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Messages - Jim Bauwens
Pages: 1 ... 107 108 [109] 110 111 ... 125
1621
« on: June 03, 2011, 03:18:46 pm »
I have looked for the bug, and this is what I found
for i=1,21,1 do if aliensY>0 then aliensY=aliensY+25 end end
For some reason you put for loops arround every check, while it is not necessary. This piece of code will loop 21 times, which means that aliensY=aliensY+525 . And that is why you die.
1622
« on: June 03, 2011, 03:06:12 pm »
Hey, and welcome Chockosta! Its nice to see another Lua programmer I just tried your game on my touchpad, but for some reason I immediately die The player can shoot with the up arrow, but that's not really convenient. If you had any better idea... Maybe the TAB key is better?
1623
« on: June 03, 2011, 01:08:13 pm »
I think its a bit to compact, pushed together. I think you should have divided it in more paragraphs. But thats just my opinion. The only really bad thing about open source operating system's security is that unless it is an extremely serious problem like easy, anyone can do it from anywhere, complete takeover of computers or networks the fixes for it will not be released till the next development cycle is over. This isn't true, security fixes have a very high priority, and are pushed out as updates daily. If there is for example a security hole in Firefox 4, they will not wait till Firefox 5 before its fixed. Ubuntu for example get constantly security updates (they are pushed much much faster than Windows).
1624
« on: June 02, 2011, 10:28:17 am »
And they give the tools to convert to tns! Its official! No paid sdk Edit: We selected Lua because it is a mature language. It's been around since 1995, has mainstream acceptance and has been used in other applications. For example, it has been adopted by the gaming community in other products such as World of Warcraft®
1625
« on: June 02, 2011, 05:43:26 am »
Here is David's program ported to run on my nspire
1626
« on: June 01, 2011, 05:08:27 pm »
It was probably pure coincidence, Mic probably disabled it at the same time.
1627
« on: May 30, 2011, 04:39:10 pm »
I think my backup is full, but I'm not 100% sure (Everything I tested looks ok). I'll put it online soon.
Edit: Access it at tibank.bwns.be
1628
« on: May 30, 2011, 03:41:10 pm »
It depends how you use it. I'm using this format in my game (Block Breaker), and it isn't really slow, while every step I redraw the whole screen.
1629
« on: May 30, 2011, 04:01:37 am »
Thanks for mentioning my sprite tool, DJ_O Its finished for the biggest part, but whenever something pop's in my mind I'll add it.
1630
« on: May 30, 2011, 03:57:00 am »
I'm currently an op at #nspire-lua, but the real reason I'm less on #omnimaga is because it isn't in my auto connect list (I'll go do that now). I'm willing to be the same active on #omnimaga, but the thing is I'm a real random person, and it really depends when I can get online. Mostly I can be online, but there are days that I totally can't be online.
1631
« on: May 29, 2011, 03:52:11 pm »
I haven't tried it on a CX, and I haven't really added colors yet. But that is very very easy to do
1632
« on: May 29, 2011, 03:49:47 pm »
The screen itself is 16 bit color, but the Ti.image format can only handle 15 bit color (with the 1 bit alpha).
1633
« on: May 29, 2011, 02:33:27 pm »
Yeah, you can place it where ever you want The only thing is that the format is HUGE. But I've got some compression routines that I'll share one of these days to the world. (That is, when I have time)
1634
« on: May 29, 2011, 02:28:42 pm »
Thanks apcalc!
1635
« on: May 29, 2011, 09:47:59 am »
Thanks everybody!
Right now I'm busy on improving the level selector, making is look better (Adriweb put some crazy ideas in my head).
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