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 ... 17 18 [19] 20 21 ... 123
271
TI-Nspire / Re: Rush Hour
« on: June 12, 2012, 10:10:22 pm »
Hey that looks pretty good! I love Rush Hour ;D

Your car is always red, so you could use that as a distinction in the original board game. Actually I think that your car also is styled differently than the others (it's a sports car where the rest are typical sedans..)

272
TI Z80 / Re: [Contest] Embers:Phoenix
« on: June 12, 2012, 06:29:22 pm »
Update! Showcasing a fancy title screen (and underneath what's visible, we've got ourselves a working save/quit/load/new functions). It seems that the monster in my room kicked me out in this screenshot:O

273
TI Z80 / MOVED: [Contest] Grammer Tennis
« on: June 11, 2012, 03:16:16 pm »

274
TI Z80 / Re: Portage of Rainbow Dash Attack
« on: June 10, 2012, 09:59:51 pm »
Are there going to be variable height platforms?

275
ya, they exist.
Same kinda thing happens on ebay.  They will turn 2 gig into '200' gigs and sell them :/
I remember when I was in China I got a 16g flash drive (this was 7 years ago). At first it worked, and I was copying over pictures from my cousin's camera into it. Suddenly it told me it was out of space...So I checked how big the picture folder was... (Windows XP)

You know how on old computers, if a file is very large the size will visibly increase for a few seconds before settling on the total number? Well it did that...And kept doing it...

It told me the pictures folder was 200GB before I closed the window... It wouldn't let me reformat or delete anything or copy or move anything on the drive XD

Moral: be careful buying electronics from China even though they are all 1/8 regular prices

/unrelated

276
TI Z80 / Re: [Contest] Embers:Phoenix
« on: June 10, 2012, 06:26:13 pm »
update! There's not a whole lot new about this externally, but I made a lot of changes internally. I did end up (kinda) rewriting the movement engine; it's actually a subroutine now. It takes a couple pointers as arguments, and can write kickback and movement to those pointers. Basically what that means is that all enemies now go through the same 8 directional collision checks and kickbacks as you do..at the cost of about 100 bytes XD. This is in preparation for the AI I'm about to put in (There's a very basic one present in the screenshot...it just moves towards you. Also I have no enemy sprites yet...)

Not in the screenshot:
-I also started to refine the npc engine...it can properly handle long (<2 line) conversations
-Added installation/free RAM error/quit messages to detect that the proper appvars are in Archive and that enough RAM is free, since it was suggested after StickNinja cleared a lot of people's RAM when they didn't install it properly

277
TI Z80 / Re: [Contest] Embers:Phoenix
« on: June 08, 2012, 12:29:05 pm »
Thanks everyone ^.^ I was stuck for a while because I didn't like the messiness of having fixed width text routines like in Ash:Phoenix. But that I remembered that the Text() command automagically moves the cursor the appropriate number of pixels already :O so with a little hax (aka Deep Thought telling me the pointer to penCol) I managed to create the super-perfect align typewriter effect you see here :)

How long do you think the game play time is going to be?
I'm hoping it will be about as long as a typical calculator game--about as long as Dying Eyes or Desolate, if you've played those. The town, houses, and office building you see represent maybe 1/10th of the whole game? (estimate)

278
Axe / Re: text thingy for RPG
« on: June 07, 2012, 10:20:45 pm »
More or less something like this: (unoptimized for clarity)
Code: [Select]
"Text"->Pointer
NPC(Pointer)
...
Lbl NPC
48->B
2->A
Rect(0,46,96,18)
RectI(1,47,94,16)
For(E,0,length(r1)

Text(A,B,{r1+E}>Char
A+4->A
If A>90
0->A
!If B-54
Repeat getKey
End
Rect(same numbers)
48->B
Else
54->B
End
End
DispGraph
End

279
TI Z80 / Re: [Contest] Embers:Phoenix
« on: June 07, 2012, 10:02:31 pm »
Woohoo update time!

-Basic NPC engine structure implemented
-Item system completed
-Stun dart infrastructure has been started (not visible in screenshot)

280
TI-Nspire / Re: PTTKiller - Enable access to documents in PTT mode
« on: June 07, 2012, 05:20:11 pm »
Well just saying from my experience test proctors in the SAT and the AP tests don't do anything and only the more tech-savvy teachers will even realize that you can cheat on a graphing calculator. And even then their solution (at least in my school) is to take away the calc, they don't know anything about PTT. I guess I can't speak for everyone, having only this one-school viewpoint but I find it hard to believe that the majority of teachers and test proctors know about PTT

281
TI-Nspire / Re: PTTKiller - Enable access to documents in PTT mode
« on: June 07, 2012, 05:06:58 pm »
As far as I know, most major standardized tests (The SAT/ACT for one) and their proctors do not even know about PTT on the Nspire or even the 83/84...

282
Axe / Re: Axe Q&A
« on: June 06, 2012, 10:11:02 pm »
So when you use Text(Y*256+X) to set the pen cursor, you're storing a 2 byte value somewhere right? Where is that somewhere? And if not, is it still possible to access this value?

283
Axe / Re: Scaling Vectors Help
« on: June 06, 2012, 08:07:17 pm »
How does it move? Does the angle seem wacky right at the start or is it only when it bounces?

Edit: Also, why are you using the fixed point multiplication to assign V and W? Couldn't you just use regular multiplication and divide by 128?

284
TI Z80 / Re: [Contest] Embers:Phoenix
« on: June 06, 2012, 04:47:41 pm »
Haha I already changed it. It's actually smaller now and more compact (both in code and display) than before. I'm on the wrong computer atm, but I hope to get a screenshot soon :)

In other progress-related news, I've almost got the NPC engine up. I'm having a bit of trouble with my script-generator (a separate program I use to spit out the NPC data helper array) but once that's working it should be relatively functional.

285
Axe / Re: text thingy for RPG
« on: June 06, 2012, 03:08:16 pm »
Kinda like this?


A lot of this kind of thing you need to code from scratch, there's no command or quick way to do it. In this screenshot I have an engine running that basically loops through the data one character at a time, increasing the text cursor by 4px every letter. When the text gets to the end of the line the line counter is increased and the horizontal counter is reset. Then when it reaches the end of that line it waits for a keypress before redrawing the rectangle and resetting both counters.

Pages: 1 ... 17 18 [19] 20 21 ... 123