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Messages - pimathbrainiac

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1246
Site Feedback and Questions / Re: Forum search broken?
« on: March 16, 2013, 09:10:23 pm »
Only when Sorunome's bots are down tho :P

1247
Introduce Yourself! / Re: Hello, from Earth!
« on: March 16, 2013, 09:06:09 pm »
I play percussion mostly, but I play piano in Jazz band!!!
* pimathbrainiac <3s Gershwin (much better than Chopin :P)


Here are dem peanuts!

!peanuts

Would you rather have them boiled? I can do that too! (not now, tho)

1248
Other Calculators / Re: 160x240 resolution possible on CSE
« on: March 16, 2013, 09:02:42 pm »
This also means something I thought was possible is MORE possible!!!

A ti-84 emu can be made easily now because the screen res can be made compatible!

1249
Miscellaneous / Re: What Does Your Voice Sound Like? (New Collection)
« on: March 11, 2013, 09:27:32 pm »
Me saying my mantra (well, what I always tell my little bro ;D)

1250
TI Z80 / Re: VVVVVV
« on: March 11, 2013, 12:55:46 pm »
yeah, I can convert them!

Thanks!

1251
TI Z80 / Re: VVVVVV
« on: March 11, 2013, 12:02:12 pm »
That stack of spikes still looks weird. Can't you have a special tile for that?

Since you are a spriting genious, do you think you can do an omni-directional spike in the same style as the current single-direction spikes?

I'll try, but they probably will suck...

1252
TI Z80 / Re: VVVVVV
« on: March 11, 2013, 10:33:23 am »
So... line drawing's done! I didn't do it Hayleia's way or Shimbs's way (I couldn't think of a way to implement them in my current source), but I did it with the line( command (and it is pretty good, if I may say so myself ;D)

Thanks for the support!

On a side note, I might use full (only when drawing the map) to keep things smooth when transitioning (not implemented yet)

And now: *Drumroll*

SCREENIE!!!



Downloads for PIMAP, VVVVVVSRC, and VVVVVV are attached

1253
TI Z80 / Re: [Axe] Super Crate Box
« on: March 11, 2013, 10:00:18 am »
Looks amazing! Keep doing what you're doing!

Maybe you should try ClrHome anyway... Just in case it solves your problem.

1254
TI Z80 / Re: [Axe] Super Crate Box
« on: March 09, 2013, 06:44:22 pm »
Well, if you look at ant of my other posts, you'll see me keep asking if someone can help me >.<

So let's say it again : there indeed is a problem in the actual game engine (by that I mean not in the menu). The program has different behaviors depending on the execution method, and always occuring after the exit : compiled as an app, it leaves weird characters on the homescreen ; compiled in Noshell, it messes with the random-related functions and makes them display huge numbers (it starts at 1032 and slowly go back to their initial range as you run it again and again), and moreover it displays a random ERROR:something 1 time out of 3 ; and compiled for MirageOS, it constantly crashes.

I can't release the actual source (I'm on a phone) but I have them on my computer, so I'll upload them tomorrow (it's 11:06 pm here).

I haven't looked at your source (I don't see the latest source out, but I think I know what a quickfix is... (Might not work in the long run, but it might work in the long run))

If you use files for accessing external vars:

Do you end your program with ClrHome? I think I heard somewhere that when you use files, random stuffs happen if you don't use ClrHome at the end...

Err... maybe it's with all external vars... not sure... but try that and tell me if it works

1255
TI-BASIC / Re: Pi Day
« on: March 08, 2013, 08:24:06 pm »
* pimathbrainiac wishes he knew more digits of pi

1256
TI Z80 / Re: VVVVVV
« on: March 08, 2013, 10:02:25 am »
I think I have a solution!

In my map-creating program could do the sorting stuffs for me and I could use separate sprites!

I was trying to think of a way to use separate sprites without having to redo my maps and keep track of more tile types, and I think I got it!

In the prog that makes the map appvar (the prog is actually a HUGE app with all the data), I can make a routine that converts the stuffs to the different types of sprites needed (16 different combinations of outlines, if my calculation is right) and not slow down my main program with an algorithm. (I'm going to borrow some of Hayleia's code for this).

On a side note: I'm sorry for using the caps and stuff... I use caps as a stressor instead of italics... I don't mean yelling unless the entire sentence is in all caps.

1257
TI Z80 / Re: VVVVVV
« on: March 07, 2013, 03:06:47 pm »
Dude, I'm sorry and I wasn't trying to be rude!

I misunderstood your comments and you misunderstood mine! That's all...

And I think your plan is great (I actually thought about it beforehand), but I thought using a line-drawing routine would be faster and smaller than using a different sprite for every possible outline drawing.

* pimathbrainiac needs to work on his people skills

please forgive me!

1258
TI Z80 / Re: VVVVVV
« on: March 07, 2013, 02:59:02 pm »
I meant that the byte WAS 0, not 0 bytes...

I misunderstood your point... I think I'll use a line-drawing command instead of making a bunch of different sprites, though...

1259
Zarmina / Re: Zarmina
« on: March 07, 2013, 02:49:50 pm »
Most games that get out of demos are made by teams, though...

* pimathbrainiac just wants to be a coder (and maybe story)

1260
TI Z80 / Re: VVVVVV
« on: March 07, 2013, 02:48:33 pm »
Actually, for the example above, I tried without the inside corners and it doesn't necessarily look bad, so you could just not use them and you would need even fewer tiles (I think about 15 fewer tiles)

I don't get where you're going...

But if it is about size/speed:

That won't make a difference in the size/speed of the map/game because the map is a set # of bytes... 0 still is a tile, just a blank one...

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