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Messages - leafy

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121
TI Z80 / Re: [AXE] Bullet Hell
« on: November 30, 2012, 05:25:56 pm »
Maybe if you posted a screenshot, we can give you some more critique - it's a lot easier to understand what you're talking about when we can see it :)
As for the greyscale, that should work since the laser shouldn't be that wide, but generally we avoid that method because the  resulting greyscale usually isn't all that great.

122
TI Z80 / Re: [AXE] electricity simulator
« on: November 30, 2012, 03:05:53 pm »
It might be easier to do this in BASIC, because it actually has support for floating point (assuming non-integral values, which is sometimes the case)

123
TI Z80 / Re: [AXE] need a project :o
« on: November 30, 2012, 02:12:14 pm »
port Crysis to the calc

124
Axe / Re: Line( erase command?
« on: November 30, 2012, 01:35:26 pm »
There's an axiom floating around that does inverted Lines, but I'd wait for the next version of Axe (1.2.1), where there'll be native white line support.

125
The Axe Parser Project / Re: Features Wishlist
« on: November 29, 2012, 04:49:55 pm »
If you haven't defined a static variable earlier, you can use →→ to store a constant into that static variable. It's ignored if the static variable does already have a value, so you can use it as kind of #ifdef sort of thing

126
Miscellaneous / Re: ENDER'S GAME MOVIE... WHAT!!!!!!
« on: November 28, 2012, 11:13:10 pm »
It's been announced for a really long time, but all they have are these really short teaser clips D: I loved the books, and I thought that Ender's Shadow was a tiny bit better than Ender's Game (because of the whole perspective novelty)

127
Math and Science / Re: Blue Eyed Islanders
« on: November 27, 2012, 08:08:33 pm »
Spoiler For Spoiler:
Start with the base case, where there's only one blue-eyed islander, and work your way upwards.

128
TI Z80 / Re: [AXE] Bullet Hell
« on: November 27, 2012, 04:38:20 pm »
Regardless, I think it's better off with the graphical effect. I tried doing the same thing a while ago, and I got it to work at a more than decent speed, so I'm sure that with some optimizations you should be able to get nice speeds and nice graphics at the same time :)

129
TI Z80 / Re: [AXE] Bullet Hell
« on: November 27, 2012, 01:02:25 pm »
You can still make the circle with just two RectI commands.

130
TI Z80 / Re: [AXE] Bullet Hell
« on: November 27, 2012, 11:10:53 am »
Well to speed up each bullet you could use two rectangles to draw the back part of the bullet and one rectangle for the overlay. How much speed that would save I'm not certain, but it might be worth looking into.

131
TI Z80 / Re: AxeRL
« on: November 24, 2012, 12:48:07 am »
Well, make whatever you're comfortable with. Maybe as you start with a simpler roguelike you'll eventually start to flesh it out and make it more complex over the development cycle.

132
Axe / Re: Negative/Opposite Numbers
« on: November 20, 2012, 03:19:03 pm »
Code: [Select]
EXP1=true*2-1→Z

That's not optimized at all, but it's easy enough to see why it works.

133
Site Feedback and Questions / Re: Omnimaga YouTube channel (OmnimagaTV)
« on: November 19, 2012, 02:03:31 pm »


A rough render of a really quick intro. If anybody wants me to change anything, tell me.

134
Site Feedback and Questions / Re: Omnimaga YouTube name
« on: November 18, 2012, 08:27:20 pm »
What about OmniTV? :P

135
Site Feedback and Questions / Re: Omnimaga YouTube channel (OmnimagaTV)
« on: November 18, 2012, 04:06:42 pm »
Unfortunately, not everyone has those setups. It's certainly easy enough to set up a rudimentary tripod, but that doesn't mean everyone wil take the time to do so. It'd be nice to have some sort of "quality filtering" by mods before videos get posted; that way we can maintain a professional public image.

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