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Messages - squidgetx
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1036
« on: January 15, 2011, 07:24:45 pm »
no stub = 8192 bytes shell = 8811 bytes of code and unlimited amount of data. this only works if *all* the data is at the end of the program though, but since axe mixes inner subroutines (Axe's own subroutines, not the kind you call with sub() ) and data, sometimes it may not work.
1037
« on: January 14, 2011, 07:20:22 am »
mabes
1038
« on: January 14, 2011, 07:05:24 am »
BREAKTHROUGH: The shop is now fixed :DDDD No more crashes, no more random rectangles even. I am psyched
1039
« on: January 13, 2011, 08:34:14 pm »
except not really I probably won't bother upgrading to 2.55...I recently went back to 2.43 and I like it... a lot
1040
« on: January 13, 2011, 07:56:20 pm »
1041
« on: January 13, 2011, 07:46:19 pm »
lolwut? (please do not post that picture of that pear thing again, thanks) Are you making a version of Monopoly (for nspire?) Sounds cool Sort of offtopic-but-not-really: once, when I was taking a math test, I noticed that the graphing calculator that had been given to me actually had an in-development build of Monopoly (in TI-BASIC) on it O.o It was pretty professional-looking too. I wonder how that guy's calc ended up with my school ....
1042
« on: January 13, 2011, 06:38:59 pm »
I couldn't figure out how the battle engine worked, besides swinging around a sword, but anyway, here are your screenies Feedback: the tilemapper was nice. however, it was kinda awkward that the char moves in 1 px increments since sometimes I'd only be blocked by 1/8 of a block but not be able to move. Maybe let the tilemapper allow you to move if you're within 1 px of the next block? or move by 2pxl increments. Also, as I said before, I couldn't quite figure out the battle engine. There was no animation for sword swinging when the player was facing up or down. The graphics look pretty nice though
1043
« on: January 13, 2011, 06:31:56 pm »
Thanks guys btw, what do the different color icons/symbols on ticalc mean? So far I've worked out that white=quadratic solvers, mario levels, humdrum stuff, etc, but I can't get the difference between green, red, blue, the star, and the magnifying glass
1044
« on: January 13, 2011, 06:30:18 pm »
This looks like it's is gonna be fun. I'll be looking forward to see what everyone comes up with * squidgetx takes a seat in the sidelines, since he hasn't coded serious TI-BASIC in over 2 years
1045
« on: January 13, 2011, 01:04:28 pm »
don't mind some major plot elements in my rpg spoiled
Sure, I guess good at making human sprites that are large and detailed. Yes. Just tell me here Ok. ill PM you with more details. Sounds good. ill basically tell you what I'm planning and see if its good and take suggestions.
Great
1046
« on: January 13, 2011, 12:58:41 pm »
updates: successfully patched the name input-screen, the stat screen (if you hadn't noticed, it would corrupt your move data if you used it in battle), optimized a bit more (30 bytes) and patched the npc scripter. Unfortunately, the shop remains unstable
1047
« on: January 13, 2011, 12:54:58 pm »
damn, that's sexy. Keep up the good work
1048
« on: January 13, 2011, 12:52:51 pm »
That would also (probably) have to use interrupts; hence you wouldn't be able to use your own interrupts- the parser would have to check for that too. I think MirageOS already has some kind of feature like this (as long as you don't use your own interrupts: ON+MODE) i think? Regardless, for non-mirage programs that would be useful as well I suppose. How hard would it be to implement? I felt tempted to add the option Netham45 is a lobster to the poll but I didn't .
1049
« on: January 12, 2011, 08:39:02 pm »
Thanks. Yeah, the code is fairly complicated After running some tests today, I've concluded that some of the routines in my NPC scripting system do not work properly so I will go about figuring that out tomorrow. So far, it seems that you can only choose the dagger, staff, or knife/katana and actually get a weapon which is really annoying because my archer animation is really cool I'd get a screenshot of it but wabbit keeps crashing edit: also, i added a poll about the name screen, but didn't feel like doubleposting Vote/discuss please! Thanks. Also, I fixed all the bugs up there and am wondering if I should make another release so soon
1050
« on: January 12, 2011, 05:24:15 pm »
How are you doing the scrolling w/o Horiz/Vertical? (Unless you're redrawing the screen every time?) Or you can go zelda style scrolling, like in Verdante Forest, Trio and Niko and most older Zelda games, where you only scroll when you get to the edge of the screen... Oh and btw, in Ash:Phoenix you always end up 12 pixels away since the tiles are 12x12 I found it incredibly difficult to attempt spriting anything that remotely resembled a human in 8x8 lol
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