Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - squidgetx

Pages: 1 ... 92 93 [94] 95 96 ... 123
1396
The Axe Parser Project / Re: Features Wishlist
« on: November 14, 2010, 08:44:09 pm »
Personally I like how it instant exits after compiling; saves a lot of time for debugging. More people will be compiling one program at a time than those who want to compile more than 1 program at once :P

1397
Bomberman / Re: Beta Releases and Bug Reports
« on: November 14, 2010, 08:37:10 pm »
Idk if you want to change this, but I think inverting the text on the level advance screen would make it look a little better at the cost of a few bytes

1398
The Axe Parser Project / Re: Axe Parser
« on: November 14, 2010, 08:06:26 pm »
Either or.

As in, if A and B , then  A or B is also true. A xor B is not true

1399
Ash: Phoenix / Re: Ash: Phoenix
« on: November 14, 2010, 08:02:04 pm »
updaaate!!~~~

-note: gray looks better on hardware :P

Warp tiles fully functional
NPC convos fully functional
First map tileset finished

-TO DO
-Level Up system
-Spoils of War (items/money gained from enemies)
-Add some stuff to NPC system
-Optimize stuff
-Cutscene routine (easy)
-Title Screen

Space remaining in App: 1250 bytes

1400
Introduce Yourself! / Re: Hello, I'm old :P
« on: November 14, 2010, 01:22:20 pm »
heh heh heh.... >:D

1401
Ash: Phoenix / Re: Ash: Phoenix
« on: November 14, 2010, 12:21:40 pm »
I count objects and NPCs in the 256 tile count :P, though I doubt I'll even be able to crank out 256 tiles :P (or 42kb of map)

1402
Humour and Jokes / Re: 1000 things SirCmpwn should include in KnightOS
« on: November 14, 2010, 12:20:09 pm »
6: It should block its own assembly programs
7: It should feature a CAS that is actually WFRNG in disguise
8: Syntax error messages should redirect to textrolls

1403
Introduce Yourself! / Re: Hello, I'm old :P
« on: November 14, 2010, 11:51:43 am »
lul you're 2674 yrs older than me

1404
Ash: Phoenix / Re: Ash: Phoenix
« on: November 14, 2010, 11:50:39 am »
Small update showing engine capacity:

Map sizes: I will have support for about 42kb of map. Can you say 84000 tiles? ;D
Tilesets: 256 unique tiles: 16 'themes'
NPCs: 200 unique NPC convos averaging 20 words each
Around 100 moves with about 40 unique animations
7 classes that you can play as
~50 enemies
~200 items
20 NPCs per map and 20 warp tiles per map
up to 256 unique maps (although total tile count can't go over 84000)
and maybe some other stuff that i'm forgetting :P


Alpha of the first part of the game hopefully will be released sometime early next year :P

1405
Introduce Yourself! / Re: Hello, I'm old :P
« on: November 14, 2010, 11:40:04 am »
He's the oldest, and I'm pretty sure that i'm the youngest ;)

1406
Nostalgia / Re: Nostalgia - My Axe Parser Contest Entry
« on: November 14, 2010, 11:36:23 am »
hmmm for me
battle engine ~9000 map engine ~5000 shops/inns/titlescreen must fit in ~2000 then D:
* squidgetx goes off to optimize stuff

good luck with the demo! :)

1407
Nostalgia / Re: Nostalgia - My Axe Parser Contest Entry
« on: November 14, 2010, 10:32:28 am »
Ooh, I'll be looking forward to that ;)

Btw, how are you doing with space in the app? I'm cutting it very,very close with Ash and I was wondering how you're dealing with it :P

1408
TI Z80 / Re: [Request]
« on: November 14, 2010, 10:31:14 am »
So are you planning to use spaces or some other token for the indent?  Colons i think would work the best because then the program would still execute, while any other would cause errors.


Aren't spaces ignored by the parser?

1409
The Axe Parser Project / Re: Axe Parser
« on: November 13, 2010, 05:23:02 pm »
Quote
actually smaller than a single equality check
:o

Thanks Runer :)

1410
KnightOS / Re: KnightOS
« on: November 13, 2010, 03:31:09 pm »
well graphmastur I ment it wasn't practical seeing how limited the calc is in memory. Being able to D&D some junk on the calc would be great but, well, seeing the memory constraints...

Three words: No TI Connect

Two words: Flash drive

well matthias's point was that using a calc as a flash drive is not very practical b/c size of the calc memory

my point is that D&D'ing programs >>>>> Ti connect

two camels in a tiny car.
your point is invalid ;)

Pages: 1 ... 92 93 [94] 95 96 ... 123