Author Topic: My First Quantum Translocator  (Read 46010 times)

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Offline JustCause

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Re: My First Quantum Translocator
« Reply #240 on: November 16, 2010, 04:40:41 pm »
Yeah but it's best if it scans the first few bytes of the content, in case someone has QuickTime Player a game/mario level starting with QT on his calc.

LOL

Ok, now that that's all cleared up...I can save the menu for later. New progress forthcoming!
See you, space cowboy...

Offline DJ Omnimaga

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Re: My First Quantum Translocator
« Reply #241 on: November 16, 2010, 04:42:05 pm »
Ok cool to hear new progress is coming! Good luck with the menu.

Offline JustCause

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Re: My First Quantum Translocator
« Reply #242 on: November 16, 2010, 04:43:04 pm »
Ok cool to hear new progress is coming! Good luck with the menu.
Thx...time to go check WikiTI for info on the VAT. Mario 2.0 did it, so can I.

The above overestimated my programming ability by leaps and bounds and should be disregarded :)
See you, space cowboy...

Offline DJ Omnimaga

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Re: My First Quantum Translocator
« Reply #243 on: November 16, 2010, 08:03:53 pm »
Lol :P

But yeah if you ever need additional assistance, feel free to ask in the Axe section, people will be happy to help you. :)

Offline ztrumpet

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Re: My First Quantum Translocator
« Reply #244 on: November 16, 2010, 08:11:52 pm »
Here's some help on the subject: http://ourl.ca/7202/122628

Good luck on it. :)

Offline JustCause

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Re: My First Quantum Translocator
« Reply #245 on: November 17, 2010, 08:48:17 am »
Here's some help on the subject: http://ourl.ca/7202/122628

Good luck on it. :)
That's actually incredibly helpful. Thanks ztrumpet!
See you, space cowboy...

Offline JustCause

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Re: My First Quantum Translocator
« Reply #246 on: November 19, 2010, 04:48:34 pm »
Ok, progress:

I have kludged reading from appvars and created a human-unusable level editor.

Next step is to make all of this useful. This may take a while. :)
See you, space cowboy...

Offline Munchor

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Re: My First Quantum Translocator
« Reply #247 on: November 19, 2010, 04:51:25 pm »
Ok, progress:

I have kludged reading from appvars and created a human-unusable level editor.

Next step is to make all of this useful. This may take a while. :)

I hope you're OKAY with level editor, 'cos I want loads'o'levels :)

Offline DJ Omnimaga

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Re: My First Quantum Translocator
« Reply #248 on: November 19, 2010, 05:31:23 pm »
Nice to see new updates! :D

Offline squidgetx

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Re: My First Quantum Translocator
« Reply #249 on: November 19, 2010, 06:17:56 pm »
human-unusable level editor.

lol nice. good luck making it all work :). Sometimes good gui stuff is key though, so don't give up!
« Last Edit: November 19, 2010, 06:20:38 pm by squidgetx »

Offline DJ Omnimaga

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Re: My First Quantum Translocator
« Reply #250 on: November 19, 2010, 07:28:54 pm »
Yeah I hope you make it user-friendly, because then few people may use the level editor. There's a reason why so few people code for BBC Basic compared to Axe. (although BBC Basic can do great stuff too)

Offline ztrumpet

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Re: My First Quantum Translocator
« Reply #251 on: November 19, 2010, 10:40:48 pm »
Yeah I hope you make it user-friendly, because then few people may use the level editor. There's a reason why so few people code for BBC Basic compared to Axe. (although BBC Basic can do great stuff too)
Yeah, it's best to make them user friendly.  That being said, the Exodus editor is pretty un-user friendly. :P

Offline Builderboy

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Re: My First Quantum Translocator
« Reply #252 on: November 20, 2010, 03:46:37 am »
Haha yeah probably none of my level editors are friendly at all.  The least friendly one being the Portal editor, which is awful x.x everything from the external level handling, to the way levels are edited is just horrendous. 

Offline DJ Omnimaga

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Re: My First Quantum Translocator
« Reply #253 on: November 20, 2010, 04:30:54 am »
That said, in BASIC it is sometimes inevitable, as you cannot modify program content from another program. In Metroid II, I had to manually paste my matrix data inside the map programs. :(

Offline Builderboy

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Re: My First Quantum Translocator
« Reply #254 on: November 20, 2010, 04:56:56 am »
Well im not talking so much the way it handles the levels so much as the general interface.  In order to edit a level you had already made, you had to play it in the game, then press a special key which would save the pic, then quit, go back to the editor, recall the pic, erase all the things besides the tiles, and put back in everything else x.x and every button had a different object, instead of like a menu or something.  And you could only have 1 custom level at a time, instead of as many as you want x.x