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Omnimaga
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N sprites
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Topic: N sprites (Read 15270 times)
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saubue
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N sprites
«
Reply #15 on:
April 21, 2006, 09:23:00 am »
Of course. The method I like the most is to add the Assembly Source File to the project and then proto-type the function in a header.
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kalan_vod
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Super Veteran (Next: 3000)
Posts: 2715
Rating: +10/-0
N sprites
«
Reply #16 on:
April 21, 2006, 12:41:00 pm »
Ok, well I didn't know if you meant you were making a basic 68k program and calling an asm program within the basic one.
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
N sprites
«
Reply #17 on:
April 21, 2006, 01:36:00 pm »
wow nice sprite I cant wait to see what you'll make it do! DONT KILL IT O_O
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Liazon
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N sprites
«
Reply #18 on:
April 21, 2006, 05:22:00 pm »
Don't worry xlibman, I'll try me best to finish.
btw, I didn't kill r/p/s. I just don't feel like searching for the bug rooted in the greyscale implementation after I've only finished about 6% of the game. Now that I know how to define a C structure, I think I'll make a structure to organize different character types and make the tile stuff easier. I'll have to fix the way I store data, but I'll eventually fix the greyscale sprites and finish the battle engine.
@saubue: thanks. I hope C will be sufficient for a black and white game.
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saubue
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N sprites
«
Reply #19 on:
April 22, 2006, 02:36:00 am »
QuoteBegin-Liazon+Apr 22 2006, 06:22 AM-->
QUOTE
(Liazon @ Apr 22 2006, 06:22 AM)
@saubue: thanks. I hope C will be sufficient for a black and white game.
sufficient? You can do almost anything with TIGCC. However, if you might need some help, feel free to ask
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kalan_vod
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N sprites
«
Reply #20 on:
April 22, 2006, 03:33:00 am »
Oh, so this will be a 68k project?
Oh well, at least we will have axchos/cdi or who ever is working on it, as they are making it for z80s
. Good luck with yours though.
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Liazon
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N sprites
«
Reply #21 on:
April 26, 2006, 02:21:00 pm »
Sprites:
From the top left going clockwise:
1. Standing still
2-3. Running
4. Sliding to halt
5. Jumping frame
6-7. Possible falling frames. I like #7 (the one on the left) personally.
8-10 Possible wall sliding frames. I personally like #10 (bottom left) the most.
I'll have to use the other comp to experiment with animation frames in imageready. Just to see if I like the sprite sets. Any suggestions for the game or the sprites is welcome!
I'll probably have more to add to the project description later.
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kalan_vod
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N sprites
«
Reply #22 on:
April 26, 2006, 02:31:00 pm »
Haha, I still love that animation. I think you should make it into a bigger one, so you can have it as a avatar
. I hope to see more progress on this!
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
N sprites
«
Reply #23 on:
April 27, 2006, 01:20:00 am »
wow those lil dude sprites look nice, best stickfigure animation I saw in a long while, and prbly the best 8x8 one
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Spellshaper
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31337 u53r (Next: 2000)
Posts: 1690
Rating: +0/-0
This is me. Or maybe not.
N sprites
«
Reply #24 on:
April 27, 2006, 03:26:00 am »
ngame is so fun and addicting
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kalan_vod
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Posts: 2715
Rating: +10/-0
N sprites
«
Reply #25 on:
April 27, 2006, 04:01:00 am »
Wow, you added more! The others look just a good, man you have some good sprite making skills!
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Liazon
Guest
N sprites
«
Reply #26 on:
April 27, 2006, 09:48:00 am »
Reserved for more details on progress.
Original Game:
http://www.freeworldgroup.com/games2/gameindex/ngame.htm
So I'm basically trying to port that onto 89 calcs. It will be black and white using 8x8 sprites and tiles. I don't know how many enemies and tiles from the original game I will be able to include, but I'll try my best. This and r/p/s are my first projects.
Unlike the original game, N-Game 68k is not played on one screen. It will scroll and the maps will be larger than 12x20 tiles. What I want to do is to create a pause option that will allow you to pause and scroll around the whole map.
As for dealing with enemies, like the homing drones, the snipers, the missles, and the like, I will add a feature called the
N Sense
. It'll be some for of indication that will tell you if you've been locked on by something, or if something is trying to target you.
I don't know how well I can recreate the physics in the original game. It is really complex which is why I'm not sure if I can include tiles like the curved ones and the irregularly shaped ones.
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Liazon
Guest
N sprites
«
Reply #27 on:
April 27, 2006, 09:58:00 am »
For more info on the enemy types:
1.) Play the game
2.) Click on help, and then enemies (right) and read about them.
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kalan_vod
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Posts: 2715
Rating: +10/-0
N sprites
«
Reply #28 on:
April 27, 2006, 10:14:00 am »
I would vote for all, but I can'd
...Any would be great though.
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Liazon
Guest
N sprites
«
Reply #29 on:
April 30, 2006, 08:57:00 am »
More sprites!!!! I think I'm forgetting to do some.
If someone sees a sprite I'm missing, please tell me.
I need some advice from the C masters. Should I use rotation routines or should I just store all versions of the sprites? Which way is faster? I think I'd prefer the faster way, but I assume not using a rotation routine may make things difficult to organize. I'll really have to think about it.
Caption:
ROW 1:
1. Standing/facing right
2+3. Running right
4. Sliding right
5. Jumping right
6-7. Falling right
8. Wall sliding (wall on right)
9-11. Victory dance facing left
ROW 2:
1. Standing/facing left
2+3. Running left
4. Sliding left
5. Jumping left
6-7. Falling left
8. Wall sliding (wall on left)
9-11. Victory dance facing right
ROW 3:
1. mine
2. floorchaser
3. gauss turret
4. gauss turret aimer
5. homing turret
6-8. homing missiles
9. thwump
ROW 4:
1-2. chaingun drone
3-6. laser drone
7-10. homing zap drone
11. zap drone
ROW 5:
1. gold
2-4. standard door
5-7. access door
8-10. trap door
11. one-way platform
ROW 6:
1. bounce block
2-5. launch pad
6. access panel
7-8. remote terminal
9-10. Exit
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