Author Topic: Trio and Niko  (Read 132025 times)

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Ashbad

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Re: Trio and Niko: Falling
« Reply #255 on: January 06, 2011, 06:29:16 pm »
here's a small demo of what I've got so far.  Basically, move like normal with arrows, press second for sword, hold it down for a longer time and release for spin attack. 

Would gratefully accept it if someone posted a screenie ;)

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Re: Trio and Niko: Falling
« Reply #256 on: January 06, 2011, 06:34:15 pm »
Here you go:

The movement is a little fast, but that probably won't be a problem once you have greyscale and collision detection implemented.
∂²Ψ    -(2m(V(x)-E)Ψ
---  = -------------
∂x²        ℏ²Ψ

Ashbad

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Re: Trio and Niko: Falling
« Reply #257 on: January 06, 2011, 07:08:30 pm »
Thanks, but no use of the mighty sword? Wink

thanks anyways though.  Yeah, i'm sure it'll be slower later on.

EDIT: not to offend you qwerty, but can someone make another screenie that uses the sword?  press second to swing, hold down longer to charge.  Thanks in advance ;)

Offline Eeems

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Re: Trio and Niko: Falling
« Reply #258 on: January 06, 2011, 07:42:57 pm »
Here you go
/e

Ashbad

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Re: Trio and Niko: Falling
« Reply #259 on: January 06, 2011, 07:58:11 pm »
thanks eeems ;)  Sorry for adverting moar than once :(

Now guys, seeing the two gifs, qwerty's demonstrating speed and eeems' demonstrating the sword engine (so far) what do you think should be improved early on?  What should be added next?  (besides the obvious tilemapping and enemies :P)

Offline nemo

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Re: Trio and Niko: Falling
« Reply #260 on: January 06, 2011, 08:04:15 pm »
thanks eeems ;)  Sorry for adverting moar than once :(

Now guys, seeing the two gifs, qwerty's demonstrating speed and eeems' demonstrating the sword engine (so far) what do you think should be improved early on?  What should be added next?  (besides the obvious tilemapping and enemies :P)

making the sword swing go around 360 degrees no matter which side you face. because everytime you swing the sword you end up facing north.


Offline Eeems

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Re: Trio and Niko: Falling
« Reply #261 on: January 06, 2011, 08:06:02 pm »
making the sword swing go around 360 degrees no matter which side you face. because everytime you swing the sword you end up facing north.
++
/e

Ashbad

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Re: Trio and Niko: Falling
« Reply #262 on: January 06, 2011, 08:07:53 pm »
good idea, nemo :)

I'm also in the process of making a tilemapper, though that is obcenely easy and barely worth mentioning, but the part worth metioning is ARROWS, BOMBS AND ENEMIES

Offline TIfanx1999

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Re: Trio and Niko: Falling
« Reply #263 on: January 07, 2011, 08:54:09 am »
Wow, I've been around the TI community too long. When you said you wanted to make this an ARPG, i thought you meant <a href="http://www.ticalc.org/archives/files/fileinfo/120/12080.html">this</a>, not: Action Role Playing Game. That would've limited the game dev some.  :hyper:

Offline c.sprinkle

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Re: Trio and Niko: Falling
« Reply #264 on: January 07, 2011, 10:00:07 am »
Yes. Besides, I hate ION. It cleared my RAM every time I tried it, and half the programs won't show up on DCS as ION programs. :P

Offline TIfanx1999

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Re: Trio and Niko: Falling
« Reply #265 on: January 07, 2011, 10:14:01 am »
Hmm... I used to use ION quite regularly and I don't recall having many issues with it at all. It was the best shell pre-mirageOS IMHO.

Offline c.sprinkle

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Re: Trio and Niko: Falling
« Reply #266 on: January 07, 2011, 10:18:59 am »
Maybe it was just the app version. The readme was no help.

Ashbad

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Re: Trio and Niko: Falling
« Reply #267 on: January 07, 2011, 01:13:06 pm »
Wow, I've been around the TI community too long. When you said you wanted to make this an ARPG, i thought you meant <a href="http://www.ticalc.org/archives/files/fileinfo/120/12080.html">this</a>, not: Action Role Playing Game. That would've limited the game dev some.  :hyper:

lol, ticalc has an entire section JUST for games made with it ;)

Ashbad

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Re: Trio and Niko: Falling
« Reply #268 on: January 08, 2011, 08:18:36 am »
I decided to keep the tiles from before, but I'll make this in axe, so we don't all die before it gets finished ;)

just got 4 level tilemapping in, and it's still at around 20 FPS with 4 level tiling and collision detection.  WITHOUT USE OF FULL YET.

Offline c.sprinkle

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Re: Trio and Niko: Falling
« Reply #269 on: January 08, 2011, 10:06:39 am »
Dang, that's fast. I hope that Axe will work well for this. Also, don't use .4.7 yet; it's still a little buggy.