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Messages - squidgetx

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1051
Ash: Phoenix / Re: [A:P] Demo Release/Discussion
« on: January 11, 2011, 08:26:33 pm »
Lol, I think you're missing the rest of the files :P Check back on the first post, send everything in that zip to your calc except the app and _theta_AshMoD to your calc, then send the new stuff (the app and _theta_AshMoD) to your calc
edit; super fail ninja

1053
Computer Projects and Ideas / Re: Trio and Niko: Falling
« on: January 11, 2011, 08:15:24 pm »
Oh shit, this is awesome!
Runs very smoothly, and I like your enemies especially. Maybe have them bounce back when you hit them (like in zelda)? The only complaint I have so far is that the movable blocks seem to be very sensitive, and the game freezes for a split second, which was a little distracting

1054
TI Z80 / Re: FailFlush
« on: January 11, 2011, 08:02:31 pm »
The second store in the 4th line won't work because using the brackets when storing won't return the value inside that RAM address. Instead, they'll return the value of the pointer. So you are actually storing the numerical value of L1 (30000 something) plus L plus theta to theta instead of the value at 30000 something.

Code: [Select]
:0->θ
:Repeat θ
:For(L,o,3
:rand^2->{L+L1}
:{L+L1}+θ->θ
:End
:End

edit: maybe as a more optimized version this could also work, though no guarantees:

Code: [Select]
:0->θ
:Repeat θ
:For(L,o,3
:rand^2->{L+L1}
:{}+θ->θ
:End
:End

1055
Ash: Phoenix / Re: [A:P] Demo Release/Discussion
« on: January 11, 2011, 07:58:35 pm »
 <_< ..............

Announcing an impromptu release of demo beta 2 :D

I hope that the shop has been more fixed, though I can't guarantee anything. Also this version has the new walking speed which should make it a bit more enjoyable. i haven't yet added the delay in the name menu though :P

I also fixed a lot of random bugs and stuff, including the leveling one (which is a pretty big one I seem to have missed o.o) I haven't fixed the NPC glitch with the dagger yet though. Normally I wouldn't release again so soon and with still many things incomplete, but i really need feedback on the battle system in general, so I decided that a patched version is necessary.

Enjoy!  :P The zip contains the app (prefixed with Z since it's a dev version...you'll have to deal with it for now) and the only modified appvar, the move database one.

1056
Ash: Phoenix / Re: [A:P] Demo Release/Discussion
« on: January 11, 2011, 07:38:31 pm »
enemies killed me instantly.
D:

In order to be able to attack monsters, you first need to get a weapon.
Spoiler For how:
Talk to the king in the palace, then go into Kumaso Tower to choose a weapon

1057
Ash: Phoenix / Re: Ash: Phoenix
« on: January 11, 2011, 05:50:49 am »
Thanks everyone.

Basically I'm running a loop 4 times, during which I horizontal/vertical 3 times. I also redraw the tiles in the last column or row as well as the tiles the character is walking onto, the tile he is walking on, and the bottom half of the tile above him. All the tiles are masked 12x12 tiles that are really 4 8x8s that have the outer edges transparent. It's kind of inefficient but still better than redrawing every frame.




1058
Ash: Phoenix / Re: Ash: Phoenix
« on: January 10, 2011, 08:11:41 pm »
Update-ish!

Actually not really, just posting a screenie of the new walking speed and of what the shop looks like, for those of you who can't access it. Although if you watch all the way through it still gets messed up at the end... <_<

The grayscale didn't improve as much as I thought it would, but i'm planning to fix that...

edit: oh and I optimized off 150 bytes today :D which is good, seeing as how before the app was 16377 bytes large....lol

1059
Ash: Phoenix / Re: [A:P] Demo Release/Discussion
« on: January 10, 2011, 08:06:59 pm »
This project is as-of-now still under development with Axe 0.4.6 due to the changed line routines in 0.4.7, and that for some reason all my hackish methods of extending the code limit don't seem too friendly with 0.4.8 anyway :P

I think Art of Camelot mentioned the name screen being too sensitive. I'm thinking about replacing it with a custom-input kind of thing though, where you can type normally on the calc instead of using the arrow keys :)

The fade effects do not change contrast, which I think is pretty neat :)

Also I am going to change the NPC thingy so that it is not monospaced; similar to what I did in the text routines in The Psyche

Btw, in the main project thread I posted a screenie of the new walking speed and what the shop looks like, for those that want to see it

1060
TI Z80 / The Psyche
« on: January 10, 2011, 08:01:50 pm »
Thanks DJ. For clarity's sake, I just merged the autocreated topic with this one

The Psyche: Official release v1.1 (also uploaded to ticalc.org)

Changes: Added CLEAR to skip text, and fixed level editor

http://www.omnimaga.org/index.php?action=downloads;sa=view;down=619

An intriguing sliding puzzle game with an equally intriguing storyline.

Written in Axe, featuring 4 level grayscale and animated tiles.


1061
TI Z80 / Re: Gateways: Portals of Time I - Cloud Cover
« on: January 10, 2011, 06:35:31 pm »
well standard tilemappers would use 1 byte per tile...so 1152 bytes total. Or you can be cool and use nibbles which would halve that size, but also restricts you to 1/16 the amount of tiles at a time. Your call.

The thing with the nibble mapper is that you can have different "tilesets" for different maps to get around the fact that you only get 16 tiles. For example, in the Ash:Phoenix demo, you can see this effect. It provides a nice bit of variation, although 16 still isn't a lot for detailed graphics: the houses don't have edges, etc.

1062
The Axe Parser Project / Re: Bug Reports
« on: January 10, 2011, 06:28:56 pm »
^ :(

Also, this is fairly random and unreproducible, but sometimes I will run into random BAD SYMBOL errors while compiling (usually an archived program). Sometimes when I unarchive it the compile goes smoothly and error free. More rarely, it will throw another BAD SYMBOL, and upon pressing prgm to goto, the entire program after a certain point seems to be corrupted (lots of random tokens, etc.) I remember that the goto-prgm thing used to be unstable with large programs. What constitutes a large program: one with lots of library files whose compiled code comes out to 16kb count? (The main program is 5 kb and the largest library is 3kb...and the corruption will usually happen to any of them, not just the main program)

1063
The Axe Parser Project / Re: Features Wishlist
« on: January 10, 2011, 06:25:03 pm »
Feature request: Backing up programs from archive?

1064
TI Z80 / Re: Gateways: Portals of Time I - Cloud Cover
« on: January 10, 2011, 06:23:19 pm »
Wow, lots of Axe RPGs coming up lately. And all in 3 lvl grey.... ;)

Good luck, and hopefully you won't run into any max symbol errors (those are...absolutely the worst. I speak from experience) :P

1065
oh shi-

very nice, will def. be taking a look at this later :D

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