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Messages - Ikkerens

Pages: 1 ... 24 25 [26]
Axe / Re: Sprite Direction
« on: June 16, 2010, 04:35:38 pm »
Could be done by using sin/cos to generate the coordinates.
Its called goniometrics (w00t) i learned something at math.

I know how to do this but not in the mood to boot up my comp atm.

Axe / Re: Wave Simulator (sortof)
« on: June 16, 2010, 04:26:59 pm »
You talking to me? That's not a bluescreen, but the reason why I started this topic :P

Axe / Re: Wave Simulator (sortof)
« on: June 16, 2010, 04:20:50 pm »
It didn't show text or anything like the windows BSOD, it just turns this vibrant blue (kind of like the blue in most of the links) and fades back at the end.

Don't think a blue screen should happen on a black/white screen :O

Anyway, here's the vids.(zipped, because this forum doesn't accept *.3gp, you need quicktime player to open them, or ur cell)
The first vid is from my own code.
The second vid is from the code Dj Omnimaga linked in the 2nd post of this topic.

Axe / Re: Wave Simulator (sortof)
« on: June 16, 2010, 03:12:30 pm »
That isn't even close to what it looks like on a real calc.
Il just make a vid with my cellphone soon.

Axe / Re: Wave Simulator (sortof)
« on: June 16, 2010, 02:40:37 pm »
Brings me to another question, how do I make those GIF's?
Apart from screening every single frame :P

Axe / Re: Wave Simulator (sortof)
« on: June 16, 2010, 02:35:54 pm »
What program editor do you use? I know KermMartian updated SourceCoder recently, and if it started adding those chars, it might be good to report the bug to him.

As for your effect, I guess it probably varies from the calc to the emulator. For me, both gave the exact same effect in WabbitEmu (TI-84+ ROM 2.41)

I don't use a program editor, on-calc during math ftw.

Axe / Re: Wave Simulator (sortof)
« on: June 16, 2010, 01:49:23 pm »
Also I noticed in your code you added additional : at the beginning of every line so your lines of code looked like



Already re-uploaded the file with that fixed, and the flickering, dunno how to fix it :P


Code: [Select]
Repeat getkey(15)

doesn't give the same effect. Gives another cool looking effect tho :)

Axe / Wave Simulator (sortof)
« on: June 16, 2010, 01:39:42 pm »
Upon playing a bit with 4lv GrayScale, I found this by accident.
It works on a TI-84+ (not SE), I don't know about an emulator.

Feel free to test for yourself (still at your own risk)

And yes, I know it is very flicker-ish, but still, it's cool.

Edit: removed the :'s at the program

Axe / Re: String/int merging
« on: June 15, 2010, 05:00:00 pm »
Ah, I see.
Thanks once again.

Axe / Re: String/int merging
« on: June 15, 2010, 04:29:35 pm »
Could you clarify that line for me please?
I don't really see what you're doing right there.

Axe / String/int merging
« on: June 15, 2010, 03:43:30 pm »
Hey, my first topic :D

Anyway, im trying to use external levels for my upcoming game.
So far I managed to make the tilemap editor and store the map in AppVars.
The game currently has the ability to load 1 level.

But im trying to merge an integer into a string, so that the level loading is dynamic.

However, I don't know how. Already tried this:
Code: [Select]

But, I was unsuccesful.
Any ideas?

Thanks in advance,

Axe / Re: External level support?
« on: June 15, 2010, 09:59:20 am »
I believe getcalc without size only tries to find the appvar. Returning a 0 if it doesn't exist.
Could be wrong tho.

The Axe Parser Project / Re: Bug Reports
« on: June 12, 2010, 01:31:20 pm »
Aaaah ok ^^

I hope you stay interested in programming those little machines for a while ^^

I will most likely as long as im on high school :P

The Axe Parser Project / Re: Bug Reports
« on: June 12, 2010, 01:19:20 pm »
mhmm weird, it doesn't work for me either. It's almost like if Quigibo accidentally removed this feature totally in Axe 0.2.6 or something x.x. He will have to check this too I guess :S

Welcome here by the way

Thanks, have been around for a while here, only created my account today.

The Axe Parser Project / Re: Bug Reports
« on: June 12, 2010, 07:47:08 am »
Drawing pixels in the back buffer doesn't seem to work, like this:

Pxl-On(X,Y)r gives a bad symbol error
Same is valid for Pxl-Off.

Had to work around this by creating a sprite with the top left on, and using Pt-off(X,Y)r

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