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Messages - calc84maniac
Pages: 1 ... 189 190 [191] 192 193 ... 197
2851
« 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...
2852
« on: September 14, 2008, 09:32:23 pm »
Hooray, I now have pipes working!
2853
« 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).
2854
« 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.
2855
« on: September 08, 2008, 11:05:27 pm »
2856
« 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:
2857
« 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.
2858
« on: August 31, 2008, 09:18:43 pm »
Well, "Helog!" to you, too! I'm fine... even finer now that I'm staff.
2859
« on: August 30, 2008, 11:04:15 am »
Welcome to the new Omnimaga!
2860
« on: December 20, 2007, 09:55:00 pm »
*returns to Omnimaga*
*bumps topic*
*wonders about progress*
*slinks away*
2861
« 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.
2862
« 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:
2863
« on: September 16, 2007, 05:12:00 pm »
I'm guessing he didn't include the FAT engine (again? can't remember).
2864
« on: September 12, 2007, 04:05:00 am »
2865
« on: September 12, 2007, 03:54:00 am »
It looks a little different and it's smaller.
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