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TI Z80 / Re: Tunnel clone, with a little twist *runs*
« on: July 11, 2010, 05:39:42 pm »
Looks great on the emu glad the multi-grey problem you were having was fixed, looks great!
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 3766
TI Z80 / Re: Tunnel clone, with a little twist *runs*« on: July 11, 2010, 05:39:42 pm »
Looks great on the emu glad the multi-grey problem you were having was fixed, looks great!
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News / Re: Some minor site updates« on: July 11, 2010, 05:37:50 pm »
Likin' the updates the online userbars is nice too, so now we can see everybody online easier
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Computer Projects and Ideas / Re: Piworld PC« on: July 11, 2010, 05:36:36 pm »
I like the map too Its so helpful for me to draw stuff down while making games, especially if its a calc game because then i can bring it wherever i am coding and i dont need to boot up my comp. Good work!
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TI Z80 / Re: Tunnel clone, with a little twist *runs*« on: July 11, 2010, 05:24:19 pm »
Thats really cool! The thing i like about the way greyscale is handled, is that it allows the grey to appear as a kind of transparency, like how the tunnel is grey, but everything behind it gets a little darker. It makes it look really cool
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TI-Nspire / Re: Nspire Raycaster« on: July 10, 2010, 02:26:49 am »
Except I seem to remember you writing one
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Portal X / Re: Portal X« on: July 10, 2010, 02:25:44 am »
I figured out from very early on that q speedrun would be neccessary ^^ even in the first post you can see some portal trickery by myself :]
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TI Z80 / Re: The Legend of Zelda« on: July 10, 2010, 02:22:46 am »
Lol that is a small but awesome house ^^ and the side bar HUD looks really nice even if it's a change from tradition I think it fits really well. Oh and epic job as usual on the spritework! Never fails to amaze ^^
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Pokémon Purple / Re: [PP] Progress '10« on: July 10, 2010, 02:17:46 am »
That's a really nice looking screen there! I agree with DJ I like it more than the official one! Nice work!
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Portal X / Re: Portal control scheme« on: July 10, 2010, 01:29:30 am »
Well I currently am getting a framerate of 33 frames per second so it's very probable that I may have to have a delay for multiple frames. I'll quickly test it out and if it's no good I will stick to 45, since it's intuitive and easy to use.
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TI-Nspire / Re: Nspire Raycaster« on: July 10, 2010, 12:27:31 am »
The problem there is that he is only casting a single Ray for every column, you would need to cast a Ray for every *pixel* for that to work.
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TI Z80 / Re: Supersonic Ball (DJ's Platformer)« on: July 10, 2010, 12:23:24 am »
Excelent updates can't wait to try this out on calc!
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The Axe Parser Project / Re: Bug Reports« on: July 10, 2010, 12:20:19 am »
Glad that's fixed, although it wasn't a problem for me either. Good job with all the bug fixes!
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Portal X / Re: Portal control scheme« on: July 10, 2010, 12:18:46 am »
Yeah I have decided to implement 22.5 degree accracy and see how it feels. If the delay is noticable or no good then I can simply switch back. Most of the time anyway you only need 45 degree, adding anything more than 22.5 I think would be overly ecxessive. What's nice is that you can keep one hand on the arrow keys and one hand on the numpad, with the occasional [2nd] to grab a box. So we shall see how it works implementing 22.5 then!
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Portal X / Re: Portal X« on: July 10, 2010, 12:14:56 am »
It's not a feature im planning to actualy implement in the game, just something fun so that when I release the game I can say *I beat this game in 1:32 min foo', here's the gif!* and it will be a minute and a half of epic portal pwnage
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Portal X / Re: Portal control scheme« on: July 09, 2010, 07:18:24 pm »
I'm thinking more on difficult levels where you may need to shoot more than one portal within a short Mmount of time and while flying through the air ect... Also I would have to seenif I could even get variable degrees working in thenfirst place. I shall need to run some tests...
So really we are boiling down to either 22.5 accuracy, or 45 jumping with variable degrees with other keys. |
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