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Messages - squidgetx

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961
Axe / Re: Axe for Dummies (like me)
« on: January 27, 2011, 11:06:58 am »
huh, whats Axe? :P

Come on, seriously? -.-

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 :P

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?

965
Ash: Phoenix / Re: [Ash:Phoenix]What happens when you die
« on: January 26, 2011, 07:45:44 pm »
*necropost

Um. Well, I have no safeRAM to use for holding the "last" save file, so I've been using the 256 bytes at $8000. Can anyone affirm that this is safe, or tell me what procedures corrupt it? It seems to be very difficult (to say the least) to make dying behave the way I want it to, so unless I can figure out what is going wrong I may just opt for going to the main menu on death. It will make the save file half the size and improve on size within the main app as well :P

edit: Well, it seems like $8000 is ok....I'll try and figure this out though :P

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
EDIT: and GFM is refusing to group them as well...
<_<...
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 XD




Enjoy! This build *should* be bug free! :D

Edit: and, of course, it's not XD. 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

971
Axe / Re: Text Wrapping and Scrolling Routine
« on: January 25, 2011, 07:40:38 pm »
optimized:
Code: [Select]
("THIS TEXT WILL BE SCROLLING DOWN, AND IT WILL BE WRAPPED SO IT FITS THE SCREEN. HOWEVER, SOME WORDS MAY BE CUT HALF")
sub(TX)

@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...

973
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?

974
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:
All tiles are 12x12, unless otherwise noted (Alternate sizes are usually 24x24, 12x24, or 24x12. If I say any size it means one of the

four)
Please try and avoid using grayscale patterns that are dithered or otherwise patterned unless absolutely necessary.
If I ask for a building, what I want are: the building roof and body tiles, windows if applicable, doors, and building/roof edges if

applicable (basically the pieces I'd need to piece together any size/shape building)
If I ask for an NPC, please give all 4 facing directions if you can

Tree (24x24)
Tallish grass
Dirt path
Desert dunes
Cactus
Beach shoreline
Beach (sand)
Beach (sand with starfish or something on it)
Palm tree
Large rock pillar like object (like a giant tooth) (12x24)
Meadow tile
Elegant white building
Hut/wood/log building
Dark black deathly building
A building with theme of your choice
"Modern" building
Dark dungeon floor
Dungeon walls
Skull pillar (12x24)
Cave entrance
Rubble pile
Torch
Ice
Water
Simple bridge -start of bridge, middle of bridge, and end of bridge (so 3 tiles total, I should be able to chain them to create a bridge

of any length)
Swamp boggy floor tile
Swampy tree (think about Dagobah, in Star Wars, where Yoda lives) (12x24 or 24x24, i don't care)
Swampy wall (basically a wall with seaweed draped on it)
Ashes
Small, slender tree (12x24)
Big willow tree (24x24)
Polished hardwood floor
Bookshelf (any size)
Stove
Epic looking stairs
Polished tile floor
Weathered sign
Warpy portal
Shack (this is a building)
Elegant door (like one you'd see in a palace)
Elevator door
Elegant staircase (bonus points for carpeting on the stairs)
Carpet
Glass case of trophies (any size)
Bar counter
Bar stool
Epic looking sword
Epic sword stand to match
Giant icicles
Big block of ice (any size)
Typical dining room chairs
24x24 fountain
Lobster
Road (modern)
Fire hydrant


there are definitely more but I can't think of all of them right now :P


NPCs:
Generic male
Generic female
Guard

Spoiler For Enemies:
All enemies are size 24x24 and generally facing either forwards or towards the left (if you're facing them). Please try to include both

the normal sprite and a "getting hit" sprite if you can :)

Troll
Bat
Goblin-esque
Sword dude

...any random ones you'd like to make lol



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 :P

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