matrix Help
« on: January 30, 2010, 11:15:48 pm »
No, it'll be 6x10, and thanks for that, I think i'tll help :D

433
TI-BASIC / Re: Matrix Help
« on: January 30, 2010, 09:47:45 pm »
Thats one of the possibilities I was considering, but I have a border around the outside and I kind've like it, so I was seeing if there was any fast way of just shifting the matrix, instead of having to redraw the border as well :P Plus, that would mean i would completely have to redo my collision and shifting part...

434
TI-BASIC / Re: Matrix Help
« on: January 30, 2010, 08:54:17 pm »
Yes I see it, but I have to have
[1,2,3]
[2,3,4]
not say,
[2,3,1]
[3,4,2]
Here's an explanation: XLib Tilemap :P

435
TI-BASIC / Re: Matrix Help
« on: January 30, 2010, 03:27:38 am »
Oh, ok, i see what you're saying. This would be amazing and exactly what i need... except that i cant have it wrap :(

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