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Messages - shmibs
Pages: 1 ... 82 83 [84] 85 86 ... 126
1246
« on: January 30, 2011, 03:19:28 pm »
i love it! the tiny player sprite coupled with the fast scrolling makes everything feel so roomy and easy to see, which is very difficult to manage on these tiny lcd's.
1247
« on: January 30, 2011, 03:14:59 pm »
hey, you! i went through the code you sent me (specifically the file labelled as the .proper code) and i found a few optimisations and such. would you like me to send them?
1248
« on: January 30, 2011, 02:46:15 pm »
for those of you who don't know (for shame  ) Blaster Master is an NES game in which Jason, an average young teen, loses Fred, his pet frog, in a freak accident involving some radioactive waste in his backyard and has to travel deep underground in order to find him. in doing so, he discovers SOPHIA The 3rd, an alien battle tank, Eve, an alien woman, and a swarm of more different alien mutants whom she was attempting to defeat. this swarm, lead by the Plutonium Boss, is boring holes in the earths crust which will eventually cause it to collapse in upon itself. faced with the destruction of earth, the plight of a beautiful young woman, and (most importantly) the loss of his beloved pet, Jason takes the only course of action available to a healthy teen boy, the single-handed obliteration of the mutants. gameplay here is a slightly older version of the basic physics engine, running at 6mhz(i have some variable length list for enemies/extended physics stuff done as well but want to make sure this is as fast as possible before continuing. the speed is decent, but i'm still a bit concerned that multiple enemies/projectiles will slow things down too much even at 15mhz.)  right now there is nothing preventing one from running off the side of the map and falling through the RAM  . mad props to magic banana for those tank sprites he made forever ago and i only just now decided to actually put to use. the wheel rotation animations are a bit off at the moment, but that is not an issue with the engine itself. rather, i made some slight mistakes while drawing out all the sprites, inverting them and erasing the bits i did not need for masking, re-arranging them bitwise in a single 8*1280 bitmap, cutting that into 20 8*64 piece chunks for running through sourcecoder, pasting all the hex into a text file, converting that to an .8xp, sending it to my calculator, and recalling the program into another program and now i'm going to have to do it all over again  oh, and there is both vertical and horizontal acceleration. to prove it, try standing on the leftmost edge of the bottom and jumping and then moving over towards the floating tile. the tank will fall short. if you build up some momentum, however, you can make it. like i said before, i'm a bit concerned about speed and there is one part of the code in particular which i know could be optimised, but which i have not yet figured out. this is a for(loop in the tile-scrolling portions which could be made into a faster while loop. also, this engine is hard-coded for 20 tile wide maps, but the end product will work with variable widths. here is a package containing this program compiled and it's source as well as a few sprites.
1249
« on: January 29, 2011, 07:55:09 pm »
 i fall for those EVERY TIME ohithur, you! i wait in eager anticipation of what you may have in store for us!
1250
« on: January 29, 2011, 07:38:01 pm »
hey, sweet! i think i have to agree with the sprites being a little off. there's too much solid colouring and not enough 'grunge.' the engine, however, is amazing! questions: what's with the room that can't be lit up? where did you get that bone-crunching sound at the end of the video dj made? the only thing that stood out to me as being a little weird was the controls, as one has to move a finger of the movement keys to hit E, although i'm not sure how this could be changed without using right clicking, which kind of ruins the fact that it's written in a cross-platform format  good luck on finishing this, builder!
1251
« on: January 29, 2011, 01:01:50 am »
well, the fellow to whom algebra owes it's namesake(the arab dude) is Al Jabir
anyways: what mechanical device was used to irrigate crops in ancient KeMeT?
1252
« on: January 29, 2011, 12:55:10 am »
/\/\make sure you make that cemetech (KehMehTek) around kerm  EDIT: wow, double ninja'd there it's always a pleasure to hear your voice, eeems. norly, i liked it. a full, well thought out script would be nice, though, so as to eliminate a few umms. if you really need help writing script (for speaking, not web design) then i could help out. two thoughts: firstly, why no inclusion of CALCnet?! and secondly, the ending of the video needs to be marked by an :END
1253
« on: January 27, 2011, 06:17:55 pm »
firstly, /\/\ AWWW =)/\/\ EDIT: these arrows point through dj's post to xeda's spoiler, as i was a little bit ninja'd
secondly, now that this topic has been brought to everyone's attention i really think it may be interesting to see the opinions of how things have changed in this regard since 2008. i started visiting ti-calc around that time, and just from seeing the increase of releases and reviews over there i've been astounded at how much things have picked up. that being said, it makes me a bit sad that i haven't seen many major BASIC releases recently, as they were the first things i was met by when perusing the archives. someone who has been an active member of the community for a bit longer may be better at analysing this particular development.
as for nomnimaga being a good place to unveil one's projects, i think that it is a wonderful place to gain momentum and throw ideas out. encouragement and help with plotting/spriting seem to be what we do best. this is not the ONLY thing, mind you, as there are people who specialise in every sort of help, from technical to spriting to just all around moral boosting, in every community; this is just the one characteristic which stands out most to me.
1254
« on: January 26, 2011, 06:57:15 pm »
umm... wabbit is refusing to recognise any of those appvars and TiLp crashes upon an attempted transfer EDIT: and GFM is refusing to group them as well...
1255
« on: January 26, 2011, 04:08:40 pm »
(laugh)
1256
« on: January 26, 2011, 03:59:45 pm »
looking pretty spiffy there, {AP}! as you can see, i tested it out...
1257
« on: January 25, 2011, 11:09:42 pm »
:AMAZE: so, what exactly are your plans for this if it doesn't make it to the market proper?(not that i'm being doubtful here...) do you think you could build and sell a few on your own/release the schematics in private?(i am salivating a bit at the thought of this) regardless, best of luck to you!
1258
« on: January 25, 2011, 12:46:11 am »
if you need a reference, check out {AP}'s new avatar  i have no imagination either, sorry
1259
« on: January 25, 2011, 12:36:20 am »
hey thanks, this shall be quite useful! oh, and just as a reminder: make sure you patch an ORIGINAL, UNMODIFIED OS, lest things like the following shenans occur when messing with the archive
1260
« on: January 23, 2011, 02:00:09 pm »
i was part of a FIRST team once... it was a community team, because our school is the opposite of tech savvy, and i only did it one year because we had meh coaching. good luck to all you peoples, though!
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