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Messages - ztrumpet
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4171
« on: May 24, 2010, 10:07:30 pm »
That said, it all depends of how long he worked on the game today and how fast, though. I wonder if in USA they celebrate Patriots/Dollard Day this Monday? If he had no school and worked like 9 hours on the game since this morning then that's a lot of progress lost.
I lost about 2 hours of progress, but it's fixed now. I did find a bug that I forgot about, so now I have to fix it. I've already spent 2.5 hours with this bug, and I'm not even close to a solution. Hopefully I'll find one. Congrats on getting a demo out! And a very shiny demo it is It has come so far, and is so awesome! It really shows how far basic can be pushed. And thats too bad about the data loss, but at least you had some good backups. Cant wait to see this progress now that it is active again
And i will try to look at the movement code if i have some time, there might be a thing or two, but i doubt it, you have learned well young grasshopper
Thanks, from you that means a ton! I've learned a lot from you and your code, plus it's not hard to see where I got the inspiration from the graphics shown in the demo.
4172
« on: May 24, 2010, 05:19:35 pm »
* ZTrumpet checks the first post on page one of this topic...About that recent...
4173
« on: May 24, 2010, 05:06:02 pm »
That sucks what caused the RAM clear, though? I am surprised considering this project is pure BASIC.
Don't give up, though
No, I played a game in Asm in Mirage and it froze (the game not Mirage). =/
4174
« on: May 24, 2010, 04:08:58 pm »
I can think of a really easy way to do this in asm (or Axe), but it's impossible in basic. =/
4175
« on: May 24, 2010, 04:05:00 pm »
What I usually do, though, is only keep the few chars I will need and store them in another string/program, so it's easier to recall
I put these characters in Str9 and the XtraChar tokens in Str0. It's cool to see this reordered, as it'll make more sense now.
4176
« on: May 24, 2010, 04:01:30 pm »
I just got a RAM Clear! I now am starting over from what you guys saw in the screenie... (I'm almost done, but I've been working on it for the past hour...)
4177
« on: May 24, 2010, 07:48:24 am »
That's really cool! I like the gray sand over the black background. This makes me wish I was programming an Axe RPG.
4178
« on: May 24, 2010, 07:00:08 am »
Wow, nice work! I can't wait to see the next version!
4179
« on: May 24, 2010, 06:53:32 am »
Keep in mind I last tried on a 83+/83+SE running OS 1.14, though.. DJ, the same thing's true on my 83+se 1.19 and 84+se 2.43, so I think it's that way on all the calcs.
4180
« on: May 23, 2010, 07:49:25 pm »
Battling and Running into an event (you come to a certain spot on a map and it calls an event program). Yay, these are in the walking engine! I haven't put it into the right sub-programs yet, so it doesn't actually call the battle engine yet, it just displays "Battle Time!" on the screen. Now it's time for me to completely rearrange the programs, which should take a while. Hopefully it goes smoothly, but I think there's going to be a lot of bugs that take a while to fix. I just checked the FPS on a 84+SE with the new changes, and it's at slightly over 3fps.
4181
« on: May 23, 2010, 05:11:10 pm »
Oh, so kind of how like in Pokemon games when you have to like save someone from someplace and they follow and battle with you? (Minus the battle with you part.)
If I want, then yes. Oh, and Plus the battle part if I want.
4182
« on: May 23, 2010, 04:40:02 pm »
I'll make a counter offer for more speed in the walking loop: A cookie and a bag of peanuts.
Sounds good. This looks really nice. What is the smaller graphic that seems to be following your character around?
It's actually another person. I'm demonstrating an aspect of the engine that will let another character follow you if the story wants someone to help you on a certain task. (In other words, they follow you if I want them to... )
4183
« on: May 23, 2010, 01:58:01 pm »
I'm glad you're doing this Silver Shadow. It's pretty neat to know that people that only speak French can now figure out Axe easier. Thanks.
4184
« on: May 23, 2010, 10:45:37 am »
I started coding on Elmgon again recently and realized I never uploaded the demo I promised a month ago. I decided to implement other features and then show if to everyone. I worked on adding features/fixing bugs (one bug took me 4 hours!), but it's finally ready. I still need to add two features to the engine: Battling and Running into an event (you come to a certain spot on a map and it calls an event program). Keep in mind that I haven't optimized some things, so stuff like the bottom of prgmZELMMOVE look terrible. If you have any comments, suggestions, criticism, or you just want to yell at me for taking a month and a half to post this demo, feel free to post them. Controls: [2nd] Jump [Alpha] Stop the demo [Up] Go in doors [Left Arrow] Move Left [Right Arrow] Move Right [Left or Right when next to something] Trigger event (like talking to a person) Oh, and if anyone can find any more speed in the walking loop, you get a cookie!
4185
« on: May 23, 2010, 10:37:19 am »
yay!
* DJ Omnimaga hopes the calc version and the BasiC++ projects are still alive too Yea, I'm glad there's going to be progress on these.
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