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Messages - meishe91
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466
« on: November 10, 2010, 10:53:27 pm »
How many times are you changing the Window settings in your program? Because if it's just once as the calculator goes into horizontal mode then I don't see any issue with it. Or are you saying for when you clear the screen each time you see the flicker and you want to get rid of that? I'm kinda confused about what you want and are doing.
467
« on: November 10, 2010, 07:49:14 pm »
Well what kind of manipulating are you looking at doing? Like specifically. Are you trying to put all the ones at the beginning, at the end, randomize it all just with a set number of each, etc.
468
« on: November 10, 2010, 07:13:59 pm »
Aw, I'm sorry this wasn't able to be finished Maybe one of us can help with this in the future though
469
« on: November 10, 2010, 06:50:24 pm »
*Everyone who says they can't be killed by Netham suddenly dies*
Phew, I think it's ov
470
« on: November 10, 2010, 06:35:34 pm »
Here's the method I wrote to turn decimal to binary quite a while ago. Not sure what I could come up with now though, just to lazy " →Str3 Prompt A While A≥1 iPart(A)/2→A Str3+sub("10",1+not(fPart(Ans)),1→Str3 End For(X,1,length(Ans)-1 sub(Ans,2X,1)+Ans End sub(Ans,1,X Should work. What do you mean though by store each digit in a separate place? The thing about Weregoose's is that it exports into a list (and I don't remember correctly or not but it might still be reversed too) and lists can be tricky to manipulate.
471
« on: November 10, 2010, 08:06:48 am »
I probably can't help much but it might help others if you tell us what is happening and what it is supposed to do exactly.
472
« on: November 10, 2010, 07:24:25 am »
Ya, I plan on keeping the look the same. I just need a new tilemapping engine since three byte tiles will get very large very fast.
473
« on: November 10, 2010, 01:30:30 am »
@AoC The two fonts are actually 4*6 and 6*8 (You forgot about the buffer areas that are occasionally used, in the small text anyways.) This seems cool though. I'm not entirely sure if I entirely understand it but still seems cool
474
« on: November 09, 2010, 11:25:16 pm »
Nah, not right now. It's on the back burner for right now. This will be continued though, I just don't know when. I have decided though that I'm going to rewrite the tilemapping routine. I've been thinking of ways to do it.
475
« on: November 09, 2010, 10:47:19 pm »
Oh ok, I thought I was just miscounting for some reason. Nice job, Madskillz
476
« on: November 09, 2010, 10:39:52 pm »
This is what it would look like, MRide: http://ourl.ca/6334/104224
Edge and my game don't use small Dual Layers though. They use a combination of Text Sprites and plain tokens for the graphics.
477
« on: November 09, 2010, 10:37:42 pm »
Thought that one pixel had to be white?
478
« on: November 09, 2010, 10:35:16 pm »
Ya, that was my bad. It was Happybobjr I was thinking of, not you, Shmibs. Sorry.
479
« on: November 09, 2010, 09:57:11 pm »
Some might but I doubt it. You'd have to search DeviantArt Directly. What is it you're looking for?
480
« on: November 09, 2010, 09:56:19 pm »
It'd probably be just as easy as with large text, just you'll lose three bytes in the Text( command but you'll gain quite a few in the strings to create maps. It'll also take longer to display a map since you'd have so much more to display. You'd be restricted to strictly the 3*5 tokens though. Also, I have no idea how it'd look Not a lot of room for detail in fifteen pixels
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