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Messages - TIfanx1999
Pages: 1 ... 370 371 [372] 373 374 ... 403
5566
« on: October 18, 2008, 01:31:12 pm »
Cool, as for Celtic it's an app that has new functionality than xlib but keeps the entire backward compatibilty with xlib app and Omnimaga sprite(/execasm( functions too.
Er... u mean Omnicalc's sprite(/execasm(functions.  Lol.
5567
« on: October 18, 2008, 01:26:43 pm »
I guess Cirno really is a (9) Baka.
Naw, it isn't her... it's just you
5568
« on: October 18, 2008, 01:23:15 pm »
Heh, eventually im gonna get a ti 82, the original ti 83(mine got lost) and a ti 85 off of ebay.
5569
« on: October 16, 2008, 09:38:10 pm »
Hey! I remember this from the old forums. Nice to see you're still working on it. Previous demo was all BASIC if i remember right. Ill give this a look when i get a chance. Oh and welcome to the new forums BTW ^_^.
5571
« on: October 12, 2008, 11:27:16 am »
Yep, yep. Heh, I've even heard them reffered to as the Nintendo metal band... even tho that's not quite right  . These guys would be more like the nintendo metal band : http://www.youtube.com/watch?v=R8Gt4tOUd-g
5572
« on: October 12, 2008, 12:51:15 am »
when using tiles, his hit detection would most likely pickup that there's a tile there and stop him. Just letting him go through walls is not a good thing, it could lead to a lot of issues in the future. So for ease of programming I would say just kick mario back out which ever way he came from you could have him slide until he hits a tile and then bounce him back. That would allow you to do some cool stuff with putting coins under the blocks and allowing mario to get them.
Okay, sliding to the right and perhaps bouncing back it is?
Actually, I really like this solution. Sounds great
5573
« on: October 12, 2008, 12:48:06 am »
That was really well done! Pretty impressive translation. I have to say though, most of their stuff should cross over to techno really well (I would be surprised if more of their songs had not seen similar treatment). Have you heard the one done in Mario Paint composer? That one is really impressive to me because its such a limited format.
5574
« on: October 11, 2008, 01:30:25 am »
It should be fine as long as you design the levels to be Y2K compliant  . If there is a wall he should just clip through it. I'll post some vid clips from SMB3 tomorrow and you can decide what you want to do  .
5575
« on: October 10, 2008, 03:32:38 pm »
IMHO, pushing him out to the right regardless would probally be the best solution.
5576
« on: October 09, 2008, 06:19:28 am »
In the real games if he is under a block and stands up he is forced out to the left or right, depending on which side of the mid point of the block he is on.
5577
« on: October 08, 2008, 03:38:10 pm »
@DJ Omnimaga: Yes, thats what I meant,  and yea Duck's did. I guess a better way of saying it is "will there be inertia ?"(which would allow mario to slide under blocks if you duck while in motion).
5578
« on: October 07, 2008, 10:49:43 pm »
Hey, that's lookin really great! Are you going to add the ability for mario to slide under objects?
5579
« on: October 07, 2008, 10:47:52 am »
Ahh ok. Glad mirroring worked. It looks alot better that way.
5580
« on: October 06, 2008, 11:33:18 pm »
Are you going to at least mirror them? Shouldn't be to difficult (at least I wouldn't think so). Also, I know your overworld is ASCII, but it wouldn't hurt to use the ASM program to draw The NPC's when you go up and talk to them(why not use it if you have it to use?) . Does your engine draw a graphical sprite everytime you talk to an NPC ? If so, I think I'd use it for that too. They were previously sharing the same sprite drawing routine weren't they?
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