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Messages - Nick
Pages: 1 ... 69 70 [71] 72 73 ... 80
1051
« on: December 02, 2011, 06:42:41 am »
that's why i make it move per block, that makes the collosiondetection very simple, just look at the table value next to it, and you know if it can move or not. but it looks really nice, especially the floor  it gives some dimension to the game, and i like that kind of 3D effect  we could work on it together...
1052
« on: December 01, 2011, 05:27:55 pm »
i'm from belgium  and only 6 hours and 30 mins remaining...
1053
« on: December 01, 2011, 05:13:39 pm »
within 45 minutes,it is over, as it is with the french time zone (same as mine), in other words, here it is 23:16 right now
1054
« on: December 01, 2011, 03:43:21 pm »
i'll change it directly, hope it got some effect, but it think that speed improvement isn't needed, as it reacts to keypresses nearly directly...
Does anyone have some ideas for a highscore? i don't really know what i should count as highscore, as when i take the lowest nr of movements, you have a highscore when finishing the first level. It has to be something that's over all the levels. Now i use totalmoves/levels played, but it's kinda strange i think.
update: 16 perfectly working levels (not those with the splitting parts), i think i'll keep it with that. Maybe i'll make a leveleditor in later updates, but we'll see..
now working on a graphical level selector and menu
1055
« on: December 01, 2011, 02:51:47 pm »
i just had a look at this game, it seems to be amazing! nice work, keep up
1056
« on: December 01, 2011, 01:59:09 pm »
hehe, thanks  donations can be sent to .. xp no, i just love it  and imo my games aren't that good, they miss that little bit of an extra, but i don't really know how to put it into games, you understand? but, anyway, thanks xp
1057
« on: December 01, 2011, 06:42:04 am »
wow, thanks for that, it's like 2 kB less, how did you do that? it might be usefull for my other projects too...
1058
« on: December 01, 2011, 02:51:59 am »
that was just to activate the emulator, not to move him
1059
« on: November 30, 2011, 07:47:58 pm »
To Do Managerhttp://www.omnimaga.org/index.php?action=downloads;sa=view;down=753Here is my newest contribution to the Nspire world: a complete task/to do editor. Now you can store tasks in a list, so you don't forget them (e.g. schooltasks). You can assign a title (max 30 chars), a priority (1 is not important, 5 is the most important) and a description. Priority is shown with a color from green to red, and the title is editable after saving it (description is not)
1060
« on: November 30, 2011, 07:45:49 pm »
Here it is, nearly downloadable (as soon as it gets approved) a totally new app for the ti-Nspire now you can save task, each with a title, description and priority! simple, but good GUI download here
1061
« on: November 30, 2011, 07:41:14 pm »
for call of duty it is slow yes xp
--edit-- and for other programs as well, you just have to make it look fast by making things move another way (e.g.not by pixel)
1062
« on: November 30, 2011, 07:38:50 pm »
me or jim? well, if i would have made that, it would be sooo awesome  nice try xp
1063
« on: November 30, 2011, 05:43:25 pm »
are you one of the judges? brr, i'm already getting scared
1064
« on: November 30, 2011, 03:46:36 pm »
a lot, i've tried it with 180 chars.. possibly 256 i think
1065
« on: November 30, 2011, 03:34:12 pm »
do you have collision detection yet? i have it, but the man steps block per block, and not per pixel, for ease of collisiondetection and speed, mostly because of the last one, because pixel per pixel is sooooooo slow xs I you don't mind, i would use it as my entry for the cemetech contest #8, hopefully they accept nspire games, as they said the judges don't have nspires, but i'll try it... so please don't post your code (or something else) jimbauwens, as i want to do this completely in order to the rules  and i don't know if they would accept it if they might think i used your code xp
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