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Messages - squidgetx
Pages: 1 ... 72 73 [74] 75 76 ... 123
1096
« on: January 04, 2011, 07:30:44 pm »
Oi, wait a minute - isn't the 6th this Thursday, not Wednesday?
Woops... I can't read calendars lol. I also thought that my huge Spanish test today when I actually have it tomorrow. I'm relieved that we still have a couple of days to work on it Today I overhauled my entire storyline (keeping the same style and theme though) and I think it's a lot better
1097
« on: January 04, 2011, 05:27:56 am »
Yes I think it's because adding one to hl is faster than loading one into hl. Did someone accidentally sticky this? I unstickied it (actually could have been me, I never know quite what I'm pressing while on a itouch lol)
1098
« on: January 03, 2011, 08:31:51 pm »
Just ran some tests:
.TEST For(A,0,50000) *2*2*2*2*2*2*2*2 End vs
.TEST For(A,0,50000) *256 End The first completed in about 1.8 seconds, in a 50 byte size program The second completed in about 1.3 seconds in a 45 byte size program
HOWEVER
.TEST For(A,0,50000) *2*2*2*2*2*2*2 End completed in 1.8 seconds while
.TEST For(A,0,50000) *128 End completed in 2.4 seconds
Seems like that trick only works on powers of 2 that are even?
I don't have much time to run more tests, can anyone confirm this?
1099
« on: January 03, 2011, 06:48:45 pm »
updated with discussion regarding +1 over 1 with respect to false expression testing (!If statements)
Again, thanks to Runer112 lol
1100
« on: January 03, 2011, 06:25:21 pm »
Pretty nice, I must say. I went all out on the graphics of mine with 4lvl grey animated tiles :O How about you, Michael? Oh, and, @Raylin: when it says Jan 6, does that mean midnight of Tuesday night/Wednesday morning? Or does that mean anytime during the day on wednesday? (The last contestant to accept did so at 12:28 am on wednesday I think) Also, should we post entries here, submit via pm, or email? (since looking back through this thread, all 3 have been done before )
1101
« on: January 03, 2011, 01:13:35 pm »
oh really?
...
fail >.<
1102
« on: January 03, 2011, 01:10:47 pm »
Actually the main one that I was talking about was changing !If +1:+1:End to !If +1:1:End (or are you talking to qwerty?)
1103
« on: January 03, 2011, 01:00:25 pm »
I think I just made it a wee bit smaller (now it's 362 bytes with .4.6)never mind lol :.SMILE :[004466000000817E]->Pic1 :DiagnosticOff :0->X->Y :Repeat getkey(15) :ClrDraw :getKey(3)-getKey(2)+X :!If +1 :1 :End :-1 :Pt-On(min(,88)→X,getKey(1)-getKey(4)+Y+(=⁻1)min(,56)→Y,Pic1) :DispGraph :End
You could use the DispgGraphClrDraw at the end as well to save speed (idk about size) but I don't have .4.7 Also @qwerty, I think that since this code serves the same purpose (moving around a sprite) its ok
1104
« on: January 03, 2011, 12:52:44 pm »
I like the backgrounds and effects. I haven't tried the game yet though, so I can't give any feedback on the gameplay, but, wow, it looks awesome for a one-sitting program let's hope that we get something as good in the Cage Matches.
1105
« on: January 02, 2011, 05:08:27 pm »
As far as I've seen, it looks fine, but I haven't looked around that much. Cuberunner looked fine while I was testing it under .4.7, as did ash:phoenix. My calc is a few years old, (about three and a half)
1106
« on: January 02, 2011, 04:43:15 pm »
Oddly enough, the time I tried the shop, it didn't crash at all, but after I finished the dialogue with the shopkeeper, there as a rectangle that got left on the screen that went away after I moved. This is what *should* happen (although i don't know where that rectangle is coming from either...but it's quite a lot better than a RAM clear). Now I am twice as confused...why would it work on some calcs and not others? Also, when I chose 'Stab' in the tower it presented me with the take this spell (yes or no) dialogue a second time.
O.o that shouldn't be happening but I can't think of...wait... stab is move #1...and the npc command for yes/no box is 01....aaaaahhhh...i think that is a minor bug in the npc engine..I must not be compensating for the offset of the "learn move" command....although I feel like I had.... Does anyone else have this problem with any of the other weapons/moves?
1107
« on: January 02, 2011, 03:22:47 pm »
F.
I guess I'll just recompile with .4.6 w/o the ico and call it 1.21..mergh Oh well, I went back to .4.6 anyway as well. >.> so it's not that much of a hassle.
1108
« on: January 02, 2011, 12:09:03 pm »
Hm? Can you post a screenie of what you mean? edit: offtopic, but look at my posts, then look at my respect (although it would be a bit more epic if it was 696 posts )
1109
« on: January 02, 2011, 11:03:20 am »
I think he means that the slowdown would occur just in general while looking at/using a menu. I had this issue as well with the bag in Ash:Phoenix; since the game was rewriting all the text every frame, the gray looked really crappy. I ended up writing a separate routine for the inventory menu that would only update the screen whenever a button was pressed, but it cost me a lot of space
1110
« on: January 02, 2011, 10:51:57 am »
First byte, height. Second byte, width. then the bitmap. So if you wanted to draw an 8x8 black square...
Bitmap(X,Y,[0808FFFFFFFFFFFFFFFF])
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