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Gateways: Portals of Time / Re: Gateways: Portals of Time
« on: January 08, 2011, 05:56:53 pm »yeah, it doesn't do that on the calc, but I've been trying to find a way to slow it down.
I'm glad so,

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 3946
Gateways: Portals of Time / Re: Gateways: Portals of Time« on: January 08, 2011, 05:56:53 pm »yeah, it doesn't do that on the calc, but I've been trying to find a way to slow it down. I'm glad so, ![]() 3947
Gateways: Portals of Time / Re: Gateways: Portals of Time« on: January 08, 2011, 05:53:52 pm »
Hum... I also suggest to find another way of slowing down the house, the flashy floor hurts my eyes
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Computer Projects and Ideas / Re: Trio and Niko: Falling« on: January 08, 2011, 05:52:15 pm »
The moveable blocks look great! I have an idea, only show items if you have them (optimization, maybe, not sure).
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ah, I see... Yes, I could try that! Thanks for the idea! 3950
Gateways: Portals of Time / Re: Gateways: Portals of Time« on: January 08, 2011, 05:47:56 pm »This looks awesome! Agreed! It looks so good! The greyscale seems beautiful and fast, the movement engine too! What language is this? 3951
nice! is the greyscale just a mode to make it hard though? No, it's the normal mode, both easy and hard are greyscale. The pig version isn't greyscale because it looked too bad. 3952
uPong 3!
Added: Pause, by pressing ENTER; 3 levels of greyscale; Lots of optimizations, new features with less 100 bytes. Screenshots: ![]() ![]() ![]() ![]() Attached: .zip file with source, game, readme and screenshots. What do you think? EDIT: This screenshots look VERY SLOW and the ball looks AWFUL, but that's not how it really looks, please try the game on a calculator to see how it really looks ![]() 3953
Computer Projects and Ideas / Re: Trio and Niko: Falling« on: January 08, 2011, 01:45:21 pm »
It looks so good Ashbad, I mean the graphics.
Nice! I may have to reference your source to see how you got such speed. This kinda makes me wanna revive my old Legend of Zelda game... It does look like Zelda games ![]() 3954
Humour and Jokes / Re: 500 Ways to Torture a programmer« on: January 08, 2011, 01:32:29 pm »82: Petition the government to ban all programming languages except for TI-BASIC, with no variations allowed. ![]() 83: Make them make a TI-Basic OS. 3955
Computer Projects and Ideas / Re: Juggernaut« on: January 08, 2011, 08:51:35 am »so, i revamped the menu system and now it is more maintainable and extendable. however, in-game when you press pause then you press resume, there is a massive slowdown, which only gets worse the more times you pause then resume. i pressed ctrl+alt+del and noticed that my program is taking from 60-90% of the CPU, generally over 80%, which is very undesirable. i've yet to come across the culprit of the slowdown, but i believe it is that everytime i return to the game, there is a "savestate" of all the variables and flags, and they are all wastefully recreated. this is a problem for another day though. That's quite a lot nemo, I mean, for a maze Java game. Is fullscreen available? 3956
General Calculator Help / Re: My calculator crashed! Now what?« on: January 08, 2011, 08:50:51 am »
Thanks Deep Thought, I'll probably print this for later help
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The Axe Parser Project / Re: Axe Compiler troubles« on: January 08, 2011, 08:49:27 am »
I thought I'd just use this post for this doubt... I tried drawing a 8*8 sprite in the back buffer, using Pt-On(X,Y,PIC)r.
Well, it doesn't give me any error, but nothing shows up... Any idea? 3958
TI Z80 / Re: The Psyche« on: January 08, 2011, 08:33:15 am »
I finished the game, it's wonderful. I would love to try to make levels, but have no time at the moment.
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TI Z80 / Re: [Project]Assemblex« on: January 08, 2011, 08:32:29 am »Uh, I program in Python just a little, sorry. Don't worry ![]() I also have another problem... I need a big image, 400*300, that says Assemblex with Assemblex's logo. I'll probably put a request in the Pixel Art forum or try to do it myself ![]() 3960
Optimized to 2400 bytes. Implemented score and highscore during game. |
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