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Messages - squidgetx
Pages: 1 ... 58 59 [60] 61 62 ... 123
886
« on: February 06, 2011, 08:18:56 pm »
Oh noes, a bug! Nibble reading and writing is not consistent. It was consistent in .4.6 though, I think since then nibble writing was changed to little-endian while nibble reading remained big-endian. Screenie attached. Btw, I'd like to ask that whatever it was in .4.6 be the default, otherwise I'm going to have to re enter a lot of data... Thank you! 0->{L1} 1->nib{L1*2} Disp nib{L1*2}>Dec
887
« on: February 06, 2011, 08:09:01 pm »
Why would you need this??? We have calculators! Anyway, thought some of you guys would appreciate this edit: holy, massive picture
888
« on: February 06, 2011, 03:06:44 pm »
for signing, Axe comes with a folder labeled "Application Signing." Inside there's a file that'a named "Drag App Over Me". Drag the app over it. (Make everything in the folder is extracted first though and not still in the zip archive)
889
« on: February 06, 2011, 03:04:58 pm »
Sometime later I might rewrite the editing engine to support 00s as well as infinitely long strings to be copied. Basically, I'll have pressing 2nd or ALPHA enter into edit mode, where typing using the keys will edit one byte at a time and then automatically move the cursor to the next byte as you type.
890
« on: February 06, 2011, 02:52:31 pm »
Now that the engine is practically finished (there's one last thing I have to add) all that stands in the way of this project's completion is the entering of a crapload of data. I've been putting it off, working on sandland, etc., but really this is very close to being finished. sort of. So yeah...uh...I'm going to try and pick this back up and finish it. Heh heh. * squidgetx goes back to making tiles oh, and if there are any spriters around who'd like to help me get this done quicker, have a look at this thread and see what you can do. Thanks
891
« on: February 06, 2011, 01:00:30 pm »
Hooray! Happy birthday to the app that got me back into calcs and mad props to Quigibo!
892
« on: February 06, 2011, 12:30:11 pm »
geekboy: here's another dragon that I made that I think looks and fits the orientation better
893
« on: February 06, 2011, 11:10:11 am »
woah, that's mad nice, Runer. Is it always better to avoid For() loops and use Lbl/Goto structures instead (or the While -1 structure)? Quigibo, do you mean that something likeA-1->A !If A ... would be auto-opted to
A-1->A !If ...
894
« on: February 06, 2011, 10:36:25 am »
My maps are 32x32 tiles, though I could change them to any dimensions if I wanted to (but I think I like 32x32) Yeah, the tilemapper is much fastet than I thought it would be...and it could even still be optimized further...
895
« on: February 05, 2011, 05:44:18 pm »
It redraws the whole thing every frame. (I find horiz/vertical annoying to work with when you have a character in the middle of the screen as well as changing velocities ) I kinda see what you mean ztrumpet. I'll get to work on fixing that
896
« on: February 05, 2011, 04:33:47 pm »
Sounds awesome Good luck
897
« on: February 04, 2011, 12:20:29 pm »
You should probably flip around the 7x7 dragon I gave you, it's facing down. (I thought you wanted them for a boss character lol. Also I can make another 31x31 facing right if you want)
898
« on: February 04, 2011, 11:42:30 am »
@Acagliano; Quigibo added support for inline data, so putting the string into the getcalc command is fine.
Calcaholic; the reason it would return 0 is because the length function does its work using 0 to signify the "end" byte of the data string. So if your appvar contained the values 1,2,3,4,5,0,7,8,9,10 then length() would return 5. Since you filled it with zeros beforehand, that's why it is giving a length of 0
899
« on: February 04, 2011, 07:18:08 am »
When you create an appvar, it isn't always filled with zeros. Also, you don't need the curly brackets; length(P) will do.
900
« on: February 04, 2011, 07:12:15 am »
One thing though: Make sure that the character can't go up and into the block above him - it looks kinda weird.
Are you just warning me, or did you actually see that (Because I *think*have collision detection working in all 4 directions)/ Anyway, I've run into a problem. The problem is that, well, the particle physics that I had planned is going to be practically impossible. Why? Because, well, you can't do pixel testing off screen. And even if you could, I won't make the tilemapper draw offscreen either. So now I think I'm going to have to scrap my original idea, making the name SandLand have nothing to do with the game lol. However, I would take this awesome tilemapper and run with it, adding loads of awesome stuff like special blocks, collectibles, maybe even enemies. I think it's OK though, because my old idea wasn't going to make a game, I don't think. I mean, it's like, "Ok, there's water/sand/acid. So what?" I don't know, maybe I'm just rambling right now tl;dr: There will probably be no particle physics or cellular automata in this. Sorry. I'm going to make everything else moar awesomes to compensate. If I had seen this post earlier, things might have been different: True, with particle physics, it might be best to contain it to a single room, all those particles add up
But I think I like where this project is going too much to try and steer it back to where I originally wanted it to go
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