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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. 962
Ash: Phoenix / Re: [A:P] Demo Release/Discussion« on: January 26, 2011, 09:29:19 pm »
ok, after a lengthy irc discussion runer and I have figured out the dying bug.
I actually fixed it in the new version, but your old save files are still bad. To fix, go talk to kinley and save, and you'll be good. Actually there is another bug too with dying and saving that is less serious but I will post a patch for that tomorrow 963
Jumpman 68K / Re: Jumpman« on: January 26, 2011, 08:09:13 pm »
Well, it says he was last active only 4 hours ago
Anyway, good luck with this project and all that; it looks great so far... 964
Jumpman 68K / Re: Jumpman« on: January 26, 2011, 08:03:33 pm »
Is this close to done? Or do you still have some "special" things to add?
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Ash: Phoenix / Re: [Ash:Phoenix]What happens when you die« on: January 26, 2011, 07:45:44 pm »
*necropost
edit: Well, it seems like $8000 is ok....I'll try and figure this out though Btw, here is the code for loading/saving/making restore points/dying if anyone can figure out what is wrong with it... Edit: case closed, bug found. 966
Ash: Phoenix / Re: [A:P] Demo Release/Discussion« on: January 26, 2011, 07:42:42 pm »umm... wabbit is refusing to recognise any of those appvars and TiLp crashes upon an attempted transfer... Not sure how I can help, maybe try *gasp* TI-Connect? Also, maybe try sending the files not all at once (I know on wabbit you can't just drag and drop all the files, otherwise it crashes) Edit: I just downloaded the new wabbit, and it gives me the following error message: "A problem with Wabbitemu prevented the file from being sent" If this is what you're getting, then try downgrading to the last version (I think the one released Dec 31) It still seems to glitch when you die.Crud. I guess maybe $8000 is quite as valid a safeRAM area as I had thought... If anyone wants to take a look at the code to help me out, it's here 967
TI Z80 / Re: Trio and Niko Polls« on: January 26, 2011, 04:43:15 pm »
Wouldn't having a large, detailed overworld take up the same amount of space (unless you are purposely making it emptier for RLE purposes)?
Anyway, I'm not sure what I'd want...Obviously a large overworld that is just...empty is no good, but having an extremely cramped one (like the original pokemon ones) won't necessarily be better. Like all the other questions, I'd say try and find a balance 968
TI Z80 / Re: Trio and Niko NEWS« on: January 26, 2011, 04:37:36 pm »If a moderator/admin could help me out and sticky all of the topics (except the polls one), it would really help me organize. Thanks in advance!No. 969
Ash: Phoenix / Re: [A:P] Demo Release/Discussion« on: January 26, 2011, 04:27:52 pm »
Du-dudu!
Ash:Phoenix Demo 3rd Release Changelist: Fixed that annoying shop bug that caused RAM clears Fixed other annoying shop bug that made selling anything except for stuff in the first slot impossible Fixed other annoying shop bug that made you sell all your stuff if you sold the first item in the slot Fixed NPC convo bug that would prevent getting weapons in Kumaso Tower, and in the case of the dagger, get it twice Fixed bug with battle engine that would trigger only after talking to NPCs with conversations over 40 characters Fixed bug with battle engine that triggered only on lower level opponents because of a divide-by-zero Adjusted some enemies' stats Small cosmetic changes (shift stuff around by a couple of pixels) Changed a few tiles to make gray look slightly less horrendous (it still is annoying in the main town though) Added scrolls to the engine (but you can't get any in the demo) Fixed bug with item gaining where the item gained would appear on the top of the screen Made frequency of item gain lower Changed Wasteland map to make it a bit more...chaotic. Added the Eastern Pass area, complete with 3 new enemies and new tiles. Get there by talking to the king after defeating the robed bandit Fixed bug with level up system where you'd gain way too much after leveling up Made the skill learning system work if you don't have an empty moveslot Fixed bug with level up system where you'd learn the same move over...and over..and over again every battle Added a stat change after you choose your weapon and class Fixed bug that allowed enemies to select a 5th move...when they only have 4 moves Added fake wordwrapping and variable-spaced font to NPC engine Fixed bug with save file and dying Centered/adjusted "Victory" dialogue box ...and some other stuff And with all this stuff added, the app's total change in size is....42 bytes smaller Enjoy! This build *should* be bug free! Edit: and, of course, it's not . Check this post for the newest build 970
Other Calculators / Re: Your calculator collection« on: January 26, 2011, 04:08:22 pm »
All I have is a three and a half year old 84+SE. The only apps on there are Axe 0.4.6, MOS, Ash:Phoenix, Ash;Phoenix's map editor, and Calcsys lol
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Axe / Re: Text Wrapping and Scrolling Routine« on: January 25, 2011, 07:40:38 pm »
optimized:
@leafiness: are you interested in wordwrapping, or is having some words cut in half acceptable? 972
Art / Re: [Gateways] 24x24 enemy sprites« on: January 25, 2011, 07:34:50 pm »* squidgetx changes 2 pixels...
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General Calculator Help / Re: 84 Plus...six apps...out of memory...help?« on: January 25, 2011, 07:30:52 pm »
What happens if you try to compile an app with Axe? Does that allow you over 6 apps?
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Art / Official Ash:Phoenix Pixel Art Request Thread« on: January 25, 2011, 07:29:24 pm »
Here are some of the sprites that need to be completed for Ash:Phoenix . I would greatly appreciate any help anyone could offer
Normally I like to sprite everything myself, but as you will soon see, the sheer magnitude of the amount of pixel art that needs to be done makes this rather impractical. This list will be edited as time goes on; as more tiles arise and other tiles are finished. Everything is in 3lvl grayscale. Spoiler For Tiles: Spoiler For Enemies: 975
Art / Re: [Gateways] 24x24 enemy sprites« on: January 25, 2011, 05:21:42 pm »
I might try and fix this up later... and yeah i know it's 24x21 The dimensions just didn't work out well, I even ended up not using 2 pixels on the side
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