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Messages - pimathbrainiac

Pages: 1 ... 38 39 [40] 41 42 ... 125
586
TI Z80 / Re: VVVVVV
« on: February 11, 2014, 01:18:40 am »
The difficulty.

The game's supposed to be extremely hard. I guess it's my fault for not clarifying :P

587
TI Z80 / Re: VVVVVV
« on: February 11, 2014, 01:08:33 am »
All part of the game, eh?

Harder than playing the levels is creating them, though. It normally takes me a week to get a ~3 room section of the map ready, but this week I'm aiming for doubling the existing length.

So expect maybe half the existing length added :P

588
TI Z80 / Re: VVVVVV
« on: February 11, 2014, 12:36:16 am »
More of a size problem as well as an "I'm too lazy to take user input instead of key-presses" for the custom map width and height.

589
TI Z80 / Re: VVVVVV
« on: February 11, 2014, 12:33:53 am »
And custom maps can have up to 100 rooms as well.

Once I document the custom maps well enough, I think we might see some people trying things out. That would be cool!

590
TI Z80 / Re: VVVVVV
« on: February 11, 2014, 12:08:02 am »
1 map of 100 rooms. I have about 15-20 rooms released at the moment, and have some more not released yet. Thanks for the download, and feel free to give some critical feedback! :D

591
Miscellaneous / Re: Post your desktop
« on: February 10, 2014, 10:17:03 pm »
New wallpaper. Made by myself. Good old Blender Internal render engine.

Technical infos : I used particles + render as objects for placing the trees. I added a little vertex group to limit the trees to the grass.

This is now my background.

Eiyeron++

592
Axe / Re: Slow Down a Program
« on: February 10, 2014, 01:00:52 am »
Matref: see my second post.

No interrupts :P

593
Axe / Re: Slow Down a Program
« on: February 09, 2014, 11:49:06 pm »
Breaks? I said interrupts. They are routines that interrupt the execution of a program based on the internal timers, and continue where the program left off.

That said, an easy way is that for the things that move, you multiply the position variable by a number and increment when you increment by a smaller number than the scaler constant. When you display, you just divide the position variable by the scaler constant.

For example:
Code: [Select]
2*5->X
2*5->Y

X+[keypress]->X
Y+[keypress]->Y

Pt-On(X/2,Y/2,[Ptr])

594
Axe / Re: Slow Down a Program
« on: February 09, 2014, 11:38:13 pm »
You could have a meaningless interrupt going on in the background that just increments a counter variable. This has actually never occurred to me before. I wonder why you need to slow down a program, though?

595
TI-Boy SE - Game Boy Emulator For TI-83+SE/84 / Re: It's coming.
« on: February 09, 2014, 10:51:59 am »
Let's go TI-Boy!

This looks great. Can't wait to see more in the future!

596
TI Z80 / Re: VVVVVV
« on: February 09, 2014, 09:42:56 am »
Thanks!

Would you believe that the map is only about 15% done at this point?
It is. Expect more soon, because there will be more tilemap within a week.

597
TI Z80 / Re: VVVVVV
« on: February 08, 2014, 09:51:26 am »
Well, here's an update with a bugfix and a readme!

Zip attached, as always. Enjoy!

598
TI Z80 / Re: VVVVVV
« on: February 07, 2014, 11:19:52 pm »
Bump!

So more than a week has passed, and I don't have an update. Sorry D:

I've been a bit too busy with school to even do Ti-Concours, so my next update will probably just include a new README.

Until then, thanks for supporting the project this far!

599
WabbitStudio Software Suite / Re: CSE support for Wabbitemu ?
« on: February 06, 2014, 08:59:53 pm »
Asm tunnel works pretty well, but still does glitch with the scrolling a little bit.

Thanks for fixing the rom creation, by the way!

600
ROM Hacking and Console Homebrew / Re: Escape (PlayStation MOBILE)
« on: February 06, 2014, 08:47:40 pm »
I meant the button :P

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