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Casio Calculators / Re: Free PRIZM's and ClassPad's
« on: February 20, 2012, 07:01:49 pm »
even though it's with the certification?
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. 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?
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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? ![]() 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. ![]() ![]() 1159
Grammer / Re: Grammer 2-The APP« on: February 19, 2012, 10:38:50 am »
yay.
* TBO_Yeong downloads
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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.
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Minecraft Discussion / Re: Minecraft« on: February 18, 2012, 04:15:11 pm »
wait. MineCraft is coming out in xbox?
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TI-BASIC / Re: BASIC movement« on: February 18, 2012, 03:53:25 pm »My code (and Yeong's "fixed" codeI only fixed your sub( stuff ![]() 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 ![]() * TBO_Yeong is rusty on his Axe.
![]() 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 Crap. I totally forgot about that.which part does it throw errors?Repeat loops always go through once no matter what, so that shouldn't be the problem. ![]() EDIT: Optimization and fix ![]() chattahippie got his sub( argument mixed up ![]() Code: [Select] "
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TI Z80 / Re: Caedes (Carnage): An Axe RPG« on: February 18, 2012, 12:35:30 pm »
happens to try Grammer?
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TI-BASIC / Re: BASIC movement« on: February 18, 2012, 12:35:02 pm »
what are your x and y values right now?
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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.
![]() I'll implement it. Thanks ![]() 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 ![]() |
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