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 - Munchor
Pages: 1 ... 361 362 [363] 364 365 ... 424
5431
« on: November 27, 2010, 02:08:13 pm »
I wonder what does it do that others don't?
Didn't you read it? using my personal sprite editor, I like it over all the rest, I built it for ASHBAD-friendliness, not general coder-friendliness.
It's ASHABD-friendly! I like to use my own Dev tools to develop too, but I have none :'(
5432
« on: November 27, 2010, 02:03:03 pm »
That should work, but I don't think it does what you originally intended. When you run it, what you will see is Pic1 appearing quickly once then disappearing at (0,0), and then it will display at (0,10), 10 pixels down, until you press right.
Yeah, I know, when I read the code, I imagine that happening, even without running it, since I haven't tested it yet. The problem is this is probably the easier way of doing it without having to learn something new. All that is here: :[38107C1010282828->Pic1 :Pt-Change(0,0,Pic1 :DispGraph :Repeat getKey(3) :ClrDraw :Pt-Change(0,10,Pic1 :DispGraph :End I already knew how to do, so I don't need to learn nothing new, which means I don't have to forget about anything I already knew!
5433
« on: November 27, 2010, 02:01:23 pm »
ms paint, much better, I can easily edit the sprites and pass the size during editing, then cut off excess stuff.
and thanks for the compliment, sorry I didn't get it, I'm just out of it today with understanding things.
So am I, what a coincidence, you used MS paint to make sprites, then how you convert them for calculator? You copy them using your eyes to a sprite editor, or using Tokens?
5434
« on: November 27, 2010, 02:00:26 pm »
yes
That's a very uncomprehensible reply now, is that a 'yes it works very good scoutDavid, you rule'?
That would pretty much be the same thing, aside from the you rule part
It was, of course, a joke. I'm now printing this code and will then implement it in my code.
Now, I still have to divide a 16*16 sprite I have into 4 8*8 sprites to make a loading screen (not needed but it's professional)
USE lordconiupiters 16*16 sprite drawing routine, if you dont use grayscale. Link: in a minute
I first need to know what a subroutine is. Also, splitting into 4 8*8 is not hard, if you're suggesting something easier
5435
« on: November 27, 2010, 01:58:48 pm »
well, it's an RPG
actually, to tell the truth, that's my first time making 4 level 8x8 sprites, so yay.
Saying it reminded me of RPGs is a way of saying "Those are good sprites for the type of game". I thought you'd get it, though. 4level, so you used nemo's editor or another one?
5436
« on: November 27, 2010, 01:57:49 pm »
yes, that should work. || ||| (better now? vvvvv
Yeah better, but where's the 'you rule!'? hahah j/k Now, I still have to divide a 16*16 sprite I have into 4 8*8 sprites to make a loading screen (not needed but it's professional). You think it looks pro?
5437
« on: November 27, 2010, 01:56:51 pm »
Lots of detail, reminds me of Pokemon and RPGs, though
5438
« on: November 27, 2010, 01:56:08 pm »
yes
That's a very uncomprehensible reply now, is that a 'yes it works very good scoutDavid, you rule'?
That would pretty much be the same thing, aside from the you rule part
It was, of course, a joke. I'm now printing this code and will then implement it in my code. Now, I still have to divide a 16*16 sprite I have into 4 8*8 sprites to make a loading screen (not needed but it's professional)
5439
« on: November 27, 2010, 01:53:15 pm »
yes
That's a very uncomprehensible reply now, is that a 'yes it works very good scoutDavid, you rule'?
5440
« on: November 27, 2010, 01:51:34 pm »
I reread the thread and couldn't find your 'methods', so here is a new idea:
:[38107C1010282828->Pic1 :Pt-Change(0,0,Pic1 :DispGraph :Repeat getKey(3) :ClrDraw :Pt-Change(0,10,Pic1 :DispGraph :End I added ClrDraw, that could work, right?
5441
« on: November 27, 2010, 01:48:06 pm »
There are ways around that (such as editing the first post or having a separate release topic). And besides, for Google Code, SF, and others, it's not too hard to add downloads (in my case, I do plan to offer downloads that way )
I mean, look at KnightOS or Axe, they have their own forum or subforum, so it's easy to have multiple threads, one for downloads and updates, other for general discussion. But not all programs have a subforum, even though, most of the ones which don't have a subforum, don't need a subforum and consequently don't need a website, so everything is OK.
5442
« on: November 27, 2010, 01:46:07 pm »
Yes, actually, you can downgrade it without the clickpad, but the only way to use the OS is to use the clickpad.
I may borrow one, just to try ndless once, but then I'll give it back and wait for Ndless 2.0
5443
« on: November 27, 2010, 01:42:24 pm »
Thank you, critor, for the clarification!
So, if I borrow a CLickpad from a friend for one day, i can use Nleash and install Ndless, but every time I need to boot it, I'll need the clickpad again,right?
5444
« on: November 27, 2010, 01:41:45 pm »
THat would actually be cool. I wonder how hard it would be to implement?
I think a collison code wouldn't be hard, but make an option that turns it on or off could be harder. Even though, I'd like it because it would make the game slightly harder
5445
« on: November 27, 2010, 01:40:40 pm »
Menus aren't too bad if you make a generic menu subroutine; that's only like 500 bytes or less in Axe, but you still have to hardcode all the different options which could take up a lot more space :x
If you look at my Racer3D: Replay menu... It's a number-based menu, very short, but it's not THAT functional, since I can only have 9 options (as there are 9 algarisms). I could have 10, but I don't want the 0. However, Metroid Chozo Mission is already a large game, so he might be looking for a really small menu in order for the game not to be too large.
Pages: 1 ... 361 362 [363] 364 365 ... 424
|