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Messages - stevon8ter
Pages: 1 ... 14 15 [16] 17 18 ... 48
226
« on: December 06, 2012, 04:44:19 pm »
I can't draw sprites as well, i'm terrible at that
But if needed (but i think there are already more then enough people) i could help design maps
Btw: shouldn't it be easyer if you guys could directly create map and scroll around in it? ;p
EDIT: how large would maps be?
227
« on: December 06, 2012, 04:42:31 pm »
But why does it go the one moment and the 2nd moment it doesn't work?
228
« on: December 06, 2012, 04:38:26 pm »
I'll test it...
Edit: nop, everything else then [2nd] or [alpha] does the next part... Even if [2nd] is already selected
229
« on: December 06, 2012, 04:37:02 pm »
Imagine we could play such a game on calc i vote for that engine!!
230
« on: December 06, 2012, 04:35:11 pm »
Ok builderboy, i don't know if it's on purpose but i have it every time... In the level where the elevator breaks... You get a dialog... You can do next sentence with [2nd] but on a given moment if i press it, it doesn't do next but turns on the [2nd] lock And i can also turn on [alpha] lock... And then i can skip it with [enter] and the next one is skipable with [2nd] and then the one after that it's the same story... I can only do it 2times in that dialog (sorry no screenie)
231
« on: December 06, 2012, 04:29:09 pm »
I wanna be in it!!!!!xD
(Only if i'm able to help you guys create the game...)
232
« on: December 06, 2012, 04:22:01 pm »
Ooooh ok, cool :p It's a pretty neat thingy are tere any other cool stuff?
233
« on: December 06, 2012, 04:15:27 pm »
Hahaha lol i just tried it and it's true So maybe this was for level testing and he forgot to change it...?
234
« on: December 06, 2012, 03:36:47 pm »
But every time the prog starts... I set the GDB0 where the door is still closed but it's still open if i restart
235
« on: December 06, 2012, 01:18:58 pm »
Figured out that I couldn't do this: 0→{L1}→{L1+1}→{L1+2}, derp
Yeah, in fact, 0→{L1} returns L1, not 0 so you are actually doing L1→{L1+1} at the second arrow. What you can do is Fill(L1,3,0), which would put zeros in the firts three bytes of L1, which is what you want
If you have less then 600 (and some more , i think 667?) to store, then yes use L1+100
The "true" L1 is 768 bytes, but you have the 27 variables at the end of it (A,B,...Z and theta), each of them are 2 bytes, so the available size in L1 is 768-(27*2) (As the Commands.html says, it can be expanded to 768 using Realloc, which would move the variables elsewhere than in L1+714)
Ooh ok, and then i substracted another 100 cause k tought he had 100 other vars in L1 already xp
236
« on: December 06, 2012, 12:17:51 pm »
It's a large rpg where a lot of omnimagers are gonna work on, everyone can join It's gonna be axe with some asm routines
237
« on: December 06, 2012, 11:18:51 am »
So then i'll also won't have to Clear the draw anymore? and also no saving? And how does this display the greyscale? Just when mapping i do DispGraphr ? EDIT: also, i noticed that MirageOs saves some variables, and that's rather anoying, as you can see in the gif is saves the "door"-open and the sprite face direction How can i do that it doesn't save it? Also: source added EDIT: MirageOS settings added in gif (tho i don't want the user has to change something, it should preferably be done inside the program itself)
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« on: December 06, 2012, 11:14:13 am »
euhm, i don't really get it, could you please give a small example? (already putted map routine outside main loop and now it's 2/3 times faster, thx
239
« on: December 06, 2012, 10:49:04 am »
Instead of sticking your tilemap drawing code inside the main loop (since you're not gonna be changing any tiles), you can stick it outside of the loop and StorePic to L3 (assuming you're willing to sacrifice that) and every loop through the main loop, just use RecallPic.
Can this also be done with greyscale?
240
« on: December 06, 2012, 09:38:28 am »
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