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 - leafy

Pages: 1 ... 54 55 [56] 57 58 ... 104
826
TI Z80 / Re: Crabcake
« on: June 23, 2011, 01:03:08 am »
I think it's more of hooks that are associated with running programs rather than the token hooks that Axe uses.

827
TI Z80 / Re: Dimension Shift: Contest Entry 2011
« on: June 22, 2011, 10:45:43 pm »
Oh right the object moves independently of which dimension it's in. Hmm.

828
Gaming Discussion / Re: Is Portal 2 too short for its cost?
« on: June 21, 2011, 09:26:51 pm »

^Laser vs turret ^^

Seriously, everything Valve has made has been epic. Half-Life 2 is a great example of an FPS that retains its awesomeness under the most strenuous conditions.

829
TI Z80 / Re: Dimension Shift: Contest Entry 2011
« on: June 21, 2011, 10:44:48 am »
The backpack doesn't shift with you. It's stuck in another dimension which has its image conveniently projected on the present one.

830
TI Z80 / Re: Dimension Shift: Contest Entry 2011
« on: June 20, 2011, 11:44:40 pm »
But if you were swapping between dimensions, it would be like leaving an item behind on another dimension while branching to an alternate one. Think of leaving your backpack on a taxi while jumping out the window into a convenient car, your backpack doesn't blow up.

ORLY

831
COMB presumably stands for ClOne Mario Brothers? Or maybe Clone Of Mario Brothers.

832
TI Z80 / Re: Tag
« on: June 20, 2011, 01:02:11 am »
I'm considering optimizing my laser code a bit and bringing it back into the game. That would be kinda interesting ^^ Yes jkag, I've been basically telling everyone throughout this entire thread that it's based off Tag.

833
TI Z80 / Re: Dimension Shift: Contest Entry 2011
« on: June 20, 2011, 01:00:42 am »
Sometimes it just can't go any faster. Or you can ask runer and he'll make it 10 times faster in half the size :P

834
TI Z80 / Re: Is that possible?
« on: June 18, 2011, 05:13:00 pm »
Cut the rope is extremely advanced in terms of rope physics. I think it uses a continuous rope model, and the only practicable rope model in Axe is single stranded. It would work, but it wouldn't look as good.

http://ourl.ca/42795
^builder's rope tutorial

835
TI-Nspire / Re: My Nspire contest entry-zombie fps game
« on: June 18, 2011, 02:32:03 pm »
DON'T CHANGE YOUR MIND I WOULD LOVE THIS. ^^

836
TI Z80 / Re: Tag
« on: June 18, 2011, 01:10:28 pm »
Fuuuuu I just realized I'm leaving for a 6-week residential program and I'll have very little time to program. I'll try to finish, but it might not be the polished product I want it to be. ><

837
ASM / Re: Texture drawing
« on: June 17, 2011, 02:39:15 pm »
Don't give up; I'm pretty sure you can find a way. GM is really inefficient from when I used it. If you use low-res textures you might be able to pull it off on calc.

838
TI Z80 / Re: Axe Wiki
« on: June 17, 2011, 12:31:46 pm »
Regular expressions. On the commands page, some of the stuff is too mushed together for my tastes. Great work, though ^^

839
Art / Re: Paint Splatters
« on: June 17, 2011, 11:59:42 am »
Sorry, I forgot I had this thread up >< Those look great, aeTIos.

840
TI Z80 / Re: Dimension Shift: Contest Entry 2011
« on: June 17, 2011, 11:57:53 am »
Time Fcuk freezes boxes until the dimension is reset, which is a great puzzle-maker. If the boxes are disintegrated (I don't mean explosive tearing parts out of the level, but just they explode into nothingness) that could also make for some very cool puzzles.

Pages: 1 ... 54 55 [56] 57 58 ... 104