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 - kalan_vod

Pages: 1 ... 181 182 [183] 184 185 ... 194
2731
Other Calc-Related Projects and Ideas / Chips: kalan_vods' Challenge
« on: January 30, 2006, 12:54:00 pm »
Well with the walking around it does go fast. Well I keep it with the smallest amount of programs as possible, but when I added a few routines here and there it made the subprograms longer which unless I do some Ifs x=x:return it just runs through the whole subprogram. But I have a fix for it, I was looking over the code and found some things I could inprove on.

2732
General Calculator Help / help with runing metriod!
« on: January 30, 2006, 11:40:00 am »
There are two folders called Archived and Ram. Send the ones in the Archived folder to the Archive. Same goes with Ram folder.

2733
TI Z80 / Awsome intro for xLIB powered games
« on: January 30, 2006, 09:33:00 am »
QuoteBegin-Spellshaper+30 January 2006, 13:39-->
QUOTE (Spellshaper @ 30 January 2006, 13:39)
If u really like to do that :)smile.gif

But u have done so much already :Dbiggrin.gif

Can

2734
Other Calc-Related Projects and Ideas / Chips: kalan_vods' Challenge
« on: January 30, 2006, 05:25:00 am »
Update [01/30/06]:
Not too big of an update, yet it is.

Things added since last update:
-A few optimizations, around 350b saved.
-Just 4 levels were added, which came ported from the original.
-A routine where you have blocks which look the same, but when you walk into it they will either turn solid or empty.
-A routine where you have a circle, that when you step onto it turns into a solid block that will not let you pass through (when you walk onto it they turn into a solid block and you have the option of moving back or keep going as you are still on top of the spot the block occupies).
-Add a HUD then figured it was too slow, so I got rid of it. But yet again I thought a HUD would become useful so I added a HUD which was faster and more information can be found in it (the 1st one only showed the chips left and the level you were on and it only showed if you had 9 chips, but if you had 10 or more it just showed a + and the same for levels). Now with the new HUD you get the level you are on (will show up to 2 digit numbers 1-99) and chips being the same way. And not to mention how it show which keys you have :Pblah.gif).
-Ok I added a new function that allows you to see the tiles next to you (up to two tiles). What I mean is that if you can't see what's in the next screen you press second and then the arrows in the direction you would like to see (kind of like in block dude). After I added that I had a bug where you could get an out of bounds error by going too far, but now I fixed it!
-I added where you would just press +/- to change levels at will, but thought/was told it would become to easy that way. So I added a menu which lets you set the HUD on/off, continue playing, quit, and now enter a code to a level which is higher than the one your on (you are on level 1 and want to be on level 12 so you type "12" and then it prompts for a pass which will be a 2 digit code (for now it is, but I plan on making it more advanced) and then it take you to the level you entered, if the code was correct! And if you wish to go back to a level which is < the level you are on it will just let you).


Things to be added:
-Work on the readme.
-A lot more levels.
-Ports of the original levels.
-Maybe some AI here and there.
-Make the levels in chapters, where 1-25 are in level set 1 and 26-50 are in two etc.
-More functions will have to be added, such as when you walk onto a button that will move stuff out of your way (tanks).
-Fix the code for moving blocks where you can't merge blocks together.

I have a dilemma where it is becoming incredibly slow (the game), because I have just a few subprograms packed into on. So I think I am going to have more subprograms (split the ones into there separate ones). Check out my http://www.kalan.us/currentprojects.htm for more project updates. I might have a ss of this later this week.

2735
TI Z80 / Resident Evil
« on: January 30, 2006, 05:01:00 am »
Btw kevin thanks for moving the topic, I was looking for it in the projects and ideas area for a little bit :Dbiggrin.gif.

2736
TI Z80 / Resident Evil
« on: January 29, 2006, 05:04:00 pm »
QuoteBegin-dysfunction+29 January 2006, 22:5-->
QUOTE (dysfunction @ 29 January 2006, 22:50)
Yeah, you might want to work on your sprites... Not to down on you, but the graphical quality looks rather unprofessional, especially for an xLib game.  

 We have thecheat working on that, but the sprites atm are all (except the 2x2 hud at the bottom) done by t0rm3n7.

2737
TI Z80 / Resident Evil
« on: January 29, 2006, 04:07:00 pm »
QuoteBegin-xlibman+29 January 2006, 21:37-->
QUOTE (xlibman @ 29 January 2006, 21:37)
sound cool, but what are the box at the top? Also will this be based on the Resident evil movies?  

 Based off the games, and The sprite at the bottom middle is you and the other is a zombie. I will devote some time to this after wensday.

2738
Art / Random Illustrations
« on: January 29, 2006, 04:03:00 pm »
Someone likes elfs! Look great.

2739
TI Z80 / Awsome intro for xLIB powered games
« on: January 29, 2006, 10:41:00 am »
Use source coder or ti graphlink, to see the code then type it into your calc or save it and resend?>

2740
Art / Color?!?!? Where?!?!?
« on: January 29, 2006, 08:39:00 am »
I still think it is  XDgni.gif hehe.

2741
Other Calc-Related Projects and Ideas / Aura
« on: January 29, 2006, 05:12:00 am »
 :woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif
You sly dog you!!!

2742
Other Calc-Related Projects and Ideas / Progress
« on: January 28, 2006, 07:26:00 pm »
So freaking cool buddy! I am happy I told you what the bug was from (I looked at the code and figured it out, as I am a expert asm guru!).....jk
Keep it up!

QuoteBegin-arti+-->
QUOTE (arti)
Kevin, I was being quite sincere. Someone made the TI-86 display four tones of red-yellow-brown colour, but he never got it to be stable enough to make a colour game. Imagine that, colour calculators. With touchscreens :')

You mean a pda? :Dbiggrin.gif

2743
News / Kalan secret revealed
« on: January 28, 2006, 05:07:00 pm »
Hehe, thanks guys. I think I might make a thread for it, like to make suggestions or what not.

2744
Pokémon Purple / Progress
« on: January 28, 2006, 07:45:00 am »
Well it is going to be faster than useing a bunch of ifs and thens. Look nice btw.

2745
TI Z80 / It's done
« on: January 27, 2006, 05:17:00 pm »
I thought it was only with asm programs, either that or locked programs?

Edit: It's an out of bounds error, when you use the tile mapper and get it to draw outside the matrix.  

Pages: 1 ... 181 182 [183] 184 185 ... 194