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Messages - mdr1
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61
« on: May 20, 2014, 03:14:33 am »
63. You prefer TI-Boy on z80.
64. Because of lack of memory, your z80 doesn't tell her life when she has a problem, like "Error: Invalid dim". But this is a "Bad Argument" though.
62
« on: May 17, 2014, 06:21:26 am »
Wow ! Those are good improvements! Nonetheless, the game... laggs. Why does it lagg more with water and lava? Feature requests: - Be able to open the menu or quit the game even when there is the "loading" label.
- Move on the items selector menu with the touchpad.
I think the priority is the speed up all the "loading" during the game. Just a quick question: How much could I increase startup time? In v1.0 I'll implement some more optimizations, but it'll result in a slower start. I think the speed during the game is much more important than the startup time. I think you can grow it up to 40 seconds (currently 22 seconds) if you add a loading bar. Thanks for your work! Do you mind if I upload it on tiplanet?
63
« on: March 23, 2014, 02:05:16 pm »
New version! The code has been entirely remade. Many features have been added. Ajouts (in french, sorry): - La suggestion de Ron.
- Les nombres à écriture scientifique.
- Les nombres complexes.
- Les variables.
- Les unités, le symbole "_", les constantes complexes et entières etc.
- Des symboles usuels tels que pi, e ainsi que plus de fonctions (toutes celles trigonométriques par exemple, ainsi que l'opérateur factorielle).
- Échange les deux dernières entrées avec tab.
- La touche DEL ne supprime plus tout une entrée mais défait un nœud. Par exemple, si vous avez (3+4)/(5-b) et que vous voulez calculer (3+4)*(5-b), il suffit de presser DEL pour défaire un nœud ce qui a pour effet de faire remonter deux entrées dans l'historique : 3+4 et 5-b. Ensuite, une simple pression sur "*". Pour supprimer une entrée en entier, appuyer sur ctrl+del.
- Amélioration de l'interface graphique.
- Corrections d'erreurs et de bugs (si l'on peut se permettre de parler ainsi puisque tout a été entièrement reprogrammé depuis le début).
- Amélioration de l'affichage.
- D'autres choses que j'ai oublié de citer.
EDIT: fixed a bug.
64
« on: March 16, 2014, 11:54:20 am »
It works for some texts and doesn't for some other ones. Some special characters may corrupt the clipboard...
65
« on: March 16, 2014, 11:12:46 am »
I like the new grass blocks! Great work!
You should maybe use a height of only 20 blocks because the world generation is really really slow. Suggestion: not need to jump to climb on a simple block. It would enable to climb stairs without jumping.
The world generated may be too embossed.
66
« on: March 09, 2014, 10:59:24 am »
A "saving bar" is unnecessary in my opinion (and difficult to implement as loading/saving isn't async). It enables the user to know that it is normal that nothing happens and to know how much times he has to wait. If it is difficult to know the time needed to save, you could just display on the screen "saving...". How? Exactly how I did it when textures are disabled? (color *= 0.8f) Or two different texture packs? Both versions would increase loading time (before you can see anything) as I either have to precalculate the textures or load another one. Or should I seperate textures from the main executable which also makes "texture packs" possible?
Not like when textures were disabled but put a different luminosity for each side (the same for all tops, the same for all east-oriented faces etc.). But yes for color*=0.8f. Since the loading time is currently really short, I think the better solution is the precalculation.
67
« on: March 09, 2014, 08:24:57 am »
The file association works! Could you add a loading bar when we quit the program when it saves the world? Now, if I could suggest something: make the different same nature blocks distinguishable. Thanks a lot for your work.
68
« on: March 09, 2014, 08:06:57 am »
Nice! And it is great that the previous scores are kept with this new version. If I could suggest one other thing: make your own menu to choose if we continue the current game instead of the OS dialog box. EDIT: And why not move the cursor just with the finger on the touchpad? Like a BlackBerry for example.
69
« on: March 08, 2014, 08:41:54 am »
The use of the touchpad like a mouse is really a great idea! The problem of the splitting into 16x16x16 pixels is that the variation of the length of view can have a factor of 2... Why not split into 8x8x8? I can't wait to be able to save! :p
70
« on: March 04, 2014, 01:28:15 pm »
Perfect, now, there isn't any crash on my calc! Just a point: I have the impression to fly one block over the floor. By the way: did the system light disappear? Blocks of the same color are undistinguishable. To have a further view, you could enable textures only for the close blocks. Why is the scenery built per big blocks and not normal blocks? (when we walk, a cube of blocks are built on the same time).
71
« on: March 01, 2014, 05:39:53 am »
With the version 0.6.6.11 on ndless r914 (TI-Nspire CX CAS, no nLaunch), I just have a dialog box saying "Couldn't open for.tga.tns". If I press "continue": "SDL_UpperBit: passed a NULL surface".
72
« on: March 01, 2014, 05:29:07 am »
Great work!
73
« on: March 01, 2014, 04:56:21 am »
Thank you ajorians, this program is beautiful! A little improvement that you could bring: save the current progression even when the user quits the game.
74
« on: February 28, 2014, 09:36:25 am »
Great work!
75
« on: February 28, 2014, 09:33:36 am »
Sorry, it crashed because I had ndless r877. With the r914, it works, but after a short trip, the calculator crashed. I don't have nLaunch. I'm using crafti 0.3.
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