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Messages - tifreak

Pages: 1 ... 144 145 [146] 147 148 ... 183
2176
Pokémon Purple / Pokémon Purple
« on: December 15, 2005, 10:49:00 am »
lol, I wish I had the time to learn asm. I can't say not having the resources are my problem anymore... :Dbiggrin.gif (http://tifreakware.calcgames.org/asmresc.htm if you don't get the joke)

I shall see what happens with the way things are going now, though...

2177
Pokémon Purple / Pokémon Purple
« on: December 15, 2005, 09:15:00 am »
Well, strings are about a quarter the size of matrix maps, and the amount of maps that I am gonna have... :crazy:fou.gif

Hopefully I might have some new screenshots of the game up in the next day or so...

2178
Pokémon Purple / Pokémon Purple
« on: December 15, 2005, 02:02:00 am »
matrices are ok, but they hog memory, so it cuts down on how many maps you can have...

2179
Pokémon Purple / Pokémon Purple
« on: December 14, 2005, 05:31:00 am »
Hmm, I might look at that, though right now I am sick, so there won't be a whole lot of coding done right now...

2180
Pokémon Purple / Pokémon Purple
« on: December 13, 2005, 05:08:00 am »
I haven't posted it yet, I might do so here later...

2181
News / Kerm Martian reaches 10000 posts on Cemetech forum
« on: December 13, 2005, 04:48:00 am »
Awww, but I liked being #2... :lol:bounce2.gif

2182
Pokémon Purple / Pokémon Purple
« on: December 13, 2005, 03:26:00 am »
See, the problem is I also have tiles that will be walkable, like the signs, little . for gravel, * for grass... I don't know, it might actually be faster to check for those though...

2183
Pokémon Purple / Pokémon Purple
« on: December 12, 2005, 11:56:00 am »
Ok, my main problem is detecting all the different characters for each direction...

2184
Pokémon Purple / Pokémon Purple
« on: December 12, 2005, 02:27:00 am »
lol, well good. :Dbiggrin.gif

I have determined that the faster, most optimized option for the hit detection will be to have the actual detection routine in another program, but from there, I have to decide how i am gonna detect stuff...

2185
Pokémon Purple / Pokémon Purple
« on: December 12, 2005, 01:30:00 am »
Thanks, hopefully I find a good, fast solution to the hit detection...

2186
TI-BASIC / 1337 BASIC
« on: December 12, 2005, 01:23:00 am »
It isn't so much a problem, just a challenge to program good, long games for on a very limited platform... :)smile.gif

AOD82 is almost complete...

2187
Pokémon Purple / Progress
« on: December 10, 2005, 08:02:00 am »
I might do something to that effect... Just without Resource for now...

2188
Pokémon Purple / Progress
« on: December 09, 2005, 03:30:00 am »
Yeah, I have a couple ideas to play around with, though I have no idea when I will get to try them...

2189
Pokémon Purple / Progress
« on: December 09, 2005, 03:02:00 am »
Well, to provide variety, I have to have different characters... And I am sure as hell not using matrices...

I am just gonna have to play around with it, see what I come up with...

2190
Pokémon Purple / Progress
« on: December 08, 2005, 10:29:00 am »
Basically,

c1-->
CODE
ec1If sub(Str1,T-1,1)n="X"c2
ec2

I dont want to have to use that a bunch, for each character, as it will bloat the code...

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