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Messages - squidgetx
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481
« on: September 28, 2011, 03:43:55 pm »
I'm thinking about regular characters like xkcd but first I need to polish up the artwork a little bit in order to make the characters a little bit more distinguishable. Also I'll be able to get a .com domain name anyways, even if google doesn't block .tk it's still annoying to have it blocked on facebook.
482
« on: September 27, 2011, 11:09:10 pm »
See, I am also done (I've written practically all of my essays already: I have one 125 word one left ) But I'm also applying to 11 schools -_- My parents can be off sometimes, not as bad as sircmpwn's, but imo sometimes stricter than I'd like. I don't see any reason I shouldn't be able to spend my own money on something like a domain name...Anyway I actually haven't directly asked yet, maybe I'll finish up some app work this week and then see
483
« on: September 27, 2011, 10:44:18 pm »
I feel really dumb now. I just got the most recent one (Punchline) after the third reread or so. ..Idiot.
lol it's ok Edit: I can't post a link to it on Facebook, however. I think it's time to ditch the .tk.
Right? It's so annoying (For now you can refer them to the facebook page instead) . The problem is that my parents won't let me register a different domain until college apps are done (January). It's not like I don't have money but I don't have a way to pay for it online unless I can get $10 in donations through Paypal LOL Edit: I can actually link my bank account to my PayPal and hope that my mom is ok with it since I don't think it's realistic to expect any money from donations lol Also I'm trying to work out an update schedule: I'm thinking Tues/Fri for now, and maybe increase the frequency once I have more time
484
« on: September 27, 2011, 10:27:44 pm »
Hm, how can I tell if it's blocked or not? If it comes up on google at all (aka when i search "shakespearescomics.tk" LOL) does that mean it's actually fine?
485
« on: September 27, 2011, 04:57:06 pm »
Are there any free domain names that aren't blacklisted on google/fb/have crappy uptime? I checked and a .com would only be like 10 bucks a year actually but I dunno.. Edit: I dont think .tk is blacklisted on google; DT's clrhome comes right up.. Also I tried fixing the box; it's facebook having crappy code, not me lol so I just made the title shorter so that it would fit in the box
486
« on: September 27, 2011, 03:28:40 pm »
buttfredkin: I already know what RLE is, I just can't think of a practical way to make an on-calc compressor. Namely, how do you know how large the output is going to be? I think I'm going to have to do something rather inefficient: make the output file 1024 bytes (the size of an uncompressed map) and then keep track of the file size as the data is compressed...and then use memkit or write my own routine to change the final size of the file. Once the data is compressed I imagine the engine+compressed levels will only be around 6 or 7k of data
487
« on: September 26, 2011, 06:32:10 pm »
I've cleaned up the site a little bit, added a new comic, made a facebook group, and made a new logo. Let me know what you guys think
488
« on: September 26, 2011, 05:20:11 pm »
I am excited to play this game.
I still need to edit some of the levels, but I'm really almost done. Question to you guys: would you rather have this game be like 1) Psyche: built in default levels with custom suuport (file size ~9k) 2)Heald's Super Mario: no built in levels custom support (file size ~4k + 5k levelpack) 3)Levels built in no custom support And, I need help with compression. I have no idea how to practically write an oncalc RLE routine (how do you know how big the output file is?) and I don't know how to program on a computer LOL
489
« on: September 26, 2011, 05:14:49 pm »
SO the new feature in 1.0.5...speedy fast less optimized compile..Is this referring to the actual time it takes to compile, or does this mean the executable is larger but faster? If it's the second, that's pretty cool. If it's the first, that's pretty cool too (I was about to ask why is that useful but then I realized for testing small changes in large projects etc.) Nice update...I still have 1.0.3 XP (gotta fix that)
490
« on: September 26, 2011, 12:19:10 pm »
Thanks, that worked
491
« on: September 26, 2011, 11:56:29 am »
Hot. Nice job, I remember back in the days when I started trying to learn TI-BASIC off these obscure tutorials online; we definitely need an axe one.
492
« on: September 26, 2011, 11:52:44 am »
Uhm..It's definitely possible. The only thing is that fast scrolling gray can look like crap (For examples of this, see screenshots of Project M and Ash:Phoenix) But the code would be something like
x^16->s y^16->t y/16-ytileoffset->u x/16-xtileoffset+mappointer->v for(a,0,6) for(b,0,4) if {u+b*mapwidth+v+a}->c 16x16sprite(a*16-s,b*16-t,c*64+spritedatapointer) end end end
Whoops, is this project in axe? I don't remember..Well hopefully this will help you still; and note it can be optimized further still
493
« on: September 25, 2011, 02:18:46 pm »
Almost ready for a release. I opted out of the powerup thing since the game is too easy with it on I'm going to try and compress some of the data so I can get some more levels, but idk how...I'll look at Iambian's pucrunch axiom and/or write my own RLE routines...
494
« on: September 25, 2011, 11:06:10 am »
Um, I'm not sure what that is supposed to be doing but you can check out the link in my sig for basic optimization help.
You can do !If r5 instead of If r5=0, likewise !If r5-1 for If r5=1. Text(x,y,ptr) if x and y are constants can be Text(y*256+x) : Text ptr
495
« on: September 24, 2011, 10:16:24 pm »
I'm enjoying this. If the quality remains where it is now, I think I'll check it pretty regularly.
Haha, thank you! The quality will only go up (I hope). [shameless]Advertise me![/shameless]
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