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Messages - c4ooo

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46
TI Z80 / Re: c4ooo's game with Walruses
« on: January 23, 2016, 05:34:56 pm »
Any chance of an animated screenshot? :3
Nope, your going to have to try it out yourself :3

47
TI Z80 / c4ooo's game with Walruses
« on: January 23, 2016, 01:29:38 pm »
So this was my entry for the CW contest. To download the game, click here
In this game you must spam the up key in order in order to doge past spikes and missiles in while collecting coins fish.
Implemented:
Spike and missile spawning.
Physics.
Animation / sprites
Todo:
A more specialized screen updating command (Asm)(Help appreciated)
A more specialized sprite rutine (Asm)
Coin (fish?) spawning.
Collision detection.
Make game easier. (Not necessary :) )

HS saving
Main menu
Picture

48
Axe / Re: Axe tutorial
« on: January 18, 2016, 12:45:53 pm »
Thanks! Also, in the example, the program displays 5 and 2 and quits automatically within a second. What's up with that?
getKeyr will pause the program until the user presses any key.

@E37 it is recommended that sprites are not stored inline, so it would be better to do something like:
Code: [Select]
Pt-on(fooX,fooY,PicFOO)
[1038387c7c7cfefe]->PicFOO
;)

49
Axe / Re: Axe tutorial
« on: January 16, 2016, 08:34:06 pm »
Well its from May 18th 2015.
I myself have thought of doing a tutorial, but i dont think the payoff is worth the time expended :/

50
Axe / Re: Axe tutorial
« on: January 16, 2016, 08:28:30 pm »
Well there is already an axe wiki, but no one really rushed to help out >.<
https://www.omnimaga.org/news/axe-wiki-opens!/

"I have never found a problem that was Axe's fault". I have :P
Albeit the problem is in a beta version of axe.

51
Miscellaneous / Re: Post your typing speed
« on: January 16, 2016, 03:20:07 pm »
* c4ooo goes of to look at java.awt.Robot documentations.

52
Reuben Quest / Re: [Reuben 3] Demo 1
« on: January 16, 2016, 01:28:40 pm »
Alright! I'll get started after I'm done with my Algebra 1 Homework, then convert the images w/ GIMP 2.0.

EDIT:
I further scrutinized this demo and came up w/ 4 pages of my thoughts.
I don't want to spend forever retyping it all, since I wrote it on paper, so just scanned the papers.
The only problem is, I don't know how to place attachments in a modified post, so I'll just let Eeems scold me
for double posting.
Lol

I may try the demo later on, if i have time. And thank you for not making it a closed beta \m/
Maybe sometime i will actualy try to finish that greyscale routine for you, as i also need it in my greyscale game :P

Edit: now you dont have to double post anymore Dudeman! xD

53
TI Calculators / Re: TI-Concours 2016 !
« on: January 11, 2016, 02:51:43 pm »
Hey, can a direct link please be provided to the documents? Thank you.

54
TI Z80 / Re: Balltrix - z80 ASM Remake
« on: January 10, 2016, 05:00:11 pm »


-The highscore info is saved directly to the program, so no external save file.
SMC boooo. 
Nothing wrong with SMC, it means you save space/time/complexity on having to store externally.
Wuuut is up with that smiley face O.O
IMO, SMC adds complexity because you must write the program back. So if you are running the program from archive, that program must be re-archived which causes extra lag when exiting.
I don't know, its in your post.

It adds no extra complexity to the program. All that re-archiving etc happens on the shell level, which is optional.
I dont see it :P

It adds no complexity for the programmer, but the user still has to wait for it to re-archive. For example look at phenix. The game uses smc and takes time to quit.

55
TI Z80 / Re: Balltrix - z80 ASM Remake
« on: January 10, 2016, 04:34:04 pm »


-The highscore info is saved directly to the program, so no external save file.
SMC boooo. 
Nothing wrong with SMC, it means you save space/time/complexity on having to store externally.
Wuuut is up with that smiley face O.O
IMO, SMC adds complexity because you must write the program back. So if you are running the program from archive, that program must be re-archived which causes extra lag when exiting.

56
TI Z80 / Re: Balltrix - z80 ASM Remake
« on: January 10, 2016, 10:54:01 am »
-The highscore info is saved directly to the program, so no external save file.
SMC boooo.  :P
-Only 48 bytes of RAM are used to store the graphics data and none of the 768-byte buffers are modified by this program.
Must have been hard to make! ^.^ (but unnecessary?)
-This program spends a lot of it's time in a low-power halt state and operates at 6MHz.
What sorunome said.

GJ, and GL with the highscore table thing! :D

57
Site Feedback and Questions / Re: Unnecessary IRC channels?
« on: January 03, 2016, 02:59:34 pm »
Ohh... Can you describe it?
Also not trying to be rude, but the solution i thought off came to me in like 5 seconds :P

58
Computer Programming / Standart game data folder on Linux/ OsX?
« on: January 03, 2016, 02:40:36 pm »
What is the standard game folder on PCs running linux/mac?
EG lets say i have a meathod creatdir(String s) that creates a dir. What would path would a pass to it on linux/OsX?
On windows it i would do createdir("forgot/<user>/documenta/Games").

Edit: Someone just told me that for linux, "creatdir("~/games")" would work, but what is the full path?

59
TI Z80 / Re: Alien Breed 5 Episode III: Impact
« on: January 02, 2016, 11:54:35 am »
Interesting...  i would assume 8bpp is faster then 1bpp. With 1bpp its hard to shift the buffer horizontally, for example, and drawing tiles get confusing.

60
Site Feedback and Questions / Re: Unnecessary IRC channels?
« on: January 02, 2016, 11:39:07 am »
Why not have the server, for each user, store a boolean in an array, each representing a channel. When a channel is spoken in, for each user that flag corresponding to that channal is set to true. Ocasionaly, the server sends the array of booleans to the cleint. (I say occasionally but it should be often enouge so thats it is close to real time, like once per second.) This way the client does not have to listen on every channal but can be notified when a channal is spoken in.  Then the cleint would send a request or something to set a specified channal's flag to false.

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