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Messages - meishe91
Pages: 1 ... 112 113 [114] 115 116 ... 207
1696
« on: August 18, 2010, 02:43:49 pm »
Wow pretty small. I also like the control. However, what do you mean by 8x7? Does it means doing 8x8 sprites (the standard in Axe Parser) is impossible right now?
No, no, no. I didn't mean it like that. Say you are making a 7*7 sprite. Since hexadecimal, or at least the way I'm doing it, reads four pixels at a time it doesn't fit into seven nicely. So it will just push the sprite width wise to eight columns to help it compensate for that. So 5*5 will be exported as 8*5, as will 6*6, and 7*7. Right now it does a check to do the fix but I'm thinking now that I can shorten it to it doesn't have to. I'll look at the code later since I don't work today. Basically though: ██████ This 6*6 sprite will be exported like... ██████ ██████ ██████ ██████ ██████
██████__ this. A 8*6 sprite. ██████__ So the resulting hexadecimal code is FCFCFCFCFCFC ██████__ ██████__ ██████__ ██████__ Does that make sense?
1697
« on: August 18, 2010, 12:45:23 am »
got you there, meishe (:
by the way, the BASIC version i linked to probably shouldn't be used if speed is important. it's slow. i think i timed it at 3 seconds, and it's about 92 bytes. then i clocked one that was about 120 bytes but it was twice as fast.
You're just to helpful of a person to leave this without a quick answer Ya, mine is 114 bytes but is twice as fast as your 95 byte one. Glad you got an answer, Qwerty.55.
1698
« on: August 18, 2010, 12:22:00 am »
Well I don't know if this helps any right now but a better way in basic to do this is: "_?Str2 For(A,0,7 For(B,0,7,4 8pxl-Test(A,B)+4pxl-Test(A,B+1)+2pxl-Test(A,B+2)+pxl-Test(A,B+3 Str2+sub("0123456789ABCDEF",Ans+1,1?Str2 End End sub(Ans,2,16?Str2 Disp Ans That's what I use, or will use, in my Sprite Maker in BASIC. And knowing that nemo is watching this I'm gonna get ninja'd big time
1699
« on: August 17, 2010, 07:36:10 pm »
Ya, just a "little" From just looking at a quick reference guide it is apparently just another way to bold the letters or to give emphasis to them.
1700
« on: August 17, 2010, 07:33:28 pm »
What's with all the <strong>'s and </strong>'s? What do they do?
1701
« on: August 17, 2010, 07:20:50 pm »
Ya, I don't do a whole lot of graphing during the summer or outside of a math class so I just leave them off usually. Otherwise I have them on because it makes it easier for me to see graphs and such.
Edit: Ok, update time.
This supports SQUARE sprites of any size from four pixels to sixty-three pixels.
Arrows - Move the cursor around. [2ND] - Turns the pixel on or off. [ALPHA] - Inverts the sprite. [MODE] - Rotates the sprite 90º to the left. [DEL] - Rotates the sprite 90º to the right. [X,T,Θ,n] - Flips the sprite horizontally. [STAT] - Flips the sprite vertically. [CLEAR] - Clears the sprite. [ENTER] - Continues on to the hexadecimal output.
It is pretty simple to use and all. One thing about the output though. It rounds the hexadecimal up to the nearest multiple of four if it isn't evenly divisible. What I mean by this is that if you have a 7*7 sprite and you click to make it export out the hexadecimal code will be for a 8*7. Now, if anyone has an issue with this and would like it to just output like an 8*8 (in this case) I can add that in.
This currently stands at 590 bytes. I will either get screenshots up sometime this week or if someone can make some that would be appreciated. Once I figure everything out for this thing I will just update the first post and make that all official.
1702
« on: August 17, 2010, 05:40:36 pm »
Wow, awesome work Glad this is finally in some sort of releasement stage
1703
« on: August 17, 2010, 05:35:14 pm »
Well I just started completely over because I just felt like it, but my original character was level 76, I believe. Not a pure or anything so all his levels are pretty rounded, or at least a lot of them are. My new one is like level 36 or so. I'm liking this new one better I think.
1704
« on: August 17, 2010, 05:26:38 pm »
I agree with everyone, I hope everything is ok and that you return eventually but we miss ya and wish you luck until then.
1705
« on: August 17, 2010, 05:24:58 pm »
Very nice! That looks awesome
1706
« on: August 17, 2010, 05:20:03 pm »
Um, I've recently gotten back into RuneScape. I have played, and enjoy, MapleStory, Eudemons Online, Knights Online, and 9Dragons. I think that's all I played but RuneScape is the only current one (though I am a member so I don't know if that still counts).
1707
« on: August 16, 2010, 11:25:26 pm »
Ya, that glitchy screen could be hard. An option would be to quickly run an assembly invert screen program twice real fast. I don't know how feasible that is though.
1708
« on: August 16, 2010, 10:04:53 pm »
Ah ok, gotcha. I'm guessing the flagged shaped one is the blaster one then? And what do you mean rearrange them? Edit: As for Builder's Java application here it is.
1709
« on: August 16, 2010, 09:46:27 pm »
Glad to see progress Good luck. I thought of a question though when I saw the thing about status updates. When a Pokemon is poisoned do you plan to make it so every three steps, or what ever it was, will lower it's health?
1710
« on: August 16, 2010, 08:49:52 pm »
Sure, I don't think they were all Greek letters but I don't remember. But ah ok, I'll check it out.
As for the maps I meant what did you decide to do for them. Like storing then in separate strings or in the same string? Are they lined up in the strings or is the order reversed? Or what?
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