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Messages - squidgetx
Pages: 1 ... 98 99 [100] 101 102 ... 123
1486
« on: November 06, 2010, 09:43:15 am »
@ASHBAD: i always do title screen last too, but not because I hate doing it, I LOVE making title screens . But they are the least important part of a game, so I always do them last.
1487
« on: November 05, 2010, 08:07:29 pm »
What type of game is this? I've never heard/seen of it before. In any case, good luck
1488
« on: November 05, 2010, 07:43:45 pm »
Not sure if this has been mentioned already, but if you overwrite an external variable that's been in archive, it just gets deleted and not overwritten.
1489
« on: November 05, 2010, 11:33:53 am »
I haven't watched too much of Futurama, but from what I have seen of it so far I think that it is on par with, and maybe better than the Simpsons. The first season at least is full of win. ..so I guess my favorite episode would be the first one I suppose. My favorite SouthPark is the one about WoW...that one is pretty funny. Most of Southpark I don't find too funny though. :x and @calc84 I do think Thegame should have some say here, as this is her topic and nobody actually did answer her question about the episodes.
(at least per the forum profile)
1490
« on: November 04, 2010, 07:56:40 pm »
A couple of feature requests:
- Allowing For( to take any mem location as a variable. For example, For({L1},0,255) would be really useful.
YES
1491
« on: November 04, 2010, 07:19:29 pm »
Don't use labels. J/k, welcome here and I hope you enjoy your stay.
1492
« on: November 04, 2010, 07:16:33 pm »
Well. Hi. Besides calc stuff, I also swim competitively, play viola, and am working on my Eagle Scout service project. A little about my coding career: I got my first calc in fall 2007. Since I grew up with limited console and gameboy access, I thought graphing calculators were about the coolest thing ever. Soon I went to work programming them, (in BASIC), though you can see from my ticalc.org profile, some of it isn't quite so impressive lol. Oh well, we were all noobs at one point or another. Anyway, I coded up until around early 2009, where my BASIC coding culminated in this. For some reason though, I stopped coding for a while, due to lack of inspiration and due to the combinations of the limitations of BASIC and my own impatience. Once Axe got featured on ticalc.org, though, I found omnimaga and quickly got back into calcs. The rest of it, you guys have been around to see. These days I stick primarily to Axe and have lost what little skill I had in BASIC, though I still know (hopefully) more than the average calc user
1493
« on: November 04, 2010, 06:59:33 pm »
Well. Ran into a few issues with the battle engine--not because of coding issues, but because I realized that it makes absolutely no sense for a player to be able to shoot arrows while he has a sword equipped. However, due to the fact that I had no time with my calc today (college tours yay), and got to spend the travel time thinking about it, I've figured out a solution to this problem that will not add much to the battle engine. So you guys will still be able to expect a more official update announcing the pseudo-completion of the battle engine (hooray!) this weekend.
On another note, I've also started brainstorming NPC interaction, and I've come up with a really cool idea (that probably has been already thought of somewhere but oh well). Besides not only storing the NPC text as data, I've decided that I can use other ASCII characters to signify certain actions; the NPC interaction will be a type of code in and of itself, and the NPC interaction engine will parse it. For example, this data :"Hi, I am an NPC ↓ Would you like an item?" :[03] [01] :"i" //this is the imaginary i :[01][01] :"Here you go" :[01] :[02] :"Ok then" :[02] :[00] would have the NPC say "Hello I am an NPC", pause, then ask for an item and a yes/no box prompt would appear. If the player selects yes, then he will receive 1 of item #1 and the NPC would say "Here you go" and pause. If the player selects No, the the NPC would say "Ok then" and pause. Then the conversation would be over. Hopefully, through this method, NPC interaction will take less than 1000 bytes in the executable
1494
« on: November 04, 2010, 06:44:26 pm »
Lol, I remember that time. (I got my calc in fall 2007) I remember I thought calc games were all worthless at the time because the only ones that I had tried were these terrible, random, poorly made games. Of course, over time, I found the good ones
1495
« on: November 03, 2010, 04:27:58 pm »
It's not animation or graphics that I'm worried about. It's the fact that every card has a different effect that will need its own code.
Even thinking about the size this would take up scares me...even with Axe
1496
« on: November 03, 2010, 03:43:19 pm »
Yes. I'm not a huge fan though. I kinda felt like the last few chapters were a little meh, but I'd still like to see what happens next edit: just read the latest chapter. Pretty epic, I gotta say
1497
« on: November 03, 2010, 03:36:32 pm »
Is this Axe or assembly? I know before you were talking about switching to assembly, but I forget what the outcome was in the end
1498
« on: November 03, 2010, 03:29:41 pm »
So question: How does my computer play chords when I'm listening to music? Is it possible to do something similar on-calc? Another question: Is it possible to control volume on the calculator?
You can use Axe to play fake chords: play the notes of a chord in succession quickly with no breaks in between. There is sadly no volume control on calc, afaik (even with assembly)
1499
« on: November 02, 2010, 05:14:12 pm »
Yeah; the only reason it's not already up is because for animations I have to modify my 16x16 masked 3gs animation studio (evolved from my old hex sprite editor) to make it a 24x24 (which is harder than it seems, due to the fact that drawing 48 sprites and 48 pixels per frame is really slow so I have to change it so that it only redraws every time you draw/erase
1500
« on: November 02, 2010, 03:46:32 pm »
yeah, lowercase. It's always enabled for me due to constant running of MOS and Axe
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