I'd be willing to chip in some money to keep it up.
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#2
Other / Re: NHL Playoffs (ice hockey) + bracket challenge!
February 12, 2017, 10:35:37 PM
I'm 6th cousins once removed with Johnathon Toews, apparently.
#3
Calculator Development / Re: Super Mario 84
November 21, 2015, 07:07:29 PM
I'd say that I'm late in development. Progress is slow, but here's my todo:
Fix enemy collision detection
Finish the option to toggle animations (animations are the biggest source of lag, but they also control a few things like when to spawn in items, so I need to make that code independent of animations)
Add more enemies
Add more blocks
Add the ability to specify a name for a custom level
Final bugfixes
Then I'll be done and release it. I'll post screenshots of with/without animations soon if anyone wants it
Fix enemy collision detection
Finish the option to toggle animations (animations are the biggest source of lag, but they also control a few things like when to spawn in items, so I need to make that code independent of animations)
Add more enemies
Add more blocks
Add the ability to specify a name for a custom level
Final bugfixes
Then I'll be done and release it. I'll post screenshots of with/without animations soon if anyone wants it
#4
Calculator Development / Re: Super Mario 84
November 02, 2015, 11:47:03 PM
Good idea. The only problem I can see is that for it to work I'd have transfer the main buffer to the back buffer every time which might take longer than just drawing all of them. I'm going to go check the Axe documentation.
EDIT: It appears that would be much slower.
EDIT: It appears that would be much slower.
#5
Calculator Development / Re: Super Mario 84
November 02, 2015, 10:30:07 PM
Progress is slowly being made. I have sped the program up significantly, but the physics are still pretty pathetic. The biggest slowdown currently is the animation function because it draws animated blocks every program tick. I can't think of any way to speed this up, so I'll have an option to disable animations.
Otherwise, the biggest task left ahead of me is making the physics not suck.
Also, I'm working on adding enemies, items, and tiles. If anyone has any suggestions for physics, I'd be open for help.
(My problem is I can't seem to create a realistic way for mario to move)
Otherwise, the biggest task left ahead of me is making the physics not suck.
Also, I'm working on adding enemies, items, and tiles. If anyone has any suggestions for physics, I'd be open for help.
(My problem is I can't seem to create a realistic way for mario to move)
#6
Calculator Development / Re: Super Mario 84
October 29, 2015, 07:09:48 AM #7
Calculator Development / Re: Super Mario 84
October 29, 2015, 05:32:25 AM
Currently, it's a fixed height of 16 blocks. Speed isn't the issue, it's the physics making it look slow. As for bullets, yes they are planned along with koopas.
#8
Calculator Development / Re: Super Mario 84
October 28, 2015, 10:51:25 PM
The biggest problem would be that this supports vertical scrolling while Sam Heald's does not.
Update:Working on the physics (the cause of the program looking slow)
Edit:As for a level editor, the only thing that needs to be done is the ability to name the levels.
Update:Working on the physics (the cause of the program looking slow)
Edit:As for a level editor, the only thing that needs to be done is the ability to name the levels.
#9
Calculator Development / Re: Super Mario 84
October 26, 2015, 12:45:05 AM
I'm not sure about levels from Super Mario 2.0. If I do add it, it'll be probably be after it's released.
As for Yoshi, most likely not.
As for Yoshi, most likely not.
#10
Calculator Development / Re: Super Mario 84
October 24, 2015, 11:21:12 PMQuote from: DJ Omnimaga on October 24, 2015, 08:23:17 PMOnce I implement them, yes
By the way, will Mario have an extra white outline when walking on dark backgrounds?
#11
Calculator Development / Re: Super Mario 84
October 23, 2015, 07:41:54 PM
Yeah, what happened was that I haven't updated the enemy code to do that. I have been focusing on better collision detection, because I changed how the map is stored.
#12
Calculator Development / Re: Super Mario 84
October 23, 2015, 02:16:35 PM
I will change the pipe sprites when I get a chance.
#13
Calculator Development / Re: Super Mario 84
October 23, 2015, 04:11:42 AM
The biggest slowdown is that I have somethings completely redraw the map. I will be adding a simple function to draw the tile at a certain position to fix this.
Example of this is when an enemy falls upside down off the screen, the blocks behind him need to be redrawn.
Mario's physics have a bit to do with it as well
Example of this is when an enemy falls upside down off the screen, the blocks behind him need to be redrawn.
Mario's physics have a bit to do with it as well
#14
Calculator Development / Re: Super Mario 84
October 23, 2015, 01:46:24 AM
Of course not lol This is supposed to feel like a mario game
#15
Calculator Development / Re: Super Mario 84
October 23, 2015, 01:39:38 AM
The glitches with the enemies don't happen on calculator. For some reason they occur in wabbit emu.
SCREENSHOTS!
SCREENSHOTS!
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