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Axe / Re: Check Calc ID
« on: August 06, 2012, 02:09:04 am »
ask thepenguin; he'd know how to manage this, i bet.
* shmibs bets it's somewhere in the certificate or something like that.
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. 526
Axe / Re: Check Calc ID« on: August 06, 2012, 02:09:04 am »
ask thepenguin; he'd know how to manage this, i bet.
* shmibs bets it's somewhere in the certificate or something like that.
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Introduce Yourself! / Re: Hello World« on: August 03, 2012, 02:43:23 am »
ohithur!
do you plan to hang it out around here for a while? oh, and: ![]() 528
Gaming Discussion / glitches, bugs, and exploits« on: August 03, 2012, 02:30:15 am »
oftentimes, a game's bugs and glitches can offer even more enjoyment than the game itself, because of the degree of freedom they can allow along with the satisfaction of discovering something completely new.
so what are your favourites? * shmibs loves most the glitches in ocarina of time and majoras mask. for the most part they are completely harmless to the game itself, but they allow you to do things out of order or just see link doing really funny things (like swimming on land). the glitches in kotor2 were also pretty satisfying. there were a couple of areas where an infinite number of enemies could be spawned, yielding infinite experience, as well as glitches for cloning lightsabers (crystals and all) and placing an infinite number of crystals inside a single lightsaber. being ludicrously overpowered is always fun. here's another slightly amusing thing i found just now. remember that hole in the ceiling at the beginning of amnesia? here's what it looks like from above: 529
ROM Hacking and Console Homebrew / Re: UFO Defender 1.0« on: July 29, 2012, 02:49:56 am »* shmibs has had better experiences with DesMuME this does look pretty cool; i'll have to test it out =D 530
TI Z80 / Re: M.E.T.A.« on: July 28, 2012, 11:37:32 am »
you should add acceleration to jumping before scrolling, although that might require redesigning a few areas.
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Art / Re: General purpose art thread« on: July 27, 2012, 10:20:49 pm »
you should add a blur to the title title text.
i love the landscape, though. how did you make that? 532
TI Z80 / Re: tanks and AI« on: July 26, 2012, 01:13:15 am »
i doubt i'm every going to do anything with this, but here's the latest version of it, if anyone feels like playing around.
A is the executable, ACC and TANKS the source, and the arrows move you in directions relative to the tank, while 2nd and mode turn. 533
TI Z80 / Re: [Contest] Embers:Phoenix« on: July 26, 2012, 01:04:28 am »
WOOOOO
* shmibs runs off to test
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this routine first checks if the key pressed is within the range of values 10 and 48, meaning it's one of the keys in the alphanumeric section. then it subtracts 11 from that, so key 11 would point to entry 0 in GDB5, 12 to 1, and so on. z has the GDB stored so that every value points to its proper letter, with keys in that region that don't have a letter pointing to the value 0 instead.
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News / Re: Omnimaga Programming Contest 2012: The Results« on: July 25, 2012, 09:34:19 pm »* shmibs thinks that, before the the next contest, we should have a poll to see who would take part in what, and if at least 5 people say they would (in case 2 drop out), have that category be included. also, here are my comments from judging things for z80: CYANOID: the difficuluty of getting this to function, plus the fact that it crashed upon exiting and erased itself, were the biggest annoyances. having to be exactly aligned with a gap in order to walk through it also didn't help. i liked the graphics, though, particularly the character's death, and the idea wasn't too bad. Embers-Phoenix: this game was easily my favourite, there were a few annoying things that weren't ironed out before the demo was sent in, like the menu being very difficult to work with, the character walking through walls when moving diagonally, and some of the enemies seeming to move away more often than not, but it still managed to draw me in very well with a complete storyline/graphical experience. META: this game wasn't bad. the gameplay/physics seemed a bit bland, but there wasn't anything "wrong" with it, and bugs and the like seemed to be mostly taken care of. gameplay was very organic, and the form swapping added a nice touch. RPS: despite being Rock Paper Scissors, i thoroughly enjoyed z's game =). the graphics, numerous achievements, and seemingly unpredictable AI were all brilliant. Vortex: this game would have had my top vote were we judging strictly on Artificial Intelligence. the enemy was challenging, and the level generation was smart. it was somewhat confusing to begin with, however, and the gameplay wasn't very exciting. ZAMPO: this game has a great plot and some wonderful gameplay ideas, but in its current unfinished and undocumented state isn't very playable. i'm looking forward to seeing how it turns out, though =) 536
Other Calc-Related Projects and Ideas / Re: TILP: beta-testing...« on: July 24, 2012, 12:00:51 pm »
alrighty, thanks =)
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Other Calc-Related Projects and Ideas / Re: TILP: beta-testing...« on: July 24, 2012, 11:51:10 am »
patches from where? aren't the patches in your last post just for the windows docs?
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TI Z80 / Re: [Contest Entry] AntiZer0« on: July 24, 2012, 12:31:06 am »
it already was, wasn't it?
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ROM Hacking and Console Homebrew / Re: Petit Computer« on: July 23, 2012, 03:22:25 am »And how do we produce said QR codes?You'll have to save the files to your SD card and then use the online converter at http://www.petitcomputer.com/. is there some reason that you can't just send the files themselves to people? and this sounds pretty fantastic; i'm tempted to get a ds for it alone. =D 540
News / Re: Major Restructuring Coming To Omnimaga« on: July 23, 2012, 03:14:25 am »* shmibs has no clues how to edit ez-blocks. it requires access to the server, right?
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