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Messages - squidgetx

Pages: 1 ... 94 95 [96] 97 98 ... 123
1426
TI Z80 / Re: Breakout clone
« on: November 12, 2010, 07:11:23 am »
We observe the mentality of pushing you in the right direction and then letting you gain some experience yourself ;) Of course if you are totally lost or if we can give a few more pointers, we'll be happy :)
No thanks. My program uses too many already :P

lol...and nice job on the 32bit numbers...I hate trying to code 32 bit numbers >.<

1427
Nostalgia / Re: Nostalgia - My Axe Parser Contest Entry
« on: November 11, 2010, 09:23:55 pm »
Speaking of shops, I'm gonna go mock that up right know...
nuuu do teh battle egninenegenes! firrststs ;)

1428
Ash: Phoenix / Re: Move Ideas/Suggestions
« on: November 10, 2010, 05:22:56 pm »
12 chars or less, edited in :)

1429
KnightOS / Re: KnightOS: Castle
« on: November 10, 2010, 05:16:39 pm »
Imagination Quest

dammit ninja'd by 8s

1430
Ash: Phoenix / Move Ideas/Suggestions
« on: November 10, 2010, 05:15:40 pm »
Hello.

Well, I'm almost done entering all the data for the move database. But before I finalize it, I figured that maybe some of you guys could offer some suggestions for possible moves for battling.

Here are the effects/restrictions we have to work with

-Name (max 12 characters)
-Class/Type of move : Warrior, Undead, Archer, Mage, Spirit, Shadow
-Damage:1 for lowest damage, 15 for highest (0 for no damage)
-Boost your.....
--Attack
--Defense
--Magic Attack
--Magic Defense
--Speed
--Luck
by 1-3 stages. +3 is the highest (max boost for a 2x bonus in damage)

-Lower your enemy's
--Attack
--Defense
--Magic Attack
--Magic Defense
--Speed
--Luck
by 1-3 stages. -3 is the lowest (max negative boost for a 0.25x bonus in damage)

-Heal yourself. This is in %. Negative %s work too (as recoil)

-Damage your MP (straight #- keep in mind max MP at lvl 100 is around 200. also, as with the other one, you can have negative MP damage to restore MP if you choose)

-Accuracy- %

I will take any and all suggestions (even ridiculously overpowered moves) I'm sure you guys can come up with some really cool stuff. Thanks in advance ;D

1431
KnightOS / Re: KnightOS: Castle
« on: November 10, 2010, 05:07:42 pm »
^ooh nice :) I like the pi and sqrt symbols

1432
TI Z80 / Re: Bomberman
« on: November 10, 2010, 04:42:36 pm »
It's perfectly fine to do that. ;)
TI failed epically hard at coding their Goto instructions.


1433
TI Z80 / Re: Space Impact
« on: November 10, 2010, 04:13:34 pm »
Does anyone else managed to run/send the game?
Wabbit told me that Meteor.8xp was 'invalid file format' ROM 84+SE, 2.53MP :P

1434
Miscellaneous / Re: I'm swamped.
« on: November 10, 2010, 03:52:53 pm »
Ooh my turn (no order)

*Do schoolwork
*Eat
*Get into Regional Orchestra
*Work on Eagle Scout stuff
*Swim
*Eat
*Ash:Phoenix
*Eat
*Find a job
*Sleep
*Eat

1435
Humour and Jokes / Re: The price of being root admin of a forum
« on: November 10, 2010, 03:44:49 pm »
I'm not doubting you. I'm just mad that I lost the game ;)

1436
Humour and Jokes / Re: The price of being root admin of a forum
« on: November 10, 2010, 03:40:43 pm »
It means "You have lost the game." in latin.

>.>

1437
Axe / Re: Smoothscrolling tilemapper
« on: November 10, 2010, 03:34:04 pm »
What do you mean by 'redrawing tiles each step'?

as far as I know, vertical/horizontal method of tilemapping is the best one since then you can get away with only drawing the tiles at the edge every frame rather then having to redraw the whole screen.

1438
KnightOS / Re: KnightOS: Castle
« on: November 10, 2010, 03:22:00 pm »
Yeah, the only thing I worry about is teachers.  Will it have the same math stuff (parametric and polar graphing, among other things) as TI-OS?
Yes, it will have all of that and more.  It will surpass TIOS in terms of math ability, actually.
Also, Quigibo has expressed interest several times about porting Axe to KOS, and it would be quite cool if that works out.  I will also probably start working on a TI-Basic interpreter.

ooooooooh

I already enjoy using MP in math class (yes I know everyone hates it but personally, since I only use my calc for Axe programming or for math, I find it perfectly OK) but an OS that would surpass TIOS in math capabilities would be awesome.

Oh and if Axe could be ported, then that would be...awesome...

1439
TI Z80 / Re: Space Impact
« on: November 10, 2010, 03:12:00 pm »
@aeTIos...you might want to cut down on the [offtopic]the game[/offtopic]'s...I think once is enough (iirc you did that in at least one other topic). :P

1440
General Calculator Help / Re: RAM loss?
« on: November 10, 2010, 03:10:18 pm »
Hidden MOS/DCS programs take up even more space.
Actually, they take the same amount of space weather they are hidden or not. :)

O.o really? I never knew that; it seemed that when I would unhide things RAM would free up....I guess I was wrong there. Thanks for pointing that out :)

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