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Axe / Re: [tutorial] Program Flow - Platformer
« on: March 24, 2010, 04:36:55 pm »
just BASIC. do you want Axe basic, or BASIC?
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. 691
Axe / Re: [tutorial] Program Flow - Platformer« on: March 24, 2010, 04:36:55 pm »
just BASIC. do you want Axe basic, or BASIC?
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News / Re: March 2010: Month of the records (and Ninjas)« on: March 24, 2010, 03:06:11 pm »
I don't know if people noticed, but we are already over 4000 posts!!!!!!!!!!!!!!
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Axe / Re: [tutorial] Program Flow - Platformer« on: March 24, 2010, 03:02:43 pm »Can somebody make a basic platformer using this code? If I had an premade example to work from, it'd help my comprehension of the tutorial.I'm actually working on BASIC platformer. look at the TLM post. I can also post the movement program, and even attach it if you want 694
TI Z80 / Re: Screenshot« on: March 24, 2010, 02:59:05 pm »
Actually, I'm experimenting with the real time battle. It will be like random encounter, and then you get to move back and forth (no jumping) and attack. I really want to implement that, since I want the ranged weapon to have some purpose in the game. Right now, it seems fast enough, but I haven't put any monster AI, and attacking/animation, damage calculation, so I don't know if it will be feasible to do. If it seems slow, then I guess it will have to be either TI83+SE/TI84+(SE) game, or make it just turn-based...
Anyways, if the game gets really big (since I want to make it non-linear storyline) it will have to be on those calc, and emulator. And may be because I used my main character as Omega, that's why it reminds you of Illusiat? 695
TI Z80 / Re: Screenshot« on: March 24, 2010, 02:23:46 pm »
I changed some words around, nothing new, and added 'going through the door' support. The hardest part of making these is actually ASCII art... They are really hard to draw. Right now, I'm trying to draw a little tree, but it's really hard to do.
Especially since the tree needs to be only about 3x3 ASCII character... Here's the screen shot from the main menu ^^ Edit: I was posting and so I didn't get to read your post DJ, and I understand, but since I'm going to use XCopy, I don't think it would matter too much. I don't plan on storing more than 2 programs at the same time, by making 1 main program (I guess it acts as launcher) and the subprogram that will do all the others. Also, I used a text display routine that will drastically decrease the size of text displaying thing, because I wouldn't have to code :text(0,0,"blah blah :text(6,0,"more blah : . : . : . etc.... Also, I found out that the box window border didn't look too nice because of the horiz mode... 696
TI Z80 / Re: Screenshot« on: March 24, 2010, 11:48:22 am »
First fragment of the new game scene...
It also shows the dialogue system. Hope you guys like it! 697
TI Z80 / Re: the Tale of Lost Map« on: March 23, 2010, 10:17:36 am »
Still progressing, trying to write the whole Storyline before I program, so I don't have to rewrite programs over and over again. Hoping that my storyline is good ^^
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TI Z80 / Re: Monopoly v3.0 BETA« on: March 22, 2010, 07:38:28 pm »
More progress! yay! I can't wait for a screenshot^^
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Site Feedback and Questions / Re: Clickable banner and removal of home button« on: March 22, 2010, 04:49:33 pm »
I'm just too used to clicking home button...
Although after few weeks time, I might be able to change my habit 700
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010« on: March 22, 2010, 02:19:59 pm »
Will you be able to point where to build the buildings? or will it always be upper left corner?
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S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010« on: March 22, 2010, 10:02:19 am »
The pure awesomeness is here. I love how all this is progressing.
Finally, the first RTS for the calc! Good job, and keep up the good work, the whole S.A.D. crew! 702
Gaming Discussion / Re: ForumWarz« on: March 21, 2010, 10:20:02 pm »
btw, I created a klan called omnimaga, and if i didn't invite you, tell me, and I'll add you
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TI Z80 / Re: the Tale of Lost Map« on: March 20, 2010, 05:06:33 pm »
thanks. I know the memory restraint, and since I'm not too sure how much list elements might be needed, I really don't know how broad the story can be...
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Axe / Re: [tutorial] Program Flow - Platformer« on: March 20, 2010, 04:54:18 pm »-post deleted due to quigobo's edit-
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TI Z80 / Re: the Tale of Lost Map« on: March 20, 2010, 04:38:36 pm »
The story will be based on the character's action. And one action will cause a chain reaction, and the story will go on like the real world. I don't know if I can achieve this on calculator with BASIC tho, because I'm not Builderboy
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