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Messages - JustCause

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661
TI Z80 / Re: My First Quantum Translocator
« on: October 23, 2010, 01:11:40 pm »
Ah ok good to hear.
It's thanks to you...I saw your "BACK UP YOUR CODE OFTEN" topic or something and entrusted one of my backups to a friend of mine 4 years below me (he's a novice programmer and has kind of latched onto me).

662
TI Z80 / Re: My First Quantum Translocator
« on: October 23, 2010, 01:05:09 pm »
Sorry to hear, I hope you did not lose too much progress :/
Nothing is lost, I backed up to someone else's calc after I posted the update. Everything is saved, save my accidental {L4*4}...(i'm stupid i'm stupid i'm stupid)

663
TI Z80 / Re: My First Quantum Translocator
« on: October 23, 2010, 12:10:38 pm »
Btw, creator of "My First Quantum Translocator" flash version in newgrounds.
ยด
Can you PM me with the song of the game?
...I don't think he has an Omni account :)

I lost the source, I'll be able to restore from backup on Monday and start developing then. Stupid Saferam.

664
TI Z80 / Re: Secret Project Teaser
« on: October 22, 2010, 06:03:02 pm »
Long overdue, and euphoria-inducing. Yay!

665
TI Z80 / Re: My First Quantum Translocator
« on: October 22, 2010, 05:59:56 pm »
Just physics are hard, especially that getting stuck in the ground problem as well as passing through thin walls/floors when moving extremly fast.
Yeah, although given the speed concerns I've received, it might be a good idea for me to implement collision-on-line stuff. It would make the engine much more versatile.

666
TI Z80 / Re: My First Quantum Translocator
« on: October 22, 2010, 04:52:52 pm »
I'll go ahead and code the data structures (and nonfunctional moving platforms) this weekend.

667
TI Z80 / Re: My First Quantum Translocator
« on: October 22, 2010, 10:27:25 am »
Is pxl-test posstble?
That's what I use, but I kludged my way through the quintessential "getting stuck in the ground" problem instead of doing collision-on-line...so now if a moving platform were to collide with you from the side you would end up on top of it. Not to mention that I have no idea how to do crush conditions with the current kludge-y engine.

668
TI Z80 / Re: My first game-Cannonball
« on: October 22, 2010, 10:23:37 am »
An easy way to speed it up quick is to put in a flag that alternates between -1 and 1 every frame, and only draw the screen if that flag is equal to 1. Drawing the screen takes a surprising amount of time.

669
TI Z80 / Re: My First Quantum Translocator
« on: October 22, 2010, 10:01:02 am »
My next step (instead of moving platforms, which are hella hard right now) will probably be momentum-dependent walls: that is, you can pass through them at certain velocities, but not at others. You like? I do. :)

670
TI Z80 / Re: My First Quantum Translocator
« on: October 22, 2010, 09:26:26 am »
Thanks to all who helped me with the data structures, but I already have those mostly figured out. What I'm having a problem with are collisions with the sides of moving platforms: if you take a look at my code, you'll see what I mean. Or not. It's pretty poorly documented.

wait Normal followed immediately by Full created bluescale? ???
No, but I had to temporarily swap to 6MHz to get the bluescale loop to work.

671
TI Z80 / Re: My First Quantum Translocator
« on: October 21, 2010, 06:53:49 pm »
Oh god.

Moving platforms are hard.

Please help.

672
Other Calc-Related Projects and Ideas / Re: [Suggestion]: Exit Path
« on: October 21, 2010, 01:11:02 pm »
WOW. My next project, screw Hyper-Generic Unnamed RPG.

673
TI Z80 / Re: The Impossible Game
« on: October 21, 2010, 01:06:08 pm »
*anime arm flap*

Me Want.

674
TI Z80 / Re: The World's Hardest Game
« on: October 21, 2010, 01:05:17 pm »
Aaaaahhh! Yay! I wish I'd thought of this.

Best of luck!

675
TI Z80 / Re: My First Quantum Translocator
« on: October 21, 2010, 01:03:58 pm »
Btw in your code why do you use Normal right before Full? ???
Code: [Select]
Normal
Full
Legacy of bluescale, which doesn't work in 15MHz mode. Will delete, thanks for pointing it out!

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