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Fruit Ninja / Re: Fruit Ninja
« on: February 06, 2012, 12:08:21 am »
Wow you did that all by hand o.O I'll see what I can do!
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. 421
Fruit Ninja / Re: Fruit Ninja« on: February 06, 2012, 12:08:21 am »
Wow you did that all by hand o.O I'll see what I can do!
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Fruit Ninja / Re: Fruit Ninja« on: February 05, 2012, 11:54:41 pm »
It's a bit hard to understand if you have never played the iPhone game Fruit Ninja (of which this was based on ) But you should try it, it's uber fun
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Fruit Ninja / Re: Fruit Ninja« on: February 05, 2012, 11:45:24 pm »wait Nspire?!Wait what? It's for Ti83+ and Ti84+ 424
Fruit Ninja / Re: Fruit Ninja« on: February 05, 2012, 11:40:20 pm »
How did you go about making the sprites Deep Thought? If you need help creating the rest needed to complete the slicing illusion I think we (or at least me) could all pitch in
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Axe / Re: Axe Q&A« on: February 02, 2012, 10:32:10 pm »
In general though, it's good to let the user decide through the settings of their shell whether or not they want writeback in their own programs right?
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Axe / Re: Axe Q&A« on: February 02, 2012, 07:40:00 pm »
All this works only if the program isn't being run from archive though, correct?
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News / Re: [Prizm] Tetrizm v1.0« on: February 02, 2012, 01:34:00 pm »
Looks like exactly the type of Tetris game i would put on my prism if I had one ^^ Well done! Also have you considered maybe recreating the screenshots manually? I trust most of the graphics originated on the computer, so it may not be too difficult to make a nice polished mockup to replicate the original
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ASM / Re: Mad DJNZ Hacks« on: February 02, 2012, 12:21:57 am »
I think the best DJNZ is to ONLY use DJNZ I was reading about Single Instruction Set Computers and learned that using only DJNZ you can produce a turring complete language!
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Axe / Re: Axe Q&A« on: February 01, 2012, 09:33:09 pm »
Freyaday I'm unsure of what you mean? All he has to do in order to do SMC in Axe is modify data already inserted into Axe. Any old [Hex]->GDB0 will do, as long as the shell supports writeback.
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TI Z80 / Re: TinyCraft [Axe]« on: February 01, 2012, 01:19:02 am »
You could store the map using the basic grass/stone/sand terrain, and then when you loaded the level you could do the conversion required to update all the different sprites. That or you just change the tilemapper to look at nearby tiles when displaying a sprite
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Computer Projects and Ideas / Re: Nightmare« on: February 01, 2012, 01:11:08 am »
Alright Nightmare has been updated! The main focus of the update was the weapondry! With the help of Saintruner, I got some excellent gun sprites (although not all can be seen yet, since only ammunition for the pistol has been added to the game so far) and finished the coding for all 5 weapons. They are as follows:
Axe: The first weapon you get, this trusty axe never runs out of Ammo, and is excellent in close situations because of it's wide range of effect. Pistol: The good all-around weapon, you can find ammo for this gun all over the place, and is good in many situations. It has a fairly large clip size, holding 25 bullets at a time, and reloading is fairly fast. Magnum: A monster of a gun, 2 shots from the magnum will kill a zombie instantly! Be careful though, because the magnum only holds 6 bullets at a time, and can be slow to reload. Make sure to ration your ammo for the important moments! M16: The M16 machine gun mows down enemies like no other. With a massive 45 bullet clip, the bullets never seem to end! The weapon has extremely fast reload times as well, just be careful not to waste all of your ammo by spraying! This is the first gun that also doesn't have 100% accuracy towards the mouse. Shotgun: What better weapon to fight off hoards of zombies than the traditional shotgun? This weapon has enough punch to kill a zombie in 1 hit if you manage to get him up close, and is exceptionally good when you are getting swarmed with enemies. With 8 shells to a clip, and slightly slow reload time, watch out to make sure you don't get caught reloading! Another large addition included in the update was a brand new shadow engine, thanks to the prompting of Shmibs. Beforehand, there were restrictions and inaccuracies of the engine that went unchecked because I did not know how to fix them. The new engine improves shadows in several areas: Static Shadows: Static Lights now cast shadows on all objects, including crates and other semitransparent objects. This only happens at the highest quality setting though, as it is fairly speed intensive if there are a lot of objects and lots of lights. Realistic Shadows: Additionally, the shadows cast no longer work by painting over with a grey polygon, but actually erase parts of the light source, which is much more realistic. This can be seen when the flashlight is pointing at a set of crates. The crates will block the light that is sent at them, but crates not in the light will not cast shadows anymore. Static Light Interaction: Before, due to the way shadows worked, two static light sources could not intersect and both cast shadows at the same time. With the new engine, any number of static lights can be intersecting and casting shadows all at once! Muzzle Flashes: And the last addition to the lighting engine is the effect of muzzle flashes! When you fire your weapon, the area around you will be briefly lit up, and there will be a burst of flame from the tip of your gun. This can even be used to find your way through dark areas as a last resort. Additionally, death no longer simply errors, but actually restarts the area from the beginning like logic says it should So what are you waiting for, try the all new Nightmare engine right now And if you needed any more incentive, you can press M to unlock all of the weapons with over 9000 bullets each! Just make sure you already have at least the axe or else it will complain. 432
Computer Projects and Ideas / Re: Nightmare« on: January 31, 2012, 09:26:17 pm »
I have the M16 finished (the gun looks a bit weird in his hand but it's a work in progress ) I just need to code the shotgun and we're golden!
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Computer Projects and Ideas / Re: Nightmare« on: January 31, 2012, 09:20:10 pm »
I just did a basic 50% scale (70% for the magnum to make it look more powerful than the pistol) and they still look amazing There should be a new version of Nightmare out by the end of the night with fancy ammo pickups ^^
(and maybe a cheatcode to unlock all of the weapons ) 434
Computer Projects and Ideas / Re: Nightmare« on: January 31, 2012, 09:07:44 pm »
Looks awesome! I might scale them down slightly, but looking very cool ^^
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Web Programming and Design / Re: RFG Image Uploader« on: January 31, 2012, 07:01:04 pm »
Is removedfromgame still messed up though? It still has the defaced message for me, and I even tried clearing my cache
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