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Messages - nemo

Pages: 1 ... 76 77 [78] 79 80 ... 82
1156
Axe / Re: Enlarging sprites?
« on: June 15, 2010, 07:16:58 pm »
oh man, i am doing something cool with that right away.

1157
Miscellaneous / Re: How did you find Omnimaga?
« on: June 15, 2010, 06:49:42 pm »
someone on TIBD mentioned it. found TIBD through a friend at school who showed me how to make a program (even if all it did was sum the numbers of 1-100)

1158
Introduce Yourself! / Re: New Person Here.
« on: June 15, 2010, 12:39:00 pm »
welcome to omnimaga!
what languages do you program in?

1159
Miscellaneous / Re: [2ND]
« on: June 14, 2010, 07:55:34 pm »
summer gym/health + soccer + weightlifting + friends + axe project = little time to post. for some reason, everyone is ridiculously social this summer where i live. it's almost overkill

1160
TI Z80 / Re: SirCmpwn's Projects
« on: June 14, 2010, 11:34:27 am »
Advance Wars
HL2:OC
Mosaic
KnightOS
tiDE

1161
Humour and Jokes / Re: Creepypasta [Pokemon]
« on: June 13, 2010, 07:43:26 pm »
read the first three paragraphs. got too freaked out to continue. the autoplaying works in chrome though.

1162
Axe / Re: logo help
« on: June 13, 2010, 12:35:31 am »
damnnn... i really need to make a better title screen than the one i have for my project. this is amazing.

1163
Axe / Re: The Complete Guide to Effective Axe
« on: June 11, 2010, 10:24:23 pm »
no no Raylin.

..

NEED.

1164
Humour and Jokes / Re: The price of being root admin of a forum
« on: June 11, 2010, 10:27:54 am »
i wonder how many quigibo has about axe parser..

1165
The Axe Parser Project / Re: Bug Reports
« on: June 10, 2010, 07:04:42 pm »
in axe 2.6, you can modulus by 0. i'm not sure if this is a bug or if it should be a bug, i'm just going to say that getting the remainder after dividing by zero defies all logic in my brain. the program compiles and works. X^0 in axe is always true apparently.

1166
TI-BASIC / Re: Extra tokens and token picker (with grayscale)
« on: June 10, 2010, 06:18:36 pm »
isn't Ans faster only for mathematical operations?
like ans2 is faster than 22 albeit by a very small fraction of a second, but not when displaying things?

1167
Axe / Re: platform collision question.
« on: June 10, 2010, 04:22:38 pm »
i think calc84 and jsj795 just had the same idea. i think that would be best, with the unbalanced sprite

1168
Axe / Re: platform collision question.
« on: June 10, 2010, 04:20:00 pm »
i think you should just let him stand. it may be more realistic to just push him over the edge, but i'd be pretty pissed off as a player if i had the game's physics well-known, and then i jump to another blocking thinking i'll make it by 1-2 pixels, my character's foot touches the block, but then he's scooted back and falls down.

1169
Axe / Re: Why doesn't my Map Drawer Work?
« on: June 10, 2010, 03:25:05 pm »
in "Y*8+X+GDB1*16+Pic10" are you sure those are the correct order of operations? i'm not completely sure i haven't tested this on my calc yet (programming it in now) but shouldn't it be Y*8+X+GDB1+Pic10? i'll edit this post later.

1170
Art / Re: Sprite help for Axe game
« on: June 10, 2010, 03:04:40 pm »
side sprites 16x16. there are two sets, one of them has more detailed legs at the cost of a nice tail, and the other has a more voluminous (i won't say better because i couldn't get it to look how i wanted it to) tail with less detailed legs.

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