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Messages - {AP}

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811
Other Calculators / Re: Test Project
« on: November 29, 2008, 11:33:43 pm »
As many as I can without excessive slow-down. =D
I'm just going to keep pushing the limits until I can't anymore.

Also... I made it not flicker as much now. (random epiphany)


812
Other Calculators / {AP} Dodgeball
« on: November 29, 2008, 11:25:22 pm »
If you've been checking out my Game Info & Progress... you know I'm taking a short break from making Nyaar.
I decided I'll try out a simple action game.
Multiple moving objects was my main goal... and so far, I've psuedo-accomplished this.

So, what better test than dodgeball. From all sides.
So far, I have two directions, simple look, no real interface... but I've only been working on it for... maybe an hour and a half at most.
All BASIC and xLIB's 'drawsprite' function. (via Celtic III)

Here's a screenie of the progress so far. (kinda slow... really flickery)

(It's actually a bit faster than this... I used WabbitEmu's GIF capture for this one.)

Newest Screenie:


Download for latest version below.

813
TI Z80 / Re: Game Info & Progress
« on: November 29, 2008, 09:32:46 pm »
Haha, no problem.
Yeah, I'm mostly taking a break from designing the dungeon system.
It's hard coming up with a way to:
  • store randomly generated dungeons with randomly generated rooms in each for each time you create a new character
  • have it keep up with which set of randomly generated dungeons/rooms is your characters
  • progress through quests
  • locations of your town portal (at all times)
  • quests (and your progress through them)
  • bosses
  • ...etc (there's a lot going into this game)

On the bright side... once it's done... the engine can be used for later games.

814
TI Z80 / Re: Game Info & Progress
« on: November 29, 2008, 09:10:17 pm »
Thanks, mate.
No worries... a break from a certain game can help it a lot.

I won't lose interest in a 3 year investment.
I'll see this thing to the end.

815
Other Calculators / Re: Nyaar Downloads
« on: November 29, 2008, 09:06:07 pm »
11/29/08
Swithced to Celtic III
Added install program
I have hidden all but ANYAAR
Save files stored in a program now

New program: AINSTALL. Run it first thing.
If Celtic 3 isn't installed, it'll tell you and nothing will happen.
If it is, Everything will run fine.

Right now, the rename save file option is awkward. Just know that if you hit {LEFT} first and then {ENTER} then you'll rename, if you hit {RIGHT} first then you keep the current name. I'll have this fixed later.

Any further questions on how to play the game can be found in the readme.txt file.

816
TI Z80 / Re: Game Info & Progress
« on: November 29, 2008, 08:49:25 pm »
Nyaar runs fine on it too. (it is doing it right now)
Honestly, it just had one issue with real(12 and that's it.

On another note... I think I'm going to temporarily stop working on Nyaar.
Only about a week. Maybe shorter.
Gotta get some stuff done, also... starting a new simple project.
Mostly as a learning experience, and as a test to see if I can do it.

I figure I should do a quick action game.
I noticed that I've always had my games highly turn-based... and I wanted to see if I could learn how to do a decent action game.
It'll probably help a lot with Nyaar later... but for now, I need to take a break from the game.

I'll have the current version downloadable in a bit. (which is fully playable now but requires Celtic III [which will be included in the zip file])

817
TI Z80 / Re: Chip's Challenge
« on: November 29, 2008, 02:21:34 pm »

Top: XORing the mask and sprite
Middle: AND the mask and OR the sprite
Bottom: OR the sprite on the tile (what simplethinker is doing now)

It's funny that the bottom 2 are the same. Not the case for all creatures and bg tiles though.

818
TI Z80 / Re: Chip's Challenge
« on: November 29, 2008, 01:42:46 pm »
Who knows, might be helpful for creatures or your next project. =P

819
TI Z80 / Re: Chip's Challenge
« on: November 29, 2008, 01:09:09 pm »
No... you 'and' the mask and then you 'or' the sprite.

820
TI Z80 / Re: Game Info & Progress
« on: November 29, 2008, 12:37:25 pm »
Thank you! =D

1. Yes, I have. I just gotta draw the background first.

2. Yes, I am. Everything that used xLIB is the same, but I'm using det(0), det(5), and det(8) for things now. (no problems so far, except it not wanting to draw boxes under 8x8 sometimes)
As said before, all I use det() for right now is hiding programs and storing save file information.

821
TI Z80 / Re: Game Info & Progress
« on: November 29, 2008, 03:59:03 am »
You have a point with the animations... I'll see what I should do. (I REALLY didn't want to draw that many anyway)
Also, races affect starting stats, plus it's a little more customization.
Still, you bring up a good point, especially since I have so many classes.

I'll think more on this tomorrow. (I'm half asleep right now)

822
TI Z80 / Re: Chip's Challenge
« on: November 29, 2008, 02:24:04 am »
It's supposed to be a seal.
Though, yes... it's doing what it looks like it's doing.

Explanation:
http://www.newgrounds.com/portal/view/435047

823
TI Z80 / Re: Game Info & Progress
« on: November 29, 2008, 02:20:17 am »
Up-to-date movie of gameplay.

(it's mostly made to show off at United-TI)

I've switched to Celtic III already.
It does everything I need it to right now. (except this bug with real(12) during the rename save file screen)
I now hide all programs except ANYAAR (to help decrease people screwing with things... and make your Prgm screen less crowded) and store save file information in one of the hidden programs.
I will be using Celtic for map storing done with the dungeon later.

Well... I'm going to have to get to animations soon... I guess I'll start drawing tomorrow.

824
TI Z80 / Re: Chip's Challenge
« on: November 29, 2008, 12:11:19 am »
Since you do need direction... from what I can see, you're doing fine.
I had forgotten about the tiles you can only enter from one direction and the teleport tiles.

You did it better than I would have.
Direction is nothing I ever needed to (or wanted to) bother with.

825
TI Z80 / Re: Chip's Challenge
« on: November 28, 2008, 10:55:03 pm »
I've mastered movement routines.
For example, mine for Nyaar is a little under 100 bytes.
Of course, this is JUST for moving and determining if you can move to that spot.

With the map and sprite rendering plus the scrolling it's 185 bytes exactly.

So, what I'm saying is... let me see the code and I'll be able to help you.

(EDIT: Added bonus... have you seen the speed of it? =D)

P.S. Sorry if I sound like I'm bragging. >_<
I actually just want to help.

(EDIT2: Now that I think of it... I wouldn't know how to implement moving enemies into this system. Well, I have an idea... but I don't feel like testing it out.)

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