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Messages - Yeong

Pages: 1 ... 76 77 [78] 79 80 ... 276
1156
Casio Calculators / Re: Free PRIZM's and ClassPad's
« on: February 20, 2012, 07:01:49 pm »
even though it's with the certification?

1157
TI Z80 / Re: Legend of Zelda: Link to the Future [name subject to change]
« on: February 20, 2012, 06:56:27 pm »
The only problem is when you move at variable speeds, though. Otherwise in a game like this where there's no physic involved, this is fine.

So that means that pegasus boot/seed will not be implemented? D:
Also, I would like to see the sword swinging animation. (You know, the 3-frame sword animation.)
Still, looking good.

1158
Introduce Yourself! / Re: Hello!
« on: February 19, 2012, 12:34:25 pm »
welcome here.
I hope you have a good time in here.
have some peanuts. :D
!peanuts

1159
Grammer / Re: Grammer 2-The APP
« on: February 19, 2012, 10:38:50 am »
yay.
* TBO_Yeong downloads

1160
ROM Hacking and Console Homebrew / Re: Omni Emblem
« on: February 18, 2012, 06:06:29 pm »
here's the pdf of the sheet if this can help you.

1161
Minecraft Discussion / Re: Minecraft
« on: February 18, 2012, 04:15:11 pm »
wait. MineCraft is coming out in xbox?

1162
TI-BASIC / Re: BASIC movement
« on: February 18, 2012, 03:53:25 pm »
My code (and Yeong's "fixed" code :P ) had a small bug
I only fixed your sub( stuff :P

1163
News / Re: Revival of the TI-81
« on: February 18, 2012, 03:51:05 pm »
O.O
Good job! :D

1164
TI-BASIC / Re: BASIC movement
« on: February 18, 2012, 12:45:41 pm »
getting rusty on my TIBASIC

That's why I practice TI-BASIC XD
* TBO_Yeong is rusty on his Axe. D:

1165
TI-BASIC / Re: BASIC movement
« on: February 18, 2012, 12:36:37 pm »
Did you try the matrix-based version I sent you? Or do you just want to do a string-based mapper?
Matrix tilemapping will be definitely faster. However, the size when the map gets kinda big....
* TBO_Yeong shudders


which part does it throw errors?
EDIT: maybe G is 45 BEFORE the loops starts. to prevent that, add DelVarG before Repeat G.
Repeat loops always go through once no matter what, so that shouldn't be the problem.
Crap. I totally forgot about that. D:

EDIT: Optimization and fix :D
chattahippie got his sub( argument mixed up XD
Code: [Select]
"
0ANYTHING000000  //Take out the newlines, of course, so the interpreter doesn't freak out
0             0
0             0
0     :)      0
00WORKS!!!1!100 ->Str1  //You can make the map bigger for more space to move

ClrHome
2->X
2->Y
Output(1,1,Str1
Repeat G=45
Repeat G
getkey->G
End
Output(X,Y,"
Y-(G=24 and sub(Str1,16X-17+Y,1) = "_")+(G=26 and sub(Str1,16X-15+Y,1) = "_->Y
X-(G=25 and sub(Str1,16X-32+Y,1) ="_")+(G=34 and sub(Str1,16X+Y+1,1) = "_->X
Output(X,Y,"@
End
ClrHome
Stop

1166
TI Z80 / Re: Caedes (Carnage): An Axe RPG
« on: February 18, 2012, 12:35:30 pm »
happens to try Grammer?

1167
TI-BASIC / Re: BASIC movement
« on: February 18, 2012, 12:35:02 pm »
what are your x and y values right now?

1168
TI-BASIC / Re: BASIC movement
« on: February 18, 2012, 12:33:09 pm »
which part does it throw errors?
EDIT: maybe G is 45 BEFORE the loops starts. to prevent that, add DelVarG before Repeat G.

1169
TI Z80 / Re: ASCII World
« on: February 18, 2012, 12:30:52 pm »
ah. that's a smart way. :D
I'll implement it. Thanks XD

1170
TI-BASIC / Re: BASIC movement
« on: February 18, 2012, 12:27:34 pm »
my ASCII world use something like that, I think.
However, mine has a 3 walkable tiles :D (And it's kinda slow :\ )

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