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TI Z80 / Re: GeoCore - (Formerly YAZP)
« on: March 28, 2012, 06:08:57 pm »
Just wondering, why do you bother using Zedd if there's only one object in the world?
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. 286
TI Z80 / Re: GeoCore - (Formerly YAZP)« on: March 28, 2012, 06:08:57 pm »
Just wondering, why do you bother using Zedd if there's only one object in the world?
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TI Z80 / Re: Chambers« on: March 22, 2012, 02:39:21 pm »
Pointer-based detection would probably result in much smaller code than having an entirely separate buffer just for collision points.
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The Axe Parser Project / MOVED: Calculator Hero **Move to "Z80 -- Axe-Language Projects" please!**« on: March 20, 2012, 06:25:49 pm »289
TI Z80 / Re: Angry Birds« on: March 20, 2012, 02:44:22 pm »
Okay, first of all, nopony has ever made a rotational physics engine for z80 yet. The closest we have is Zedd, which isn't right for Angry Birds anyways because a lot of Angry Birds puzzles rely on rotation.
Secondly, a rotational engine would be extremely slow, especially with the number of objects the engine has to handle. 290
ASM / Re: Perfect Grayscale - Tutorial« on: March 19, 2012, 09:24:45 pm »
I found that using Pause 9 for 4-shade works well when your game is speedy.
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General Calculator Help / Re: How to navigate your 83-series calculator with speed« on: March 17, 2012, 03:04:55 am »
Typing the key for any letter in the Axe compile menu jumps to the nearest letter that's the key or after that letter.
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TI Z80 / Re: Core Wars« on: March 14, 2012, 10:15:43 pm »
Just sign it with wabbitsign and it should be all good.
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Fruit Ninja / Re: Fruit Ninja« on: March 13, 2012, 09:26:51 pm »
Deep Thought one of the major playability issues I've had is that the getKey command by itself doesn't allow for multiple keypresses, so if you accidentally hit two buttons at the same time it doesn't read either of them, leading to a failed swipe
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TI Z80 / Re: [AXE LIB] YAAM - Yet Another Axe Mapper« on: March 13, 2012, 09:22:58 pm »
I would guess it's because the right side is going over 128, so it's drawing garbled junk?
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The Axe Parser Project / Re: [Axiom] Advanced Graphics [in development]« on: March 13, 2012, 02:38:20 pm »
I don't think it's been released in this axiom yet.
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TI Z80 / Re: TinyCraft [Axe]« on: March 13, 2012, 01:14:59 pm »
Eh, I think this project is pretty much dead. I imagine the level generator is totally salvageable for other projects, though.
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Axe / Re: Axe Q&A« on: March 12, 2012, 11:49:11 pm »Why does sin(1) return 3 and sin(3) return 11?Axe doesn't use the standard degrees system - it returns a value between -127 and 127. 298
Axe / Re: Documentation of the Speed and Size of (Almost) Every Axe Command« on: March 12, 2012, 07:27:45 pm »EDIT: Maybe I should make a general Axe optimization help thread... DO IT ![]() 299
Other Calculators / Re: TI-Concours, a french programming contest for 68k/z80« on: March 12, 2012, 01:22:44 pm »
Wait noelthebest did I get signed up? I didn't get an email...
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Other Calculators / Re: TI-Concours, a french programming contest for 68k/z80« on: March 12, 2012, 10:01:33 am »There won't be any competition since I am participating. Good one ![]() |
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