Author Topic: Trio and Niko  (Read 128466 times)

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Ashbad

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Re: Trio and Niko: Falling
« Reply #270 on: January 08, 2011, 11:16:50 am »
UPDATES:

4 level tiling and collision detection introduced, still at over 25 FPS without use of full.

The collision detection gave me trouble, but I gott 'er done!

uploaded program, source, and screenie.

Ashbad

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Re: Trio and Niko: Falling
« Reply #271 on: January 08, 2011, 12:41:13 pm »
sorry the last post was gibberish (I lagged and it pressed "Submit" after I had typed 3 words)  :banghead:

Here's another really tieeny tiny update:  HUD so far

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Re: Trio and Niko: Falling
« Reply #272 on: January 08, 2011, 12:43:15 pm »
Nice! I may have to reference your source to see how you got such speed. This kinda makes me wanna revive my old Legend of Zelda game...


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Ashbad

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Re: Trio and Niko: Falling
« Reply #273 on: January 08, 2011, 01:06:32 pm »
yeah, use my source all you want!  that's why I posted it ;)

next thing Imma gonna work on is making different types of tiles (movable blocks, move to the next screen, etc.

EDIT: umm any ideas guys?
« Last Edit: January 08, 2011, 01:22:23 pm by Ashbad »

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Re: Trio and Niko: Falling
« Reply #274 on: January 08, 2011, 01:45:21 pm »
It looks so good Ashbad, I mean the graphics.

Nice! I may have to reference your source to see how you got such speed. This kinda makes me wanna revive my old Legend of Zelda game...

It does look like Zelda games :D


Ashbad

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Re: Trio and Niko: Falling
« Reply #275 on: January 08, 2011, 04:30:10 pm »
probably the last update for today:

Finished HUD, from order to left to right: Health, Magic, Item equiped to APLHA (none right now)

Moveable blocks!   :w00t:

From here on until tomorrow I'll try to reach a goal of 1.5K of code shaved off and speed faster by 1.5x

EDIT: IF POSSIBLE PLEASE RESPOND WITH SOME FEEDBACK (lol)
« Last Edit: January 08, 2011, 04:31:39 pm by Ashbad »

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Re: Trio and Niko: Falling
« Reply #276 on: January 08, 2011, 05:52:15 pm »
The moveable blocks look great! I have an idea, only show items if you have them (optimization, maybe, not sure).


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Re: Trio and Niko: Falling
« Reply #277 on: January 08, 2011, 05:53:23 pm »
wow!  that looks epic!  This is pure ASM, right?

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Re: Trio and Niko: Falling
« Reply #278 on: January 08, 2011, 05:55:24 pm »
It's Axe, I believe.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

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Re: Trio and Niko: Falling
« Reply #279 on: January 08, 2011, 05:57:20 pm »
oh yeah...

I really gotta stop remembering the wrong things...
When Scout said it was ASM on the first page and this:

well, instead of RandC.  Yes, though axe to be precise.  By the time I get that silverlink cable I'll have like 5 game to upload to omni O.o

Discuss further.

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<hr>
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Have you seen any good news-worthy programs/events?  If so, PM me with an article to be included in the next issue of CGPN!
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Re: Trio and Niko: Falling
« Reply #280 on: January 08, 2011, 05:57:22 pm »
It's Axe, I believe.

I think it is Assembly, it's what TAN was supposed to be made on at start.

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Re: Trio and Niko: Falling
« Reply #281 on: January 08, 2011, 05:58:28 pm »
it was?  the first page said Axe...
* yunhua98 is cunfuzed...  ???

Spoiler For =====My Projects=====:
Minor setback due to code messing up.  On hold for Contest.
<hr>
On hold for Contest.


Spoiler For ===Staff Memberships===:






Have you seen any good news-worthy programs/events?  If so, PM me with an article to be included in the next issue of CGPN!
The Game is only a demo, the code that allows one to win hasn't been done.
To paraphrase Oedipus, Hamlet, Lear, and all those guys, "I wish I had known this some time ago."
Signature Last Updated: 12/26/11
<hr>

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Re: Trio and Niko: Falling
« Reply #282 on: January 08, 2011, 06:01:50 pm »
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.
It's in Axe.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

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Re: Trio and Niko: Falling
« Reply #283 on: January 08, 2011, 08:17:49 pm »
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.
It's in Axe.

Yup, 4 levels in Axe :D

Ashbad

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Re: Trio and Niko: Falling
« Reply #284 on: January 08, 2011, 09:00:00 pm »
yeah, axe so that I can get it done faster.  The main reason I went asm before was actually deal with code limits, but a zelda-ish ARPG would not be overflowing past around 12K code in axe.

So, you guys like the latest updates then?