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Messages - nemo

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1081
Pokemon Red / Re: Pokedex Map
« on: June 24, 2010, 04:23:47 pm »
i just tried a quick scaling in gimp and it got pretty much destroyed.. the location tiles were 5x5 pixel squares.

1082
The Axe Parser Project / Re: Bug Reports
« on: June 24, 2010, 04:12:57 pm »
so it's the appvar with the problem? well, as i said, are you using the lowercase v ( [alpha][alpha][6] if you have lowercase enabled) or are you using [2nd][8]?

edit: regarding my bug, i finally found a version that works. ordering the If statements like so gives the desired effect:
Code: [Select]
Repeat S
If getKey(19)
6->S:End
If getKey(36)
7->S:End
If getKey(35)
4->S:End
If getKey(28)
8->S:End
If getKey(27)
5->S:End
End
this specific sequence of If statements works but the fact that switching them around doesn't is my bug. took me an hour just to find the correct order  :-\

1083
The Axe Parser Project / Re: Bug Reports
« on: June 24, 2010, 03:51:39 pm »
as far as i know you can't store the character into a variable. the ASCII character is represented by a number anyway. >Char just converts a number into something (a character) that a human could recognize.

Coniupiter: 2 things. 1) are you using [2nd][8] to describe your appvar or the lowercase 'v'? 2) just copying bytes to L3 won't display them to the buffer, i don't think. except L6? try this:
Code: [Select]
:.PRGTWO
:"vGNTPICS→Str1
:GetCalc(Str1→P
:conj(P,L6,756
:P+756→DispGraph
:Repeat getKey(0)
:DispGraph^r
:End
i don't think that my code will do exactly what you want it to but it might be close...

1084
The Axe Parser Project / Getkey() issue
« on: June 24, 2010, 11:56:14 am »
the following code doesn't work:
Code: [Select]
.TEST
ClrDraw
ClrHome
DiagnosticOff
"Press 4-8->Str1
Disp Str1,i
0->S
Repeat S
If getKey(19)
6->S:End
If getKey(27)
5->S:End
If getKey(28)
8->S:End
If getKey(35)
4->S:End
If getKey(36)
7->S:End
End
Disp S>Dec,i
Pause1000
i've checked and re-checked the getKey codes, i'm sure they're all correct.
here the outputs for key pressed:

key pressed       output (S)
4                     4
5                     4
6                     5
7                     7
8                     8

rearranging the getKey() s changes the outputs*, so i figured this may be a parser problem.

*for example, if you put the If getKey(19):6->S:End at the end of the Repeat() loop, the output of pressing [4] gives the number 6.

1085
Gaming Discussion / Re: game design failure
« on: June 23, 2010, 09:44:24 pm »
best of luck if you try. i imagine the collision detection will give hell with those moving platforms.. but definitely doable. i'm thinking i might try it later.

1086
Gaming Discussion / Re: game design failure
« on: June 23, 2010, 08:29:51 pm »
thanks tribal. and yeah the collision detection is pretty stupid.. you can jump up through most blocks (Except spikes which kill you). the game does show promise if made well, though.

1087
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: June 23, 2010, 03:49:12 pm »
280 - when you post in a thread that has literally digressed from coutning in decimal to using pointers to hex to octal to binary, base 64 and then back to decimal.

for anyone who may be REALLY lost right now...
http://home2.paulschou.net/tools/xlate/

1088
Gaming Discussion / Re: game design failure
« on: June 23, 2010, 03:45:34 pm »
i'm not sure how to video it. i would post some screenshots but apparently screenshots don't include flash elements.

regardless, this is why it fails. this is the map:

Player                                                            
_____        |                                                        |
K         ---- |REALLY HARD OBSTACLES IN THIS BOX    |


        _______
_____

P is the player. K is a necessary Key for survival. ___ is a solid block. --- is a block that disappears/reappears over time. the game is set up that you need to go to the right, through the really hard obstacles, and then come back through the really hard obstacles to retrieve the key. or.. you could just stand on the disappearing block and retrieve the key. the "really hard obstacles" is about half - 2/3 of the map so it's really easy to just skip it.

1089
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: June 23, 2010, 03:36:47 pm »
100010110b:
010110010110111101110101001000000111001101110000011001010110000101101011001000000110110101101111011100100110010100100000011011000110100101101011011001010010000001100001001000000110001101101111011011010111000001110101011101000110010101110010001000000111010001101000011000010110111000100000011000010010000001110000011001010111001001110011011011110110111000101110


1090
Gaming Discussion / Re: game design failure
« on: June 23, 2010, 03:29:13 pm »
it's kind of a shame too, because if it actually worked like intended it would be a tricky puzzle.

1091
Gaming Discussion / game design failure
« on: June 23, 2010, 03:20:40 pm »
if you have some time, get to the last level.. and then figure out the most efficient way to beat the puzzle. hint: 2/3 of the whole level is completely unnecessary and can be bypassed.
http://www.gamegum.com/game/9833/astronaught-x/

1092
give me a little time, i'm reading it now.

1093
The Axe Parser Project / Re: Features Wishlist
« on: June 23, 2010, 07:13:31 am »
can you elaborate on which each option really means in terms of axe growing?

1094
Humour and Jokes / Re: If TI Made a PC OS...
« on: June 23, 2010, 07:07:55 am »
19) you can only develop software in TI BASIC. with Line() being your most intensive graphics command
20) the one thing you're confident about the OS is that it can at least do math.
21) other than that though... you're out of luck

1095
nonliving genders are the worst. i can never remember whether my desk is a dude or my lamp is a girl. for the record, my desk IS a guy and yes, lamps are girls. at least in german. there are still some traces of this in english (ships being called "she") though.

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