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Messages - Spenceboy98

Pages: 1 2 3 [4] 5 6 ... 39
46
News / Re: Contest 2013 Calculator Gaming Roots
« on: September 24, 2013, 06:33:12 am »
This'll be fun. :) Can't wait to see the rubric and such. :D

47
Well, I have a small amount of work done with a new tilemap renderer, but for now the project is stalled until we get a robust CSE emulator up and running (since TI-Boy is something that's practically impossible to debug on actual hardware).

Sounds great! Will it be size x1 or x2 or what?

Edit: I think that this is my 500th post (could be my 501st though).  :w00t:

48
Someone's probably already suggested this, but...

Fruit Ninja for Nspire with touchpad support. :P

49
Casio PRIZM / Re: CGDoom
« on: September 16, 2013, 04:34:48 pm »
Great! I think it is a little faster, but I can't tell. Also, did you use this build of 0.4 stuff?

Btw, are you planning on doing anything else for the Prizm (perhaps something like a gameboy emu :P)? Most, if not all, of your Prizm projects are really cool and fun to use. :D

50
Other Calc-Related Projects and Ideas / Re: OmniRPG - Main Topic
« on: September 12, 2013, 10:08:18 pm »
I wish we could do this for multiple platforms so that Prizm and Nspire users could have it too, but that would be too much work, I guess. :P

51
Miscellaneous / Re: Random YouTube Videos
« on: September 12, 2013, 08:22:19 pm »
DJ, The Riddle by Nik Kershaw (original, not weird remix) (I love that song)?

Also, these people are awesome:

52
Other Calc-Related Projects and Ideas / Re: OmniRPG - Sprites
« on: September 12, 2013, 07:19:45 pm »
So, we're doing straight 8*8 instead of using 8*8 to make 16*16 (I prefer the 16*16)?

53
Other Calc-Related Projects and Ideas / Re: OmniRPG - Sprites
« on: September 11, 2013, 05:41:51 pm »
Here's a tree I just made:


I don't know if it will be good enough for this (not sure what point of view angle thing we are viewing it from).

54
News / Re: HP Prime can now be pre-ordered worldwide!
« on: September 11, 2013, 03:59:39 pm »
Man I wish I had money right now. :P That's awesome and I look forward to getting one eventually. :D

55
Miscellaneous / Re: Random YouTube Videos
« on: September 10, 2013, 09:42:27 pm »
I have a mighty want for this:

56
Other Calc-Related Projects and Ideas / Re: OmniRPG - Sprites
« on: September 10, 2013, 07:50:34 pm »
I was just going to ask this, too. From the tilemapping end, 8x8 is much easier and it is faster. I don't know if you saw the screenies in some of the other topics, but I included some tiles that were grouped together to form 16x16 tiles and some even larger. Using 8x8 tiles will give us the ability to still create and use 'fake' 16x16 tiles, along with 8x8 tiles for better detail in that way. From the perspective of data size and compression, I have been working on a tilemap compression routine that will compress be able to store large tiles (like houses or very large trees or anything else that is comprised of multiple 8x8 tiles) as a single byte, then upon decompression to RAM, it will simply take that byte and expand it to however large it needs to be. I would get into more detail on the compression methods I have in mind, but I will save that for the Coding topic.

So, are we going to do 8*8 tiles to make 16*16 tiles?

57
Other Calc-Related Projects and Ideas / Re: OmniRPG - Sprites
« on: September 10, 2013, 07:38:27 pm »
Since this stuff is starting up again, what are the sprite sizes for this? The poll says 8*8 monochrome, but I think 16*16 would be better (for details and stuff). What do you guys think?

58
Miscellaneous / Re: Random YouTube Videos
« on: September 09, 2013, 08:57:37 pm »
Great song:

59
Other Calc-Related Projects and Ideas / Re: OmniRPG - Main Topic
« on: September 09, 2013, 04:53:05 pm »
We already have a basic storyline, so tiles and programming seem to be the two main things needed right now.

I'll try some sprites later to try to keep it alive (it's like a fire that is almost out and you're trying to find twigs and stuff for it :P).

60
Casio Calculators / Re: [Cemetech Contest #9][Prizm] Zombie Gun
« on: September 08, 2013, 02:58:55 pm »
YOu have a struct like this:
Code: [Select]
typedef struct{
  unsigned short x;
  unsigned short y;
  short xvel;
  short yvel;
}Bullet;
And you can init it like this:
Code: [Select]
Bullet bul = {.x = 20, .y = 35, .xvel = 2, .yvel = 3};

YOu can later add things like type id, lifetime, or whatever you want! ;)
And adding xvel and yvel to the bullet:
Code: [Select]
bul.x += bul.xvel;
bul.y += bul.yvel;

Thanks, but how can I use this to put multiple bullets on the screen(instead of just one)?

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