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Messages - squidgetx

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421
TI Z80 / Re: Unreal Notator
« on: November 10, 2011, 11:01:22 pm »
Hm, looks very nice.

I know this would be a pain but are you considering zoom in or out, or anything? From what I can see there isn't very much room for ledger lines :(

Also, can't you just store a list of the note wavelength values or something? That's what i did for axesynth, and you'd get better accuracy I think.

422
Axe / Re: Axe Q&A
« on: November 07, 2011, 06:40:52 pm »
Don't you need to multiply L by 256 since it's returning magnitude of the vector in pixel format rather than *256 format?

423
Axe / Re: Axe Q&A
« on: November 06, 2011, 07:57:04 pm »
So I have two objects, and I'm trying to make one object shoot a projectile at another.  How would one go about that?
(I've been trying to do this all night to no avail :P)

A straight path, or a parabolic one?

424
TI Z80 / Re: Swords
« on: November 05, 2011, 09:50:30 am »
Wow that actually looks pretty nice. How are you doing the enemies: standard array-looping?

425
TI Z80 / Re: Parallex
« on: November 01, 2011, 10:14:36 pm »
All the tilemappers I use redraw every frame. Plus they have realistic gravity, etc. But then again they're usually 8x8 =/

426
News / Re: Omnimaga introduces instant quick-reply and enhanced CODE tags
« on: November 01, 2011, 09:19:58 pm »
It should be fine, you have to go through at least 2 dialogues before you can actually ban someone after clicking it XD

427
News / Re: Omnimaga introduces instant quick-reply and enhanced CODE tags
« on: November 01, 2011, 09:16:40 pm »
This seems nice. The new ban button is dangerously close to the Split/Delete buttons (for mods).......lol.

Edit: Wow, actually REALLY nice.

428
TI Z80 / Re: Gravity Guy
« on: October 30, 2011, 10:04:50 pm »
Soon...

I must build a level editor. Which isn't really that hard...just annoying...sigh..then fix the levels and add a menu interface...oh and the stats thing. On the other hand I just submitted my early action application to college so maybe I'll be able to find more time...

429
Axe / Re: Axe Q&A
« on: October 30, 2011, 10:03:00 pm »
I believe your screenshot is missing an End..

Also files are in general buggy; try copying the file data to an area in RAM and reading from there.

430
TI Z80 / Re: The Blue Flame: A tower defense
« on: October 27, 2011, 09:25:35 pm »
Good luck. Looping through enemy arrays + bullet arrays + tower arrays should be lots of fun...lol

431
Miscellaneous / Re: So what is everyone up to?
« on: October 27, 2011, 05:02:01 pm »
AOC:

Various land based excercises (sit ups, jump rope, push ups etc) for 45 minuntes
and then 5 miles of swimming.

432
Miscellaneous / Re: So what is everyone up to?
« on: October 26, 2011, 11:58:19 pm »
You are a swimmer? I know the felling of a three hour practice...
* mrmprog holds out hand for high-five

*HIGH FIVE :D

What do you swim?

Also I forgot to mention my 4 instruments X.x

433
Miscellaneous / Re: So what is everyone up to?
« on: October 26, 2011, 10:40:42 pm »
-college apps HOORAY. But I suspect my activity is going to skyrocket past January 2012 to compensate.
-dealing with the two hardest classes in the school (AP English literature with the most insane teacher, and AP spanish lit; it's the same thing but in spanish :D)
-swimming 3 hrs/day

In other news I'm officially an Eagle Scout yay! (Another reason I haven't been on much; I passed my board of review last night ;D)

Gravity Guy updates are slow, I keep daydreaming about Ash:Phoenix instead during physics which is bad because I need to pay attention in that class :( and because whenever I run simulatneous projects one of them gets severely negatively affected-- I don't want to lose Gravity Guy's release -_-

434
TI Z80 / On-Calc RLE Compressor
« on: October 22, 2011, 12:55:01 pm »
Added to DL section.
I fixed (most of) the bugs and added the error messages.



http://www.omnimaga.org/index.php?action=downloads;sa=view;down=730

435
TI Z80 / Re: Gravity Guy
« on: October 21, 2011, 07:42:04 pm »
I can't believe this final release is taking so long; it seems that all the loose ends (level editor, compression, ext. lvl support) are taking longer than the creation of the engine itself O_o

Leafiness; Fixed the collision bug ^^ but now I have to rearrange some of the levels because they abused the glitchy collision haha :P

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