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Messages - stevon8ter

Pages: 1 ... 7 8 [9] 10 11 ... 48
121
Other Calc-Related Projects and Ideas / Re: OmniRPG - Storyline Discussion
« on: December 10, 2012, 12:02:41 pm »
I can be one ...

122
TI Z80 / Re: AxeRL
« on: December 10, 2012, 11:45:23 am »
Yes it does...

123
TI Z80 / Re: AxeRL
« on: December 10, 2012, 11:38:54 am »
Make sure your calc is in classic mode...

124
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: December 10, 2012, 10:22:40 am »
Matref: Yeah i know, but then it's not smooth scroll... xeda does it as following... he scrolls 4 times 2 px at a time.. and then waits for next keypress...

you do: keypress: 2px, wait for next keypress..., 2px..

125
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: December 10, 2012, 10:12:12 am »
looks very impressive (matref doesn't has 8px smooth scrolling, so maybe code's +- equal? )


126
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: December 10, 2012, 10:04:42 am »
I don't mind the speed difference, it looks great, you all are such godlike coders :o

127
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: December 10, 2012, 08:52:44 am »
Yes it is :o ashame i don't get it xD

128
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: December 10, 2012, 08:33:41 am »
3706: Points to the post 2 posts above this post, he doesn't has to correct people cause he has the numbAr wrong xD

129
Now turn-based has 2 votes more then arpg , so i think the possibilities and avaiable speed allows us to make a good turn based, but we already came across 4 turn-based things that all looked cool

So now we should decide which one to implement

130
TI Z80 / Re: [Axe] Robbox
« on: December 10, 2012, 08:28:36 am »
Hey hayleia are you still working/going to work on this?

131
Hmmm maybe i should change my vote from arpg to turn based, then turn based has 1 vote more then arpg

132
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: December 10, 2012, 08:21:55 am »
well yeah that's what i mean :p so if you for example have 5walkable tiles, they are, 0,1,2,3,4  so you say if {tile-to-move-to} < 5

133
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: December 10, 2012, 08:06:33 am »
+ collision detection is way easier and smaller... :D

So I think the movement will be like this? ok lol :p

And then all walkable tiles before non-walkable this and collision detection is based on if the number-of-map-tile your standing on, is smaller then the number-of-first-non-walkable tile...?

And i sugest tiles as following: sand, dirt, stone, grass, and some other .. all to walk on, and some fences as non walk-able and some other...

134
TI Z80 / Re: [2012 Apocalypse Contest] Battle 4000
« on: December 10, 2012, 07:58:47 am »
Yeah it's very playable so you make a good chance :D

135
TI Z80 / Re: [2012 Apocalypse Contest] Battle 4000
« on: December 10, 2012, 07:21:13 am »
Looks nice

Tho i noticed when it has to say svea in battle, it sometimes says !WL:

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