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Messages - leafy

Pages: 1 ... 3 4 [5] 6 7 ... 104
61
TI Z80 / Re: gCn + AXE = MOBA
« on: January 09, 2013, 11:20:43 am »
That certainly seems like a massively ambitious project; you'll probably want to think this through carefully before you start.

62
Lua / Re: [Lua] Rope Physics
« on: January 07, 2013, 05:19:30 pm »
Hm, it looks like that isn't true segmented rope physics though - each individual segment doesn't appear to affect the forces on the other segments (for example, when you yank the rope the ball doesn't fly upwards)

63
Other Calculators / Re: OmnimagaTV- How to upload your videos
« on: January 02, 2013, 03:06:04 am »
A full on TAS. He does some pretty crazy stuff, too - I dunno if you'll be able to top it :P

64
Other Calculators / Re: OmnimagaTV- How to upload your videos
« on: January 02, 2013, 02:53:57 am »
Nice!
A couple of weeks ago I made a TAS of portal, but after around level 30 I became too lazy and the levels became too long.

I believe Builderboy's already made one :)

65
Math and Science / Re: Physics Theory - Any Suggestions?
« on: December 30, 2012, 01:08:14 pm »
There's a lot of misconception surrounding the Big Bang, and it's not an explosion from a point, it's an explosion of spacetime which happened at all space and all time (akin to a phase change, although the universe was arguably smaller back then). Spacetime came from the Big Bang, not the other way around.

66
Math and Science / Re: Physics Theory - Any Suggestions?
« on: December 29, 2012, 09:10:18 pm »
If you explained your brilliant revelation in layman's terms, maybe I'd be more inclined to believe you.

67
Math and Science / Re: Physics Theory - Any Suggestions?
« on: December 29, 2012, 09:02:59 pm »
You need to do a little math, huh. On the highly unlikely chance that you actually have come up with something original, go get it published. A much more jarring reality, perhaps, is that nobody wants to steal an incorrect and underdeveloped theory (how can you claim to represent the universe if you don't deal with quantum mechanics, I wonder)

68
Reuben Quest / Re: Reuben Quest Axe Remake
« on: December 28, 2012, 11:21:47 pm »
Do make sure you're ready to deal with all the problems that 4-level greyscale brings, however! You might have to adjust your drawing routines to fit, but it certainly won't look any worse.

69
Portal X / Re: Portal Prelude
« on: December 28, 2012, 07:49:05 pm »
I admit that I didn't see the diagonal down right method, partially because Builder told me the solution was really tricky :P I assure you that it's possible though. Imagine that there's a glass wall stretching horizontally across that vertical corridor near the entrance, and try solving it.

You really have to twist your brain to see the solution :)

70
Portal X / Re: Portal Prelude
« on: December 28, 2012, 07:37:54 pm »
If you've been solving level 38 by firing a portal diagonally down right past the stairs, you're doing it wrong :3

71
Reuben Quest / Re: Reuben Quest Axe Remake
« on: December 27, 2012, 10:55:27 pm »
YEah that would be cool. And even if they can't move, maybe they'll look better than the ones I made back then :P. Will they face the character from where you talk? For example if Reuben is behind the NPC I mean.

Also I realized that my longer sky gradient might mess up the intro, so unless Sorunome knows Axe tricks to make text transparent without slowing things down too much, I made a new one which can be seen in the 5th screenshot mockup below:



Of course if he can achieve 3 or 4, then he can go ahead with those I guess, or stick with the 2nd one if he's sticking to 3-LV grayscale.

It'd be pretty simple to do if he can nail the drawing order. An exercise :D

72
Axe / Re: Variable locations?
« on: December 27, 2012, 08:17:35 pm »
In addition, it'd be nice if you posted your sprite drawing code so we can make sure something's not off there.

73
Axe / Re: Axe Q&A
« on: December 20, 2012, 08:50:04 pm »
Axe no longer uses the last 54 bytes as of Axe 1.2.0, so feel free to use L1 to 768 bytes. L2 is more or less stable for the first 800 bytes or so, but remember to run ClrDraw(L2) at the end of your program. Volatility doesn't refer to whether or not your data will get messed up during the program runtime, it refers to how screwed up bits of your OS will get after you quit out of the program (L2 has the chance of messing up tables and such).

74
Because licensing is a pain, especially on a decades-old calculator.

75
TI Z80 / Re: Reversi (Othello)
« on: December 20, 2012, 11:24:24 am »
Ok, fine... but still... Can I has AI play against itself?  XD
Yes, the AI will eventually be able to play with itself. This is how I'm generating the evaluation table anyways.

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