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Messages - yunhua98
Pages: 1 ... 40 41 [42] 43 44 ... 184
616
« on: May 19, 2011, 12:38:23 pm »
I used to have several games for my old gameboy that had puzzles like these... Pokemon was one, and Frogger was another... I had so much fun playing through those puzzles, and was always disappointed by how short they were...
Awesome game! Make lots and lots of levels, please?
thanks guys. As for levels, built-in, as I said, around 20, but I might release level packs as App vars. Making lots of levels may be my only chance. and original game elements.
617
« on: May 19, 2011, 12:36:05 pm »
using SirCmpwn's method, which he is using, that's the way it is. Builderboy found out a hackish way in Axe for Nibbles, so he's got that part right. (ofc, it may not work since that was in the early versions of Axe.)
618
« on: May 19, 2011, 12:33:06 pm »
can we have Mario's Cement Factory?
619
« on: May 19, 2011, 12:31:50 pm »
Nice! Although Kirby actually has A LOT of physics, it's just not natural real-world physics.
620
« on: May 19, 2011, 12:23:48 pm »
amazing.
621
« on: May 18, 2011, 06:17:20 pm »
thepenguin77 posted somewhere instructions to fix TI-Connect, trying to find it now... It helped me a lot. EDIT: found two, try first one first. -Try new batteries -Plug in calculator, open device manager, find the calculator, right click>uninstall, replug your calculator into that specific usb port -Lastly, do step 2 again, but before replugging your calculator, reinstall ti-connect.
If you are going to use TiLP, don't expect to be able to fall back on ti-connect. TiLP makes installing ti-connect twice as hard. Your problem could be related to low batteries, but here's a nearly sure way to get ti-connect working again.
1. Plug in your calculator 2. Go to device explorer and uninstall it 3. Repeat 1 and 2 for any port you think you may have plugged your calc into 4. Uninstall ti-connect 5. Go to your drivers, and delete libusb0 6. Restart computer 7. Reinstall ti-connect 8. Plug calculator in and let it install 9. It should work
622
« on: May 18, 2011, 06:01:53 pm »
I meant, instead of the energy causing the hitting object to bounce back, it should cause the object being hit to bounce forward, while the hitting object stops.
623
« on: May 18, 2011, 05:47:49 pm »
Projects dying already? jk, this sounds cool? what'll it be about?
624
« on: May 18, 2011, 05:45:35 pm »
SO. MANY. PHYSICS. GAMES. And they all look amazing. lots of competition this year! EDIT: btw, when one block collides with another, why doesn't the other slide a bit?
625
« on: May 18, 2011, 05:34:43 pm »
Not trying to put Sir down, since he's an awesome coder, but this tutorial is outdated and the last post here was early August. It may not work with current versions of Axe. Try this tile mapping tutorial.
626
« on: May 18, 2011, 05:21:41 pm »
Now if TI decides to remove RAM from the CX too, I gots the firsts.
627
« on: May 18, 2011, 04:50:34 pm »
I just tried this, and it's very nice. I'm definitely keeping it on my calc.
628
« on: May 18, 2011, 03:56:19 pm »
Is it programmable?
EDIT: Graphing calcs, preferably TI, since it has a large userbase.
629
« on: May 18, 2011, 03:20:30 pm »
It's more stable. For the MP OSes, they're slightly better for math, but it slow and glitchy.
630
« on: May 18, 2011, 03:17:01 pm »
Good. I'm going to add traps/portals/etc.
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