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Graviter / Re: Graviter
« on: October 12, 2011, 04:34:54 pm »Woah this is friggin epic! How do you do that? So many people had troubles handling moving platforms before. Good job!
Zedd.
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. 451
Graviter / Re: Graviter« on: October 12, 2011, 04:34:54 pm »Woah this is friggin epic! How do you do that? So many people had troubles handling moving platforms before. Good job! Zedd. 452
TI Z80 / Re: Gravity Guy« on: October 10, 2011, 05:48:25 pm »
I could, but that would be kinda awkward....mehhh
In the meantime, my decompressor is randomly shitting all over itself...hopefully I'll be able to get some work on it sometime soon but no new news as of now =/ For the progress/attempts counter, I'm trying to think of a way to make it remember the stats for external levelpacks. The only ways that I can think to do that are... 1) Unarchive, write data to, and rearchive the level set every time the level is played 2) Force user to keep levelset in RAM, and if the set is deleted, the stats are lost 3) Somehow make an appvar that can keep track of all the stats at once (this would require a crapload of unecessary code) and that also needs to be archived/rearchived every time the game is run. Yeah so basically none of these choices are pretty. Any other ideas? Or is it ok to disable these stats? (How helpful/cool are they? If it helps, I can make the game keep track of attempts/progress per game run, a la the Impossible Game) 453
Axe / Re: Axe Q&A« on: October 09, 2011, 12:31:27 pm »
If the coordinates are constant you can save a lot of space. If the coordinates are separatley evaluated expressions then it doesn't matter.
(I think) 454
TI Z80 / Re: Gravity Guy« on: October 09, 2011, 09:16:08 am »
Leafiness0:
1) Yeah, detection is kinda off. I've been trying to fix it, but been running into a few problems. I think though I just realized what could be wrong.... 2) That's a side effect of having the menu fly in from different directions depending on gravity. Do you think it would be better if the menu just flew in from the same place no matter what gravity is pointing to conserve the order of 'menu' and 'restart'? JC: Thanks, I'm thinking about adding more special effect tiles 455
Axe / Re: Third-party Axe tutorial« on: October 07, 2011, 03:08:22 pm »
Deep: I'd be glad to help PM me any specific sections/articles
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TI Z80 / Re: Bitulator« on: October 06, 2011, 07:17:11 pm »
I wonder if it is possible to write a z80 emulator for calcs. Of course it would be slow as crap but.....
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TI Z80 / Re: The Impossible Game« on: October 06, 2011, 07:11:33 pm »
just saw this, awesome.
Spoiler For Spoiler: 458
Music Showcase / Re: Nostalgia Island« on: October 06, 2011, 07:07:10 pm »
Lol, true, just noticed that :O
Thanks though I'll try to get it in the dl section soon but my computer upstairs's internet crapped out etc... 459
The Axe Parser Project / Re: Axe Parser« on: October 06, 2011, 07:03:24 pm »
I could go either way. I don't like the idea of losing the backwards compatibility, but on the other hand I hate typing the r every time =/ On the other hand (again) I don't use it much for large scale data entry anyway which I just do on the computer so maybe it's ok
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The Axe Parser Project / Re: Axe Parser« on: October 06, 2011, 03:48:54 pm »
lol how did this get unstickied...
fixed. um trying to think of something else constructive to say but i can't. i'll just say that axe is probably the most amazing thing ever to come to the 83/84 series. it is what made me join omnimaga in the first place after a year when I thought I was done with calcs, and it kept me here long enough for me to be able to join staff. it helped me get my first feature on ticalc.org, and right now all of my calc projects are in axe. it has achieved the near-impossible state of having perfect syntax, a great gui/compiler that produces almost asm quality code, and it is a great way for less experienced users to start understanding more of how the calc works. so kudos to quigibo, runer112, and omni and everyone for making this so fricking amazing. That said I still need to figure out how all the functional programming stuff works, having trouble wrapping my head around how the compiler deals with all of it 461
TI Z80 / Re: Firefall (Beta)« on: October 06, 2011, 07:25:22 am »
Mm, gorgeous Looks pretty fun for a minigame
I wonder if any kind of larger/more complex game could be made from this concept... 462
Graviter / Re: Graviter« on: October 05, 2011, 03:43:15 pm »
Lol portal on steroids.
I agree with Michael_Lee on the portals being geometric. Everything else especially the ray animation looks epic :O 463
TI Z80 / Re: Absolute Madness« on: October 05, 2011, 03:40:01 pm »That being said, this looks pretty cool. I've never really gotten into doing complex games in pure basic 464
Axe / Re: Axe Q&A« on: October 05, 2011, 03:32:09 pm »
Where did you put the Normal and Full; around the whole set of statements or inside the conditional?
I would think that you wouldn't make that kind of mistake but at this point I can't think of any other explanation lol I'm pretty sure that Quigibo purposely added extra delay so it would work at 15MHz.Huh, didn't know about that Wow, apparently that was fixed over a year ago :O Well, looks like that just shows how often I use 15mhz mode Darl181 I have no idea what's going on 465
Axe / Re: Runer112« on: October 05, 2011, 03:28:19 pm »
The only problem is that runer codes like a 1337haxor.... I remember I took a look at YAAR source back when I was working on my raycaster and my brains leaked all over the floor.
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