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Author Topic: YAMGT - Yet Another Minigames thread  (Read 26636 times) Bookmark and Share
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Darl181
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« Reply #255 on: 17 February, 2011, 17:31:52 »
+2

Thanks...I think I have a way of doing it.but I'd need to come up with some sprite meaning 'outside of level'
Also scout, did you notice the edit above?  It takes care of the overwriting Wink
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« Reply #256 on: 17 February, 2011, 18:58:21 »
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I just did, WONDERFUL! Immediate download.
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« Reply #257 on: 17 February, 2011, 22:47:22 »
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i downloaded it, and it was great, but i think there is a bug.
when you compile it in axe as an app (axe version 0.4.Cool and run it, you should not try to do a mathprint fraction into a function. i do not have a screenie yet, but i'll think i have one tomorrow. anyway, when you do 1 mathfrac in a function in does something weird to the lcd, actually it changes something in the os. so when you have run it as an app, the os gets messed with, and can't properly disp the lcd. btw, when you try 2 mathfrac functions, it turns the lcd off, but not the calc. it only happens when drawing the graph.

or may this be an axe bug???

edit: i know the post is crappy, but i am in a hurry Wink
« Last Edit: 17 February, 2011, 22:47:57 by ferox » Logged

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« Reply #258 on: 18 February, 2011, 01:34:18 »
0

Umm...did you mean to post this in Axe bug reports or something?
So, you compiled it as an app.  It uses SMC.  SMC doesn't work properly in apps.  IDK the 'don't use SMC in apps or else _____ ' but it can't be good.  Compile for Ion, MOS, no shell, or DCS.

btw I wouldn't know how to use the mathprint stuff--os 2.43 is enough for me and I have a 9860gii with, i guess, casio's version of MP anyway.
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« Reply #259 on: 18 February, 2011, 09:25:49 »
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well, i just thought, since i already have so many progs, i wanted to compile as an app.
anyway, thx for the info.

btw mathprint is kinda funny Wink
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« Reply #260 on: 18 February, 2011, 09:27:08 »
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I'm just wondering - did you fix the bug where if you go off the top of the screen, you don't get stuck because of random tiles? Otherwise, looks nice! I'll have fun making a ton of new levels for this Smiley
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« Reply #261 on: 18 February, 2011, 09:30:39 »
0

I've heard of various instabilities and such, I've just gone the safe way and avoided it.
Like, one of the things that OSes 2.53 and up don't like is Omnicalc's entries menu, and I use that extensively.

As for the glitch above the map, I plan on making a border around the level once I implement smoothscrolling.

I guess at this point the level size will be definable, up to 28*25 (so it fits in L1)
« Last Edit: 18 February, 2011, 09:31:12 by Darl181 » Logged




 
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« Reply #262 on: 18 February, 2011, 11:07:56 »
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I saw the screenshots on the previous page and they look nice Cheesy
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« Reply #263 on: 20 February, 2011, 08:02:16 »
+1

Ok, I've been thinking.  After Dimension, I kind of have an idea of what I'm doing, more than before.  Starting tonight, I plan on starting the process to implement smoothscrolling in Tio.
What's going to be really tricky is how to draw the area outside of the level.  I tried to make it draw black, but it hasn't worked very well when I've tried applying it elsewhere.  See screenie.

While I'm busy doing that, are there any other tile ideas going around?

Important: If you downloaded the STIO6E from before, a problem in the source throws an ERR:BLOCK when compiling.  This is fixed now, and the edited program is here.

* STILEMPR2.8XP (1.3 KB - downloaded 47 times.)

* smoothscrollingGlitch2.gif (827.54 KB, 192x128 - viewed 153 times.)
« Last Edit: 20 February, 2011, 08:05:33 by Darl181 » Logged




 
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« Reply #264 on: 20 February, 2011, 09:20:59 »
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This is the Scrolling Engine in the Editor? WHAT A BLAST.
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Darl181
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« Reply #265 on: 20 February, 2011, 09:22:08 »
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This is the Scrolling Engine in the Editor? WHAT A BLAST.
No, at least I don't think that's what it's going to be.
I'm trying to make it draw the black outside of where the map is.
I might be able to do something like that tho...probably not smoothscrolling (I'm talking about the editor) but, whatever it's called...abrupt scrolling? Where it scrolls tile by tile.
« Last Edit: 20 February, 2011, 09:24:21 by Darl181 » Logged




 
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« Reply #266 on: 21 February, 2011, 14:42:21 »
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Oh I see, if you can implement scrolling, it'll the most super awesome game Axe Grin
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« Reply #267 on: 21 February, 2011, 19:49:09 »
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Well, the plan (at least so far) is smoothscrolling in the game, and abrupt scrolling, (or pokémon-style scrolling, looks smooth, but limited to entire tiles) in the editor.

I guess at this point I'll do away with the area outside the level thing, I'll just have the border.

I'm doing for this what I did for TWHG, editor first then game.  So, sometime in the next week or two expect a screenie Wink
« Last Edit: 22 February, 2011, 00:17:56 by Darl181 » Logged




 
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« Reply #268 on: 23 February, 2011, 22:25:51 »
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Editor is sort of done...at least the scrolling works Tongue
I'm still trying to figure out the pointers, some parts of it seem to read somewhat correctly...

EDIT oops, accidentally posted the same message twice, deleted first one
EDIT2 I ran this in wabbitemu and the debugger popped up, something's wrong methinks


* Tio7EditorBeta2.gif (387.7 KB, 192x128 - viewed 102 times.)
« Last Edit: 24 February, 2011, 08:29:14 by Darl181 » Logged




 
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« Reply #269 on: 26 February, 2011, 05:05:59 »
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Nice Darl181. I hope you can get the bugs fixed soon. Smiley
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