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Messages - tifreak

Pages: 1 ... 127 128 [129] 130 131 ... 183
1921
Pokémon Purple / Progress
« on: January 21, 2006, 03:37:00 am »
Thanks. :)smile.gif 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
Pokémon Purple / Progress
« on: January 21, 2006, 02:21:00 am »
I didn't say there weren't going to be hidden things, but you have to do stuff for things to not be in the way anymore... :)smile.gif

Kerm says he should have the routine done in a day or so. :Dbiggrin.gif Let's see if it happens... <_<dry.gif

The intro is progressing nicely though, I am leaving a space for if I decide to add custom names. Once the custom names part is complete, and I can make the pics show up, I can get the intro complete. :)smile.gif I still have a lot to add to it for the next beta though...

1923
Web Programming and Design / PHP...Where to start?
« 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
Web Programming and Design / PHP...Where to start?
« 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. :)smile.gif

1925
Pokémon Purple / Progress
« on: January 20, 2006, 08:07:00 am »
Yeah, it had switches but that is it. :)smile.gif

inString( has been my saviour though. :Dbiggrin.gif

But first, got to get the intro. about 5% complete right now...

1926
Pokémon Purple / Progress
« on: January 20, 2006, 08:01:00 am »
Yeah, I understand the concept. :)smile.gif 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. :)smile.gif

As far as I know, Pokemon didn't have that kind of system...

1927
Pokémon Purple / Progress
« 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... :)smile.gif

1928
Pokémon Purple / Progress
« 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. :Dbiggrin.gif 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. :)smile.gif (I think I will keep the humur in there though:

QUOTE
Report bugs/suggestions/praise/worship to http://tifreakware.calcgames.org/forum
:Dbiggrin.gif

I also need to add credits to the readme, so I don't forget people who helped with this game. :)smile.gif

And as it stands, I am unsure what I will do about a 16x16 sprite routine. Not knocking Kerm, but I very seriously doubt he will be able to make the routine for me. :(sad.gif I might ask around maxcoderz to see if someone would be willing to make such a program... (It couldn't be very hard...)

More on progress as I accomplish it... :)smile.gif

1929
Pokémon Purple / npc and signs
« 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. :)smile.gif

I like to try to improve upon my programs, and others when I can. :Dbiggrin.gif

1930
Pokémon Purple / npc and signs
« 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
Pokémon Purple / npc and signs
« on: January 19, 2006, 02:55:00 pm »
Well, Kevin, I think it is time for you to go through and update the code. ;)wink.gif

Especially now that there is resource... :Dbiggrin.gif

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. :)smile.gif

What do you think?

1932
Pokémon Purple / npc and signs
« 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. ;)wink.gif

That is why I am just gonna stick with what I got...

1933
Pokémon Purple / npc and signs
« 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 ).

1934
Pokémon Purple / npc and signs
« on: January 19, 2006, 10:52:00 am »
Without the variable text speed, it is almost lighting fast. :Dbiggrin.gif

Let me know though...

1935
Pokémon Purple / npc and signs
« 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 :)smile.gif

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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