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Messages - shmibs
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1261
« on: January 23, 2011, 01:55:53 pm »
i would definitely be willing to look through your source and see if i can find any bugs/optimisations. beyond that, however, i may not be much help, as i am not particularly consistent in my resolve to work(which you may have noticed  ).
1262
« on: January 23, 2011, 01:37:40 pm »
oddly enough, i never run into errors while compiling. any issues in the code appear later when my calc goes matrix on me and, after a quick trip to archudel, i discover that i had mistyped a character or something similar.
1263
« on: January 23, 2011, 01:28:09 pm »
SHIMBS, THIS IS AWESOME! THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU! I wish that I could give you more than +1 respect
Any chance that you plan on making other puzzle pack games? wait, srsly?! =D i'm glad somebody liked it. which other games in particular would you want? i've always been a fan of Rat Poker and Jewel Thief...
1264
« on: January 23, 2011, 12:06:22 am »
ohithur, kerm! when it comes to tiny, Z80-driven machines, this is seriously the greatest thing i have ever witnessed. it makes me happy that one of these hundreds of pokemon clones in the works could feasibly include a GTS  . thanks for all your hard work!
1265
« on: January 20, 2011, 07:43:28 pm »
XDDD
yes, i'm sure you can spare one character to signify a newline. i don't think i've said anything yet, but i am very liking this project, squidget!
1266
« on: January 20, 2011, 06:19:13 pm »
yunhua, this was a game he made some time ago and then halted without ever completing he may have changed his mind, though (hint hint)
it looks great; i'll test it out in a bit!
1267
« on: January 19, 2011, 08:11:13 pm »
/\yes, draw the tiles that are furthest away and move towards the viewer. this looks pretty kewl!
oh, and hi again, xeda!
1268
« on: January 18, 2011, 09:46:11 pm »
axe for me, peeps! competitions are the best.
1269
« on: January 18, 2011, 09:44:22 pm »
a computer editor is a good idea indeed, particularly if it were to export them to a basic prog from which the data could then, for axe coding, be included in compiling
oh, and i don't see why this needs must be non-games only. having both games and utils be a possibility would make things so much more diverse/fun/competitive. i don't see this interfering with raylin's, as firstly there are usually only two people competing at a time and secondly i would gladly compete in both!
1270
« on: January 18, 2011, 08:15:29 pm »
how did i miss out on being online that day D= oh, and when i first saw But yeah, that I am a troll person sounds suspicious, I bet $50 he/she/it won't post more than 5 posts. it took me a couple of seconds to realise that the $ was being used to refer to money
1271
« on: January 18, 2011, 07:32:50 pm »
GOTO TO THE RESCUE! sometimes i can't believe that you are still working steadily on this, tifreak. how do you do it?
1272
« on: January 16, 2011, 05:52:54 pm »
this is a wonderful idea and shall be exceedingly useful! thanks
1273
« on: January 16, 2011, 05:46:08 pm »
1274
« on: January 15, 2011, 07:22:49 pm »
at first glance, i think the problem is most likely it being 88-(P^8)->C rather than 96-(P^8)->C and {A*W+11+(P/8)+GDB1} rather than {A*W+12+(P/8)+GDB1}
1275
« on: January 15, 2011, 07:02:05 pm »
i have a bit of experience with large, humanoid sprites and love having things spoiled/helping make up plots. you want anyone else?
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