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Messages - Yeong
Pages: 1 ... 88 89 [90] 91 92 ... 276
1336
« on: January 23, 2012, 09:24:54 pm »
Ah ok, I just kinda prefer seeing a list of orbs we have (and that we can use for the character), so I know if I need to buy something or not.
Maybe I can make the toggle switch that toggles detail view/list view? 
Yeah and make it show a list by default (changeable in options menu?)
I think I'll make MODE switch the view.
1337
« on: January 23, 2012, 09:10:31 pm »
My favorite? Battle Against Fate, of course.
1338
« on: January 23, 2012, 09:06:16 pm »
he was actually thinking about this for a while, I think.
1339
« on: January 23, 2012, 08:40:40 pm »
wb, Morgan.  (I still know ur full name)
1340
« on: January 23, 2012, 07:52:28 pm »
Ah ok, I just kinda prefer seeing a list of orbs we have (and that we can use for the character), so I know if I need to buy something or not.
Maybe I can make the toggle switch that toggles detail view/list view?
1341
« on: January 23, 2012, 07:30:59 pm »
Ok here's the menu screenshot 
However a few suggestions:
-Cancelling key is inconsistent: If you use ALPHA to cancel, you should never have to switch back and forth between CLEAR and ALPHA afterward, or vice-versa. -Looping through characters in the Status menu (going back from char 3 to 1 or vice-versa) -It would be nice if the ORBs menu remained like it used to be with the list of orbs, because I always found it easier to see what magic I needed to buy or could use for each character, unlike when I can only see one single orb at a time.
1. I'll be doing that after menu engine is complete. Right now, I'm more focused on getting things done. 2. That too. (not looping easier to code, so I'll get the engine done and change stuff.) 3. I was going to include people who can use it (implemented), description of the orb, and able to use (going to be implemented) if it's healing orb. Also, the shop will be remained same as it is. I'll give you the program later with the finished orb menu as I planned and you can tell me what you think about it.
1342
« on: January 23, 2012, 07:05:45 pm »
This will do for now. And yes, I think most of the platform will have to be graphic-ish. XP Except for the ground, of course.
1343
« on: January 23, 2012, 06:52:43 pm »
I think ultralisk burrow is OP. Nothing can see them burrowed.
1344
« on: January 23, 2012, 06:45:37 pm »
I think I'll get on some tiles...  Wait about 20 minutes, will ya?
1345
« on: January 23, 2012, 06:39:38 pm »
Personally, I prefer 5 over 2, since it's kinda same as keyboard arrow key layout.
1346
« on: January 23, 2012, 06:08:05 pm »
This is the new version of prgmAR02. it contains the status screen and incomplete orbs stuff. The code in question is also in here, too.  EDIT: Somebody make the screenshot for me?  Also, you need the files before(AR01, etc)
1347
« on: January 22, 2012, 08:56:08 pm »
Hmm strange... There are some code that somehow needs extra End
1348
« on: January 22, 2012, 02:59:09 pm »
A tank that you get into and drive for massive overkill! Who doesn't like running over zombies!?
Sounds like Metal Slug
1349
« on: January 22, 2012, 02:12:39 pm »
Suggestion for controls of the new CX version, because the current setup is a bit problematic for people used to TI-84+ gaming:
To exit gbc4nspire, I think you should need to hold down Esc for at least half a second instead of just pressing it to exit instantly. If that is problematic for people who don't read readmes properly, then have it as an option that is saved in the Nspire memory.
This is because on the TI-84 Plus, in most games, shooting, confirm and the main action key is 2nd. On the TI-Nspire keypad, the Esc key is placed exactly where 2nd is on the 84+, if we base ourselves on the d-pad. As a result, when I try shooting in nDoom or confirming in gbc4nspire, I always have the reflex to press the Esc key, accidentally exiting the software by mistake and losing progress.
That happens to me quite a lot, too.  Also, maybe can you change that easter egg color little bit darker?
1350
« on: January 22, 2012, 02:10:18 pm »
Good to see this progressing.
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