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Offline trevmeister66

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Re: Axe Parser
« Reply #60 on: February 16, 2010, 01:08:57 am »
That looks awesome. Im really looking forward to a BASIC replacement that's much easier to learn than ASM. Keep up the good work!
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Offline calc84maniac

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Re: Axe Parser
« Reply #61 on: February 16, 2010, 01:53:02 am »
WOW awesome, glad to see new updates :)

That said, could this be the first time a TI programmer respects a deadline in history? :O
* calc84maniac glares at Spencer...
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Edit: Hold up, I don't set deadlines. I'm innocent! 8)
« Last Edit: February 16, 2010, 01:54:04 am by calc84maniac »
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Offline DJ Omnimaga

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Re: Axe Parser
« Reply #62 on: February 16, 2010, 01:53:28 am »
You both did? :O

I myself never did actually x.x, generally the programs got released either later or... earlier :P
« Last Edit: February 16, 2010, 01:54:01 am by DJ Omnimaga »

Offline calc84maniac

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Re: Axe Parser
« Reply #63 on: February 16, 2010, 01:54:45 am »
You both did? :O

I myself never did actually x.x, generally the programs got released either later or... earlier :P
Nah, I was glaring because of procrastination
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Offline Quigibo

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Re: Axe Parser
« Reply #64 on: February 16, 2010, 01:31:45 pm »
Its pretty easy for me to make deadlines in Axe Parser.  Since there really is no end to addable features, I can just keep adding things until I run out of time and then release what I have.  Unlike games, an unfinished parser is still functional.
___Axe_Parser___
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Offline DJ Omnimaga

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Re: Axe Parser
« Reply #65 on: February 16, 2010, 02:16:05 pm »
Aaaah ok I see ^^. Yeah finished games are hard to set deadlines for. People who frequented TI forums around 2004-05 probably noticed I never set public deadlines for my projects back then, even thought I programmed at a rapid rate. My motto was "It will be done when it's done". A game can be functional and fun even if not finished, but often you can't even beat it or you may encounter bugs preventing you from beating it.

Offline Eeems

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Re: Axe Parser
« Reply #66 on: February 17, 2010, 07:28:18 pm »
well I finally got this one on my calc, I'll test it and hopefully I can make headway on a game I'm making with it :P
/e

Offline Builderboy

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Re: Axe Parser
« Reply #67 on: February 17, 2010, 08:02:44 pm »
I'm waiting until isKeyDown is implemented before i try to make a game.  I have started on some very neat graphical demo's that i might post soon though ^^

Offline DJ Omnimaga

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Re: Axe Parser
« Reply #68 on: February 18, 2010, 12:11:17 am »
Hoping you won't ditch serenity :P

Offline Builderboy

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Re: Axe Parser
« Reply #69 on: February 18, 2010, 12:29:29 am »
Nooo stop worrying DJ, I don't ditch projects :) I may reach periods of slow/no activity, but be assured it will pick up again.  Same thing happened with many other big projects I have worked on, most memorably Trapped, where i had almost half a year go by before i picked it up again.

Either way, i will most likely just be experimenting with simple arcade games and graphical demo's with Axe, I have enough on my plate, and I can't bring myself to start another large Calc project while Serenity is still unfinished.

Offline Eeems

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Re: Axe Parser
« Reply #70 on: February 18, 2010, 12:30:54 am »
Ah, well it's kind of harder to set that up from what I understand.
So I finished making a game and it runs pretty fast :D I had to slow it down D:
it's a space shooter where you have to destroy the incoming enemies. You have a laser and they move randomly and slowely move towards you when it reaches you you lose health, and every time you kill it you get some points :D
also there is a health Gage for you and for them on the bottom of the screen. And this is fully graphical :p
I'll try to get the source up soon
right now it's only 1592 bytes assembled and 679 with comments unassembled :p
/e

Offline DJ Omnimaga

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Re: Axe Parser
« Reply #71 on: February 18, 2010, 12:31:01 am »
aaah ok phew. I really have been looking forward for Serenity for a long while x.x

Offline Eeems

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Re: Axe Parser
« Reply #72 on: February 18, 2010, 12:48:14 am »
Can't wait for the arcade games! And serenity!

I just added score display at te end of the game, and this is actually quite hard. It usually takes two passes to kill the enemy x.x I'll have to add a menu with speed and difficulty (so like your health and theirs.)

edit: was able to cut the size down to just over 1600 bytes
« Last Edit: February 18, 2010, 12:54:09 am by Eeems »
/e

Offline DJ Omnimaga

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Re: Axe Parser
« Reply #73 on: February 18, 2010, 12:57:48 am »
Screeniez soon? :D

Offline Eeems

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Re: Axe Parser
« Reply #74 on: February 18, 2010, 01:59:53 am »
Possibly, I'd have to get it on the comp first, so possibly tomorrow.
/e