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Messages - Hayleia
Pages: 1 ... 164 165 [166] 167 168 ... 239
2476
« on: May 26, 2012, 12:55:58 am »
Thanks for the tip  The only program in which I used Freq was done through TI-Convert so I just had to type Freq  But it is easier to go to the catalog when you don't know where a command is (and if you know which token it replaces) edit: 1024 th post
2477
« on: May 26, 2012, 12:51:24 am »
Thanks all for the support  maybe you could have it running around more randomly whe you're not chasing it. Now it's just standing still when you're far enough, but it would be nice to have it moving, just to have some more realistic and interactive surrounding 
Yes, I would like to do this but I stupidly based collisions on pixels so chickens can only move when they are on the screen  I'll try to change that.
2478
« on: May 25, 2012, 01:16:33 pm »
Double posting for great news. You are not alone anymore  Now there is a chicken with you, but he doesn't seem to like you a lot since he is always trying to run away from you  Note that you only have one chicken for now but there will be more later, when this one works perfectly  (still running without Full speed and compiled for Ion)
2479
« on: May 25, 2012, 12:34:50 pm »
Where can I find the Freq() function? Also what do the green Key:Sinreq mean? Is that supposed to be an indication as to where i can find Freq() ?
Yes in fact Axe replaced the Sinreg token by a custom Freq token. It means that the Freq function is at the same place as Sinreg. So what you would have to do is [2nd],[0],[S] then scroll down until you find the Freq/Sinreg token  Be sure to have launched Axe at least once so that the hook is installed. Else, Freq would appear as Sinreg. Also, welcome on the forums, you can introduce yourself here
2480
« on: May 25, 2012, 12:30:40 pm »
That actually isn't a bug with pt-Get(), that's an issue with the sprite drawing commands:
Is axe 1.1.1 known to be buggy with arbitrary buffers?
If you mean drawing sprites to arbitrary buffers, this should work fine in Axe 1.1.1. There is currently a bug in drawing sprites to arbitrary buffers in Axe 1.1.2, but it shouldn't have existed before this. However, you should be able to get around this bug in Axe 1.1.2 by adding 11 to the buffer argument in sprite drawing commands.
Ok thanks for the tip. It works
2481
« on: May 24, 2012, 03:02:20 pm »
how did you do a screen shot?
You can use CalcCapture with an emulator. 
See this tutorial it explain many thing !! http://tibasicdev.wikidot.com/68k:screenshots
Or just use Wabbitemu and record a gif  Also, I like this titlescreen a lot
2482
« on: May 24, 2012, 03:00:51 pm »
Is there a problem with the pt-Get Command ? Before displaying a sprite on the buffer, I use pt-Get to save what is on the screen then I display the sprite, use DispGraph then erase the sprite with the pt-Get thing but I have to add an offset to erase the sprite at the right place  Like: pt-Get(X,Y,L6,L1) Pt-Off(X,Y,Str0) DispGraph Pt-Off(X +8,Y -1,L1)
2483
« on: May 23, 2012, 11:45:49 am »
You may want to consult with jacobly before you use the random map generator. He worked pretty hard on that and I think he may actually still be working on the original TinyCraft, although very slowly.
Well he didn't reply to this post so I thought it was dead. But people will get credits for anything I use
2484
« on: May 23, 2012, 11:12:15 am »
This can be really useful  (What is wrong with this topic ? I wanted to +1 you then I realized that no one has respect here  )
2485
« on: May 23, 2012, 11:04:58 am »
Will you be adding any type of explosive? TNT or other sorts... 
I don't know but why not ? As said previously, I don't know at all what I should put in the game, and TNT is a good idea in fact. And as an opinion, I would wonder if this will become a "building survival game" in which you must purchase your blocks after defeating so many enemies, or if this game will be pure creativity .
I think I'll add enemies but they won't have a very impressive AI  You can recycle more than sprite : benchwork menus, rnd map, .... it was a great work. 
Will do  BTW, which font are you using? xD
I am using Spyro's font for zStart (but I modified the cursors to not get lost) And thanks everyone for the support
2486
« on: May 22, 2012, 03:49:33 pm »
No, I've never played Minicraft... You said that your game was a Minicraft clone, didn't you ?
Ah ok. Yes it is, but MiniCraft is some sort of a MineCraft clone so my game is also some sort of a MineCraft clone  wouldn't it be easyer to choose blocks just with + and - ?
Two problems: - those keys are already used for contrast - pressing F1 without any arrow allows you to see which tile is selected without changing it Moreover, I plan to change the tile selector drastically (because here you have 16 tiles but when there will be 200 tiles (it will never happen), even with + and - you have a long way to go to switch between the last tile and the first one  )
2487
« on: May 22, 2012, 02:22:10 pm »
Bug report: Pushing the keys 4,2 and O at the same time returns to the menu
2488
« on: May 22, 2012, 02:20:49 pm »
This is great indeed  Could this support greyscale at some point ?
2489
« on: May 22, 2012, 02:14:13 pm »
Sorry, I can't help you, I never played this game...
You never played MineCraft ? How can you be coding it on Nspire then ?
2490
« on: May 22, 2012, 02:04:33 pm »
Wow, this looks awesome !
Thanks  The sprites are really, really pretty...
Hehe, I recycled the ones from the old TinyCraft project  I hope this one won't be discontinued !
Yes, but I really need help to know what I should put in my game -.-°
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