I clicked because I live dangerously, but could people post spoilers in spoiler tags, so that people who didn't see the movie can read people's opinion without necessarily be spoilered? Seems like an obvious rule but we never know
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Show posts MenuQuote from: DJ Omnimaga on December 26, 2016, 05:49:29 AMLol yeah, no idea why people like wireless so much. I can understand why we don't plug cables in portable consoles anymore to keep some freedom of movement, but what kind of freedom of movement is needed when both the home console (or PC) and the TV (or monitor) doesn't move and you probably won't go too far from them anyway? Why have the drawbacks of wireless (batteries, input lag) when you can have the benefits of wired (no one walks between the TV/monitor and you since there is a cable there)?
I never liked wireless gamepads much. It sucks when you run out of batteries in the middle of a good game. As for longer cables, I often heard that TI calculator transfers over long I/O cables were slower than with short ones. Maybe longer cables can also cause delays with gamepads key input? That said, sometimes it depends of the device as well. The RetroDuo NES/SNES clone, for example, has key input lag.
Quote from: Hayleia on August 24, 2016, 07:04:56 PMI still don't know why changing cables worked but I still confirm that theory I think. I got a 3A power source (as opposed to the 1A one I was using) and now Kirby Super Star runs flawlessly even when using the cable that used to "cause" the lag. Well, not sure the Pi would be able to handle 2 Dualshock 4 with that power source but at least I can use a longer cable so that's already better
Also, I had another theory about the lag. Maybe it's because it's a wireless controller, which means it charges from the USB port (instead of just taking the power it needs to return input values) so the Pi didn't have enough power left to run at full speed... but then why did changing the cable work? -.-
Quote from: DJ Omnimaga on November 26, 2016, 06:01:28 PMYeah, that's why there are 4 "wasted" keys on Topaze when selecting an action in battle. You use 4 keys on the numpad to select if you attack, use an object, change your pokemon or run away. This could have been implemented with arrow keys and 2nd(A) but I liked that better (plus, it's legacy from the Basic version so it's kind of an allusion to the first version too).
14 seems fine for a strategy game. After all, expert players will prefer key shortcuts instead of navigating in menus
Quote from: DJ Omnimaga on November 22, 2016, 07:05:05 PMWell, you could skip that data using PHASM's label menu.
Well, to be honest, if you're gonna program anything with inline sprite data on a TI-84 Plus CE, unless you put your sprite data at the very end of the code (via a Call or Goto <lblName> instruction), then I don't recommend on-calc programming. It takes over 20 minutes to scroll past the sprite data. SO the on-calc argument is not as strong on color models as it was on monochrome ones, but it's still a good argument for smaller games.
[]->°TheStrings
"Yes"[00]
"No"[00]
"Toaster"[00]
"The Game"[00]
"Juju lost"[00]
Disp strGet(°TheStrings, 2)
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