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PostPosted: Wed 01 Mar, 2006 3:58 pm 
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Calc King
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Whether is should be featured is unimportant as he is staff and it should be in staff side projects at least!


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PostPosted: Wed 01 Mar, 2006 5:20 pm 
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[quote="xlibman"][quote]#TCPA|T3h_Unc3ns0r3z
[INFO] Channel view for “#TCPA|T3h_Unc3ns0r3zâ€ÂÂ

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PostPosted: Wed 01 Mar, 2006 5:32 pm 
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Calc King
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yeah that was kinda aimed to DarkAuron actually

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PostPosted: Wed 01 Mar, 2006 9:21 pm 
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Okay okay, I moved it. ;)

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PostPosted: Wed 01 Mar, 2006 9:33 pm 
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Location: I cant seem to get out of this cryogenic chamber!
Hehehe subtle hint taken i gather :twisted:.

There are a lot more [Staff] projects than i ralised O_o.

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PostPosted: Wed 01 Mar, 2006 9:39 pm 
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Yeah almost as much as omnimaga XD.


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PostPosted: Thu 02 Mar, 2006 2:37 am 
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We even had to move them in a sub section because we had so many that it took one minute to scroll the page :x (thats what happen with programming teams with 16 staff )

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PostPosted: Thu 02 Mar, 2006 2:56 am 
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With 2-3 projects each :D, well some of us and some projects aren't even announced yet!


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PostPosted: Thu 02 Mar, 2006 12:57 pm 
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that makes about 25 I guess. Of course 4 of them arent for calcs tho ;)

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PostPosted: Thu 18 May, 2006 1:23 am 
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Well well well people.. I suppose you've been waiting for Pure TI-le to be updated, right? I've taken a break from programming for awhile, except for recent activities that have centered around Pure TI-le.

Current additions include full menu support, full item and equipment system, and actual recorded stats as well as a true player data file. Except, that's what about to be made, not currently finished. Also what will be done is a tutorial in the beginning to teach controls and basics of the game, as well as the layout of the menus for newcomers to the engine.

The menu system is built into a seperate program, making it far easier to implement and control the menus, as well as make changes or easily revamp the menus without messing with the rest of the engines.

As far as I know thus far, there'll be 4 database programs: events, text, equipment/items, and graphic data. Along with those are map lists, which are pseudocompressed by taking advantage of the 14 digit limit per element.

I moved up the map drawing area giving another line of text of space at the bottom, allowing more info to be displayed on the screen at once, and I modified how the tiles get drawn (better looking than just row drawing).

And finally, a 108x84 world map will be in the works, despite my previous statements that it wouldn't be feasible.. I'm trying to optimize the engine to make that possible without being too daunting.

Screenies and additional info coming soon!

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PostPosted: Thu 18 May, 2006 1:53 am 
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I am so happy you decided to work on this again, and even more important that you are around still! The update is great, and I can't wait for the SS and possible demo/release in the future :P. Good luck, and I am sure it's optimized quite a bit >.>


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PostPosted: Thu 18 May, 2006 2:12 am 
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so awesome!!! yay! I hope everything works out it's just amazing that it's in basic.

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PostPosted: Thu 18 May, 2006 4:55 am 
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Location: I cant seem to get out of this cryogenic chamber!
Whoa, such an in-depth engine design in the works ... this sounds great! Not to mention that a map of that size is just MASSIVE!

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PostPosted: Thu 18 May, 2006 5:23 am 
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Wow, I completely miscalculated the map size.. *slams head on desk* I have my blonde moments that stick. Crap, it's actually a lot larger than I was hoping. *sigh* I'll find a way.

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PostPosted: Thu 18 May, 2006 3:09 pm 
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It's still awesome.

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