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Messages - tifreak
Pages: 1 ... 127 128 [129] 130 131 ... 183
1921
« on: January 21, 2006, 03:37:00 am »
Thanks.   Things are moving a lil faster than I thought they would. The one thing I don't know is how I am going to accomplish the other trainers to start a battle once they see you. I think for memory sake, the person will just have to go up and talk to them to battle...
1922
« on: January 21, 2006, 02:21:00 am »
1923
« on: January 20, 2006, 08:53:00 am »
This is mine: c1--> CODE | ec1
Testing php
echo "Hello world! "; ?> c2 |
ec2
Don't know if this helps any, I am still learning as well...
You can look at the source files in the php folder on my server...
1924
« on: January 20, 2006, 08:10:00 am »
Umm, can I see the source of the file? It might be an error. Also, try putting the file in your folder on my server, see if it works there. 
1925
« on: January 20, 2006, 08:07:00 am »
Yeah, it had switches but that is it.   inString( has been my saviour though.   But first, got to get the intro. about 5% complete right now...
1926
« on: January 20, 2006, 08:01:00 am »
Yeah, I understand the concept.   It is like using a matrix, but you are using a string. In this case, you can allow for hidden wall tiles, that don't look any different from the other ones.   As far as I know, Pokemon didn't have that kind of system...
1927
« on: January 20, 2006, 07:49:00 am »
Yeah, I have been reading as I make the tutorial into html, I just haven't gotten too far because of work... 
1928
« on: January 20, 2006, 07:31:00 am »
As some of you know, resource was added; found a good, fast way for hit detection; and added a text displaying routine. Right now, I am working on adding text to the intro. I have decided that the intro will not be the exact same, because I always thought the way you had to decide your name was kinda... bad.   And I think I will leave out the whole special name thing, since that will add additional files, etc, and I am trying to make this game like the original, only as small as possible on calc. If anyone thinks that I should still have it select from a list, or have it typed in, I will consider it. I got the box clearing routine done fairly quickly, and the total size of my Text displayer program is 181 bytes. Not bad, eh? Once I get the intro complete, add an in-game menu, and make it to where some of the buildings are accesible, I will upload a new version, this time with a readme that makes some sense.   (I think I will keep the humur in there though:
1929
« on: January 20, 2006, 02:01:00 am »
My routine can be made to work with big text, you just have to adjust some variables. And thanks.   I like to try to improve upon my programs, and others when I can. 
1930
« on: January 19, 2006, 03:18:00 pm »
I... dont know yet. That will be one other thing that I have to experiment with...
1931
« on: January 19, 2006, 02:55:00 pm »
Well, Kevin, I think it is time for you to go through and update the code.   Especially now that there is resource...   BOT: Remember how my map segments are stored? I am going to use a similar method to store my dialogues, I want to store all of them within a certain area as one string. Then using 2 variables, and the sub( command, call the specific part of the string, and store it to a diff string, then delete the one with all the text in it.   What do you think?
1932
« on: January 19, 2006, 11:31:00 am »
Only prob with Arcane's code is that if it isn't divisible by the selected number, you will get a domain error.   That is why I am just gonna stick with what I got...
1933
« on: January 19, 2006, 11:22:00 am »
MWHAHAHAHAHAHAHAHA!!!!!! You shall never accomplish this task! You are DOOMED!:rofl: Arcane Wizard posted something on unitedti: QUOTE | "You can split the text into lines and display each seperately.->Str0 For(L,1,int(Length(Str0)/16 16(L-1)+1->S 16->E Length(Str0 E-(16-16fPart(Ans/16))(E>(Ans-16L Disp sub(Str0,S,E End
Replace 16 with the allowed length of each line. For example, you could use 20 if you place the text on the graph screen with Text( instead of Disp. Then you would use Y+7(L-1 to determine the vertical display position of the currrent line ( Text(Y+7(L-1),X,sub(Str0,S,E ).
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1934
« on: January 19, 2006, 10:52:00 am »
Without the variable text speed, it is almost lighting fast.   Let me know though...
1935
« on: January 19, 2006, 06:25:00 am »
I thought you might like to see the routine that I made for the text, which is based off of Kevins' but mine is a bit smaller   prgmZTD: 3->X:3->Y:1->C:2->W While W=2 Text(X,Y,Sub(Str0,C,1 For(A,1,# ; The higher the number, the slower the text is displayed End ; If you do not want variable text speed, you can take the For and End statements out C+1->C:Y+4->Y If sub(Str0,C,1)="/ Then C+1->C:X+6->X:3->Y End If sub(Str0,C,1)="+ Repeat getKey End ;Wait for Key routine ClrDraw 3->X:3->Y:C+1->C If sub(Str0,C,1)="* 1->W End String example: "ABCDEFGHIJ/KLMNOPQRST/UVWXYZ+ASIOIWEIDHFKH/HAOSUHF/ASHDFOAOIH+*"->Str0
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