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Messages - cooliojazz
Pages: 1 ... 30 31 [32] 33 34 ... 41
466
« on: November 20, 2009, 11:41:25 pm »
yep. well, that way it doesnt mess with any premade maps or anything. you can edit a map that already exists without cutting off half of it because you forgot it's size
467
« on: November 20, 2009, 11:18:27 pm »
O, sorry, lol. I just wanted one so i decided to make one and invalid Dim...? is ur map smaller than 8x8? and no, y would it do that? it doesnt need it... EDIT: did I say 8x8? O.o I meant 8x12...
468
« on: November 20, 2009, 11:04:35 pm »
Does what the title says. NO USER FRIENDLINESS!!!! I might add that later just for the heck of it I might add a screenie in a bit. Emulator's being stupid. The prompt P is for pic number to work on. Map is stored in [A]. Don't try to edit one smaller than 8x12. Also uses (B] just a warning. Keys: Arrows; navigate in either map edit or sprite edit screen X,T,O,n; in map edit, goes to sprite edit for current tile, in sprite edit saves current tile and goes back to map edit 2nd; in map edit places current tile at current position, in sprite edit inverts current pixel Clear; in sprite edit cancels back to map edit without changes Mode; in map edit quits +/-; in map edit changes current tile I think thats all the keys but I could be wrong... Also, it's not that pretty, just functional the flashing/grey tile/pixel is the currently selected one. I think that's all...
469
« on: November 14, 2009, 09:10:16 pm »
lol, discrepancy fail =D
470
« on: November 14, 2009, 12:24:09 am »
lol
471
« on: November 09, 2009, 11:51:09 pm »
Yes, we MUST know what he thinks about this amazing peice of trickerey!
472
« on: November 09, 2009, 11:50:00 pm »
Stuck in a subloop? O.o I donn't think i've ever had that happen. Mine always skip over, kinda oposite Good luck on fixing those tho.
473
« on: November 07, 2009, 10:45:43 pm »
Well, don't worry, I am still working on this. Err, well, I am now that is. I really haven't had a lot of free time to work on it, with CC and Marching band, also going along with the fact that I can't really get myself to work on it unless I have, like, 2-3 hours at least so i can really get into it. Luckily, with marching band ending last week, and CC finishing with running the State Meet today, I should start having sufficient time to work on this.
On another note actually about it... 1. No, saving still doesn't work. I finally fixed all the token issues, put all the other byte calculations where I thought they should be, and tested it, and it failed. I tuned it up a little bit then, but moved on, figuring I'd fix that later. Now I need to analyze it byte by byte against an original to see where its messed up, but I can't right now. (see 3) 2. I have the picture editing interface almost done, just a couple mods and it should be good. (Mostly sizing issues and, once again, 3) 3. If you read above, I have switched to an MDI, which alows much more conveinient multi-file type managing, and the added bonus of being astetically(Raar! I know I spelled this wrong!) pleasing. Sadly this adds a lot of interesting code to allow for getting data from all the childs etc. which was mostly working, then I did something a while ago that I can't remember, and the whole thing went into the dump. (Saving relies on this) 4. Nothing really else to add, like i said i havent been working on this at all hardly...
474
« on: October 25, 2009, 11:22:06 pm »
Could you also maybe have something where you can preview your current tile in, say, a 4x4 map of itself, just to make sure it stacks nicely and stuff?
475
« on: October 23, 2009, 01:52:04 am »
EDIT: err, @DJ:yep! well, Paperworld isn't nesesarrily an RPG per se. Well, maybe... 10 seconds..... Rraar!
476
« on: October 23, 2009, 01:08:29 am »
thirded. also FINISH THIS. I DEMAND YOU. something like that would be awesome! =D
477
« on: October 23, 2009, 12:58:43 am »
You could always de-compile it. Anyways, that game looks nice. Really tis a shame that he stopped
478
« on: October 13, 2009, 04:16:08 pm »
Actually, almost everybody gets that stupid error message. I guess the TILP people forgot to include it in this version or something, but downloading this and putting it in your main TILP program folder should fix that.
479
« on: October 01, 2009, 12:12:20 am »
It would help anyone wnting to help if you posted the code too, maybe with comments.
480
« on: September 30, 2009, 09:41:35 am »
Nope different friend, though still a friend. The guy we play with has no interest in calculators. This is the guy who actually started me on the calculators. Then I went and learned a lot more.
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