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Messages - Builderboy

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61
The Axe Parser Project / Re: Features Wishlist
« on: December 08, 2012, 04:29:59 pm »
The problem is, is that the z80 is a 16bit processor by nature, and consequently doing anything with a bit length greater than 16 require a lot more custom code. 

62
Axe / Re: Archiving Programs within Axe programs
« on: December 07, 2012, 03:08:01 pm »
Additionally, Axe has an auto-backup feature that will backup your source when you compile it.

63
Portal X / Re: Portal Prelude
« on: December 07, 2012, 03:07:14 pm »
Yeah they originally thought it was 50K because somebody on reddit said that, but then I corrected them that it was around 25K if you count the app and the appvar together

64
Portal X / Re: Portal Prelude
« on: December 07, 2012, 04:11:17 am »
Thanks :D I worked with the writer of that article via email so they could get all the details ^^

65
Axe / Re: Archiving Programs within Axe programs
« on: December 07, 2012, 04:10:46 am »
If you compile your program for noshell, it's actually pretty easy and the OS doesn't get into your way:

Code: [Select]
.AXE
Archive "prgmAXE"

Ta da!
I tried this but got an error when i tried to compile. It said "no nested libs".
That seems like a strange error to get in those circumstances, what version of Axe are you running?  And are you sure you typed it in exactly right?

66
Portal X / Re: Portal Prelude
« on: December 06, 2012, 07:38:05 pm »
I thought about turrets, but I think the elements I put in (cubes, buttons, and plasma balls) allowed for more and better puzzles than turrets would have.

67
Portal X / Re: Portal X (Prelude) Bugs
« on: December 06, 2012, 07:36:40 pm »
There are a large number of things that you can do to create a buggy level, and I am already near the execution limit in terms of size.  Until I get a large amount of free time to optimize the editor significantly, there really isn't much I can do.  I definitely don't want to make it an app, as that would be wasting 8K of extra space.

68
Portal X / Re: Portal X (Prelude) Bugs
« on: December 06, 2012, 07:23:50 pm »
The first bug probably is just leftover from level 24 being silly.  If you can reproduce the bug after starting level 25 directly without going through level 24 make sure to let me know.

The second bug is with the level editor, not Portal.  Portal has a certain max number of objects it can support, and the editor doesn't respect this value.  There are plenty of ways using the editor to make the game messed up or crash though, so my best answer for right now is to not do that :P

69
Portal X / Re: Portal X (Prelude) Bugs
« on: December 06, 2012, 04:40:31 pm »
Oh yeah, I just realized I use getkeyr for waiting for a keypress, and that also adds in the 2nd and Alpha keys as modifiers D:

70
Axe / Re: Archiving Programs within Axe programs
« on: December 06, 2012, 04:21:56 pm »
If you compile your program for noshell, it's actually pretty easy and the OS doesn't get into your way:

Code: [Select]
.AXE
Archive "prgmAXE"

Ta da!

71
Portal X / Re: Portal Prelude
« on: December 06, 2012, 04:20:10 pm »
It's an Easter egg that is only unlocked if you have beaten the game :)

72
Portal X / Re: Portal X (Prelude) Bugs
« on: December 05, 2012, 07:21:02 pm »
Yeah that level in particular has been reported several times for that glitch, a new version will be uploaded soon :)

73
Axe / Re: Cannot compile my program into a shell?
« on: December 05, 2012, 01:17:53 pm »
MirageOS uses parts of L2 for it's data as well, so even if you disable interrupts, you will still be messing with MirageOS vars and weird stuff may happen after you exit.

74
News / Re: Portal Prelude released
« on: December 05, 2012, 03:40:30 am »
I am going to make it, I'm working on it right now.

75
Portal X / Re: Portal X (Prelude) Bugs
« on: December 04, 2012, 08:44:33 pm »
Soon, but it shouldn't be that big of a deal, just don't go shooting portals up at the roof :P

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