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Messages - AssemblyBandit

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121
TI Z80 / Re: TI84+C Bundle
« on: October 28, 2013, 11:05:00 pm »
Yeah, the flicker aint that bad. I'm starting to get used to it. I woke up a bit and I'm trying to finish it. I'm testing the tunnel now.

122
TI Z80 / Re: TI84+C Bundle
« on: October 28, 2013, 09:36:57 pm »
Thanks DJ! I was thinking of increasing the speed of the eyes like in the original, plus there's a little randomness while going to the target which makes them take longer. The eyes have the same target routine as the red ghost and I didn't want him going straight for you during the chase (unless he sees you!). I don't think the casual player will notice though, however hardcore players will have to modify their techniques!

And it still isn't finished :( I'm not going to totally remove the flicker but it should be reduced. I'm tired, I can't think straight enough to program right now!

123
Miscellaneous / Re: FOR THE LAST <snip> TIME, I AM NOT ADMIN ANYMORE!
« on: October 28, 2013, 09:28:08 pm »
I thought that DJ was contacted to get an admins number? Anyway, I think a good way to combat bots when no one is around is to have a temp auto ban of a user if their respect gets to like -10 or -20 or something in a specific time period or don't allow people to post every 5-7 seconds! It was pretty amusing seeing the new posts almost get filled up that quickly!

124
News / Re: Doors CSE 8.0 Release Candidate 1
« on: October 28, 2013, 04:34:21 pm »
I don't know if its intentional, but after running build 1282, the APD doesn't work (dims, but never shuts off calc). After a reset the APD works again.

125
TI Z80 / Re: TI84+C Bundle
« on: October 28, 2013, 07:05:28 am »
Thanks Streetwalker and Sorunome! It's almost done! (Alotta spam going around tonight!)

126
TI Z80 / Re: TI84+C Bundle
« on: October 28, 2013, 02:37:14 am »
Yeah, and plus I don't feel like I'm spamming people, I know that they want to do it. The Facebook page is just like Youtube, except that its focused only on games, and I don't know if people would prefer to view the videos there (I don't use Facebook really but they host videos too and like it states in the about section, its just a test.) The next post here should be the final version of Pacman!


*Wow, I just got some spam maybe for the admins of Cemetech and I'm not an admin! I don't know if it was an actual user or not.

I didn't finish it last night, here's an updated video:

127
TI Z80 / Re: TI84+C Bundle
« on: October 28, 2013, 02:03:03 am »
When I update I put the earliest stuff on my blog first. Since I can't tell if its going to be a reality or if I'm going to like it, I don't want to waste a post here. After I get to the point where I'm sure its coming out, I post it here. Last time I posted Cydia, I got discouraged because of lack of interest, I get more comments elsewhere than I did here. I post the videos on Youtube and put them on my posts here. When the game is finished, I make a video, send it to ticalc.org, release the video on Youtube, post the video and links here. Then (eventually) I post the chronological order of mockups and videos to my blog along with a description of it so people can see where the game was coming from through its updates. As you know, I have a Mario game in the works, but its not gone anywhere yet and it may end up to be disappointing :( I don't want to post it here yet but I give glimpses of it, though its not official. I learned with Snake that I have to put out some sort of temp release where people can play it and give me feedback so I can fix/update it before I put it on ticalc.org (I had to rush out v1.2 because the first version sucked!). So I allowed anyone who signs up for my blog to be a volunteer playtester. That gives me a list of emails to send almost finished games to have people test it in the background and email me with what needs to be changed. There is *no posting* allowed on my blog and I would normally get the emails after the game is out anyway, so I give them a head start when I can do something about it. So there is *no competing* against Omni/Cemetech and I'm not worried about *reducing my audience*, I can do the math.

128
TI Z80 / Re: [Axe] game demo
« on: October 27, 2013, 09:19:22 am »
anyways as you can see in the screenie the character still goes offscreeen sometimes, can someone explain to me why this happens?
yeah i've had that issue before.
i noticed that you can only pass through the walls if both arrow keys are pressed if you approach the wall

With physics, you can't rely on button presses for collisions with the character sliding around. Since the character can only move one pixel at a time the fix is easy, keep your acceleration cap where its at, if it can accelerate at 2 or more pixels checking it will be slower.

Here's your line of code for testing wall collisions:
Code: [Select]
if ((ptest(x/256-1,y/256+1) or ptest(x/256-1,y/256+7)) and not (gkey(3))) xor ((ptest(x/256+7,y/256+1) or ptest(x/256+7,y/256+7)) and not (gkey(2)))
*I don't think you meant to put the xor in there!  ;)

Change it to this:
Code: [Select]
if ((ptest(x/256-1,y/256+1) or ptest(x/256-1,y/256+7)) and (A<<0)) or ((ptest(x/256+7,y/256+1) or ptest(x/256+7,y/256+7)) and (A>>0))
Basically, if a wall is to the left or right of the character, stop him if hes going to accelerate past it.  ;D

129
Introduce Yourself! / Re: New user!
« on: October 27, 2013, 01:09:00 am »
Hola! And that pic is pretty nice, you must work for HP  ^-^

130
TI Z80 / Re: TI84+C Bundle
« on: October 27, 2013, 01:04:31 am »
Oh yeah, but it was a good thing! Nintendo brought it back to life and kept that garbage from making its way through (almost)! Anyway, the game is going good, it beats Frogger. I think I've really managed to bring the arcade feel to the calculator. I'm trying to get rid of the flicker now, its really bad. I got a new Facebook page at http://www.facebook.com/assemblybandit where you can see an image of it. I haven't released anything with the graphics yet, its only for the final version. The game is 2 pages, but its worth it. I'm hoping it will be out Monday.

131
TI Z80 / Re: [Axe] game demo
« on: October 25, 2013, 05:00:37 pm »
I like how he jumps out the side of the screen all happy!

132
TI Z80 / Re: IViewer
« on: October 25, 2013, 04:54:22 pm »
Got a few of them coming eventually...

mario,moonlander,cydia,code zombie,kill hunt,they,dragster

133
TI Z80 / Re: [Axe] game demo
« on: October 25, 2013, 12:47:50 am »
I like it!

134
TI Z80 / Re: IViewer
« on: October 25, 2013, 12:40:48 am »
I'm going to try to have it acknowledge the millis frame request if it can keep up. Complex/fast animations will lag behind probably. I wish I had an on calc demo but I have to rewrite most of the app to get it to work. The converter itself is almost ready though. I should be putting more work into it but I think of games faster than I can make them :(

135
TI Z80 / Re: TI84+C Bundle
« on: October 25, 2013, 12:32:41 am »
Thanks Streetwalker! And yeah, the Atari version sucks, I really wonder why they had to cycle through the sprites, could they not find a way around that??? Anyway, its almost done. It'll be 2 pages though and be pretty close to the arcade version. The flicker is killing me, I will have to make it flip pages. I was thinking about the vertical refresh last night and realized its done through hardware and not mapped to a port (duh, my brain goes on vacation 95% of the time). I doubt TI included a port to view the refresh because they would never have too. Maybe one day I'll take my +C apart to verify it.

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