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Messages - tifreak

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886
Pokémon Purple / [PP] Progress, Starting in '07
« on: October 31, 2007, 03:51:00 am »

 THE POST 13499201
At this point, sadly, that first one would not be able to catch up. 7-13 vote. :/confused.gif not counting the fact that like 5 others here voted for #2, so that would put it at 7-18. :/confused.gif



887
Pokémon Purple / [PP] Progress, Starting in '07
« on: October 30, 2007, 06:09:00 pm »

 THE POST 13498722
Ok, so Iwill be going with user posted image

I will, of course, need to clean it up a slight bit, but it should be implemented tommorrow sometime, along with the remaining items in Oak's lab.  


888
News / Affiliate updates
« on: October 30, 2007, 06:03:00 pm »
ah, so you went with the 1and1 package. nice. :Dbiggrin.gif

889
News / Affiliate updates
« on: October 30, 2007, 08:17:00 am »
Or I could host it. :)smile.gif Would keep it in the community, anyways, and not on an unrelated site...

890
TI Z80 / MapEd
« on: October 29, 2007, 05:02:00 pm »
umm, sure.

If you put the map on graphpaper (recommended), it is a matter of counting how many rows, one row above the spot you want it to show up. Take that number, times the number of columns you have. Then add on the line where you want the character to show up and add that to the number. If the character can move to the map segment either up or down, then you have to add 3 additional rows to your number. Any of this making sense?

891
Pokémon Purple / [PP] Progress, Starting in '07
« on: October 29, 2007, 09:22:00 am »

 THE POST 13496048
Here is the screenshot of the maps on calc:

user posted image

1. Poll item #2
2. Darkerline's image
3. Poll item #1  


892
Pokémon Purple / [PP] Progress, Starting in '07
« on: October 29, 2007, 08:54:00 am »

 THE POST 13495991
yeah, but it looks bad on calc.  


893
Pokémon Purple / [PP] Progress, Starting in '07
« on: October 29, 2007, 06:05:00 am »

 THE POST 13495701
lol, yeah. :Ptongue.gif

Found the images, Leofox's images were the latest ones, that looked the best.

http://www.unitedti.org/index.php?showtopi...=0entry115068

If you has an account, add to the poll. If you don't, sign up! :Ptongue.gif Or just put on here which image you like the best.  


894
Pokémon Purple / [PP] Progress, Starting in '07
« on: October 29, 2007, 03:32:00 am »

 THE POST 13495488
Decided to move the misc npcs into a seperate program, to keep the main engine size down. I still have a few things more I want to add, like the Town map, and things like that. Hopefully, I can find that pic that either Weregoose or leofox made. Should be on UTI somewhere...  


895
TI-BASIC / NPC dialogue?
« on: October 28, 2007, 01:26:00 pm »
Well, my npc dialogues are stored in programs. I use If statements to figure out where the character is at, and which NPC he is talkin to, then store the data to a string, using / to designate a new line, + to pause for key, then clear and continue displaying, and +* to pause, then exit. :)smile.gif Works wonderfully. If you don't believe me, look at the pokemon screenshots. :Ptongue.gif

896
TI-BASIC / NPC dialogue?
« on: October 27, 2007, 01:38:00 pm »
get on irc. http://tifreakware.net/irc

There, you can find help. :Ptongue.gif

897
TI Z80 / another RPG
« on: October 25, 2007, 01:37:00 pm »
strings are tons faster for hit detection on the 83+ than matrices, if done properly.

898
TI Z80 / MapEd
« on: October 24, 2007, 01:42:00 pm »
If max(K={92,82,72,93,83,73,94,84,74


:Ptongue.gif

899
TI Z80 / another RPG
« on: October 24, 2007, 05:27:00 am »
yeah, strings are super fast for such things, except at a 2k character string and at the end. :Ptongue.gif

but yea, if you want xlib, you have to use matrices. One reason I don't use xlib.

900
TI Z80 / ASCII editor
« on: October 24, 2007, 02:41:00 am »
All right, will see about updating my program with that. :)smile.gif Just thought you would like to know about it.

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