Show Posts

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 ... 64 65 [66] 67 68 ... 424
976
Site Feedback and Questions / Re: [IDEA] Tutorial Management by Users
« on: June 23, 2011, 06:03:28 am »
Yeah, the plan is to do like the Downloads section: People can submit their tutorial as they wish, then they get approved by a moderator (and a discussion link is added).

Good to know :)

977
Lua / Re: Lua Routines
« on: June 22, 2011, 05:21:06 pm »
Ashbad, I don't really see how that works, can you give me an example please? Thanks

978
Site Feedback and Questions / Re: [IDEA] Tutorial Management by Users
« on: June 22, 2011, 05:20:31 pm »
well you can technically manage your own tutorials as i believe they are based off the posts you make for said tutorial and to submit one dont you just request an admin to do it?

not to upto date with how it works but i think thats right....

That's exactly the problem, asking admins to submit them, I don't wanna PM admins and bore them with such tasks.

979
Site Feedback and Questions / Re: [IDEA] Tutorial Management by Users
« on: June 22, 2011, 12:26:52 pm »
I think it should be set up so we could manage our own tutorials and upload/edit them but not so we have complete control

Thanks, I also agree with that. I'd like it if we could add tutorials made by others, but not edit them.

980
Site Feedback and Questions / Re: [IDEA] Tutorial Management by Users
« on: June 22, 2011, 12:22:10 pm »
Wow I just now realized we had a tutorial section

That was a little late :) But I'd like to get some feedback on my idea

981
Lua / Re: Lua Routines
« on: June 22, 2011, 09:54:02 am »
Quote
If that's really an equilateral triangle, shouldn't the square root of 3 be involved somehow?

I don't have to, I basically use trigonometry to find out the height of the triangle and remove that height to the Y position and I get the Y position of the upper vertex and then I can use the drawLine functions to effectively draw the triangle.

I rechecked my routine and I happen to think the following one is better, I was using cos( instead of sin( in the wrong place.

Code: [Select]
function drawTriangle(gc,x,y,l)
gc:drawLine(x,y,x+l,y)
gc:drawLine(x, y, x+(l/2), y+(l*math.sin(60)))
gc:drawLine(x+(l/2), y+(l*math.sin(60)), x+l, y)
end

982
Site Feedback and Questions / [IDEA] Tutorial Management by Users
« on: June 22, 2011, 08:02:52 am »
I think it'd be great if users could manage the Tutorials section, or at least some users because I made a tutorial that isn't on Tutorials, and I'm afraid I'm not the only one. So instead of asking admins to do it, we could do it ourselves.

Secondly, one of my uploaded tutorials has some BB Code and Formatting/Layout erros in the Tutorials Section and it'd be great if users could change that instead of having to ask Admins to do it.

I'm not sure if what I'm asking for is feasible, but I'd love it if it could be done. It would make Omnimaga's Tutorials Section more dynamic and better and save the Admins some free time :)

983
Computer Projects and Ideas / Re: Trio and Niko: Falling
« on: June 22, 2011, 07:58:19 am »
Well, I decided to stop using SDCC and just use assembly from scratch now, it wont build with multiple pages correctly :P

But, now even with just pure z80 assembly, I wont be using that many BCALLs anyways, not even the text ones ;) just maybe appvar ones.

This started as an Axe Project, then ASM, then C, now back to ASM. Ashbad, I think you should think about your language, plan the project and don't give up in the middle of it. The Axe version that you even released a demo of was wonderful, it's what made you get a subforum, I really liked it, the Zelda-Style.

I think you should've worked from that one, and don't change the type of project, nor the language nor the platform. Just stick to what you had, it was great.

I guess now if you're starting with Z80 ASM, well then just stick to Z80 ASM.

984
TI Z80 / Re: POP - A game to POP
« on: June 22, 2011, 07:06:29 am »
Attached is a simple documentation on the POP Engine in case anyone wants to recreate it in another language or platform. Stefan wants to try and make it for 68K calculators, so here is how it works.

985
News / Re: nDoom policy re-instated
« on: June 22, 2011, 04:58:28 am »
There are supposed to be more ops, but they aren't on often anymore on IRC.

The key word here is "supposed", but who am I to judge #omnimaga moderation, it's very good and almost needless, but not permanent.

986
Computer Projects and Ideas / Re: Trio and Niko: Falling
« on: June 22, 2011, 04:57:44 am »
SDCC = small device C compiler, which is a pretty decent C compiler ;)

However, back on topic now I guess :P


It compiles to Z80, meaning no B_CALLS? Isn't that a bit hard? Also how do you convert the binary files it creates to 8XP?

987
TI Z80 / Re: Rogue OS
« on: June 21, 2011, 05:15:53 pm »
This looks promising Eeems, as most OSs, but it seems you've started making some stuff :) I just don't get the exes, what are they, calculator files?

Good luck with this :)

988
News / Re: Myst 89 Released
« on: June 21, 2011, 03:45:19 pm »
Great to know this was worthy of a news post, as there are not that many 68K Games like this, thanks a lot ztrumpet and congratulations, yet again, to Stefan.

EDIT: It was made in Basic, making it more astonishing :)

989
News / Re: nDoom policy re-instated
« on: June 21, 2011, 03:43:13 pm »
Quote
And David, sorry, no bot linking to rules, unless it's triggered with !rules. People kept complaining the last time we did that and it became too annoying. Also I didn't kick you or anything because I do not have kick/ban powers (anymore)

I agree with !rules, I'd like it. And well we have 8 ops (DThought, Eeems, geekboy, Genolo, Juju, miotsatu, Netham and rcfreak0), not sure if that's enough, but it's just my opinion. I know this is not the topic and there is such a topic already, but AFAIK all of these are American causing some problems due to time issues.

Not sure if that would necessarily help with our issues, but yeah I'm getting off-topic.

990
TI-Nspire / Re: (Possible) Nspire Contest Entry
« on: June 21, 2011, 03:23:06 pm »
Hi, everyone! Time for the first update!
I've just about finished making the first map, and the main character is able to move around now and talk to 1 person, but that's about it right now.
On a somewhat irrelevant note, I'm trying to write my code in such a way that it would be very easy to add more stuff. In other words, it would be horribly inefficient for 1 or 2 maps, but progressively more efficient as you add maps and features.
Thanks! :D

That's called code structuring, organize it in functions with arguments so you can change how things work for the whole game. It's hard to structure code when you start it, but try to make it from the beginning, it makes coding much more easy.

Pages: 1 ... 64 65 [66] 67 68 ... 424