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Messages - calc84maniac
Pages: 1 ... 189 190 [191] 192 193 ... 197
2851
« on: September 23, 2008, 08:03:41 pm »
Ticalc always takes an incredibly long time to upload programs (in the past couple of years or so), but they are "hiring" some new staff, so that should get fixed sometime in the future.
2852
« on: September 23, 2008, 08:01:13 pm »
Could you possibly link usb8x with realsound? Then, you could literally have an .wav player on you calculator!!!
I think the unreleased RealSound 2 has that feature. But JimE seems to have disappeared...
2853
« on: September 14, 2008, 09:32:23 pm »
Hooray, I now have pipes working!
2854
« on: September 09, 2008, 08:02:38 am »
Yep, a level editor is a must. And by the way, SMB3 had the leaf/Racoon Mario, not the feather/Cape Mario.  Also, I added some info to the feature list which I forgot about (namely, program size and another application of the clipped sprite routine).
2855
« on: September 08, 2008, 11:08:01 pm »
Yay glad you finally posted ^^, looks nice as usual. However, I notice now it looks like SMB1 instead of SMB3, does it means you'll not have any items from SMB3/SMW like a feather/cape and higher maps? I hope you finish this either way though 
Well, I just happened to use the first level from SMB1, so that's probably why it looks that way.
2856
« on: September 08, 2008, 11:05:27 pm »
2857
« on: September 08, 2008, 10:59:31 pm »
Project M is a Super Mario Bros clone for the TI-83+ family. Features so far include: - Smooth-scrolling animated tilemapper
- Support for many different types of objects. These include: sprite objects, enemies with customizable movement types, bouncing blocks which hurt enemies, flying debris, mushrooms, bouncing coins, and possibly more I haven't mentioned.
- Tiles detect collisions from various sides.
- You can grab coins by hitting them with blocks.
- Sprite routine is masked and clipped, and it is possible to manually clip the associated object (such as ones that go into pipes or powerups rising out of blocks).
- Powerup and death animations.
- Animated coin counter and lives counter.
- Pipes! Incomplete, however, because it only supports going down into and coming up out of pipes (none of the other 3 directions yet).
- The game is around 6000 bytes so far (not including the map, which I haven't separated from the program yet).
Things I need to work on: Hills Variable map heights Latest screenshot:
2858
« on: September 08, 2008, 10:41:53 pm »
Actually, it got blocked because it was running a background process on the server or something. I fixed it today, hooray. By the way, the post count is 2008.
2859
« on: August 31, 2008, 09:18:43 pm »
Well, "Helog!" to you, too! I'm fine... even finer now that I'm staff.
2860
« on: August 30, 2008, 11:04:15 am »
Welcome to the new Omnimaga!
2861
« on: December 20, 2007, 09:55:00 pm »
*returns to Omnimaga*
*bumps topic*
*wonders about progress*
*slinks away*
2862
« on: October 09, 2007, 06:27:00 am »
QuoteBegin-TheStorm+8 Oct, 2007, 6:56--> QUOTE (TheStorm @ 8 Oct, 2007, 6:56) | No it will actually be slower on the 84+SE because of the clock interrupts. |
The 84+ clock is not controlled by interrupts, it's hardware, so no slowdown because of that. More likely, it's USB interrupts.
2863
« on: October 05, 2007, 08:40:00 am »
QuoteBegin-Cadethian+5 Oct, 2007, 8:46--> QUOTE (Cadethian @ 5 Oct, 2007, 8:46) | QuoteBegin-DJ Omnimaga+5 Oct, 2007, 8:13-->QUOTE (DJ Omnimaga @ 5 Oct, 2007, 8:13) | Yeah i know they did some video games. At a friend home I used to play a Lego Island called game, it was back in the 90s when 3D was starting getting used more on Windows 95 |
I vaguely remember that....
|
I completely remember it! And own it! :lol: 
2864
« on: September 16, 2007, 05:12:00 pm »
I'm guessing he didn't include the FAT engine (again? can't remember).
2865
« on: September 12, 2007, 04:05:00 am »
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