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News / Re: POTY 2011 open!
« on: December 01, 2011, 08:07:15 pm »
I voted for Exodus Good luck to all the authors too!
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. 646
News / Re: POTY 2011 open!« on: December 01, 2011, 08:07:15 pm »
I voted for Exodus Good luck to all the authors too!
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Axe / Re: Multiplayer Link-Port Gameplay [Question]« on: December 01, 2011, 07:21:38 pm »
For routines, you have Get() and Send(), as for techniques, what do you mean?
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The Axe Parser Project / Re: Axe Parser« on: December 01, 2011, 05:16:36 pm »
And Axioms could give you higher flexibility too, while still keeping speed up. For example you could have 2 different Axioms for 4x4 vs 8x8
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The Axe Parser Project / Re: Axe Parser« on: December 01, 2011, 03:20:36 am »Another thing to keep in mind is that because a majority of the time spent rendering a tilemap is sprite drawing and not the tilemapping itself, any speed increase from this routine will be very tiny compared to if you wrote it in native Axe. Most of the advantage will come from reduced size of code and simplicity of the programming. Wait is your tilemapper just going to use the built in sprite display routine? Because displaying tilemaps by looping around a sprite command is going to be just as slow as Axe (which is reallly slow). There are much more optimized ways to do tilemapping that would be loads faster than the way you can do it in Axe. I had a discussion with Calc84maniac earlier and he has some really good ideas and methods for making insane fast tilemappers, maybe you can talk to him? And my preference would be: Byte: Because limiting a tilemap to only 16 sprites seems like a bit *too* limiting to me Smooth: Because all other types are easy and fast in Axe RAM: Because its easy to set up, and tilemaps can span all of RAM if you really needed them to (App with appvar map) Monochrome: Assuming you can draw to arbitrary buffers, there wouldn't be too much loss of functionality 8x8: Because 4x4 is barely ever used, and arbitrary sprite size would be way too slow. 16x16 might be a better option that 4x4 too, although I think 8x8 is still the best solution. 650
News / Re: Builderboy's Sonic Physics program gets Revamped« on: November 30, 2011, 11:34:52 pm »
Dunnow, but as I said in the other topic, this was simply a basic physics/graphics demo, I have no plans of extending this into a full game ^^
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News / Re: Builderboy's Sonic Physics program gets Revamped« on: November 30, 2011, 10:52:19 pm »
Yeah it is 15Mhz unfortunately, but I attribute that to my old code, and the hacky way we are forced to do tilemapping. With a proper Tilemapper Axiom, and rewritten physics, I think it could be plenty fast in 6Mhz ^^
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TI Z80 / Re: Sonic Physics« on: November 30, 2011, 08:03:07 pm »
Mostly the ball just gets stuck or zooms in a weird direction, usually does not crash the game, but it can be a bit annoying. As for making this a game, I'm done dealing with this old buggy code, if someone wan'ts to use it, they can go ahead
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TI Z80 / Re: Sonic Physics« on: November 30, 2011, 07:54:52 pm »
Rawr! I recently thought this would be really awesome if I implemented smoothscrolling! So I implemented it! Yayyy! I did run into some issues because my old code was kind of buggy (and there are still some very prominent bugs in this demo) but I managed to get it into a workable state nonetheless! I used Runer's old shifting smoothscroller, and it ended up working very nicely! To play you will need Program Axe and the appvar S in RAM, then run the Axe program, use the arrow keys and 2nd to move around and jump!
During the development, I became so frustrated with my old code that I switched to using Chainfire physics, which worked perfectly! The downside was that you no longer got the same feeling you got when using the sonic physics. So I switched back to sinic physics to keep the cool fun feeling while, and tolerated the occasional collision bug ^^ 654
TI Z80 / Re: Midnight« on: November 30, 2011, 07:46:53 pm »
Oh don't worry I will before I install everything ^^
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TI Z80 / Re: Midnight« on: November 30, 2011, 07:40:26 pm »
Looks amazing! I take it you took a little inspiration from the Serenity opening cutscene? :] I can't wait to play this ^^
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Gaming Discussion / Re: Pokemon is evil« on: November 30, 2011, 05:59:05 pm »
Creepypasta is Creepy
People should read the Russian sleep experiment, that is a creepy creepypasta 657
TI Z80 / Re: Fullrene« on: November 30, 2011, 05:44:24 pm »
Maybe put it in the first post, or the post you link to in the first post?
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TI Z80 / Re: [Contest] My First Quantum Translocator« on: November 30, 2011, 04:28:11 am »
I'm not sure I'm liking the background, it makes the whole screen cluttered in my opinion. That and the random particles streaming across the screen just seem unnecessary and distracting to me. Also, I see the player has a white portion of him, but since he's on a mostly white background, he just looks like a floating block. Good job getting the moving platforms working though, hope you can iron out all the other bugs you were having with them ^^
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Official Contest / Re: SC2 tourney I: 11 DAYS LEFT cooliojazz jsj795 & builderboy!!!« on: November 29, 2011, 10:59:44 pm »
It says your gamer tag (Nerazim) but not your character code. I need both in order to add you
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Official Contest / Re: SC2 tourney I: 11 DAYS LEFT cooliojazz jsj795 & builderboy!!!« on: November 29, 2011, 10:43:45 pm »
I'm online but i don't have your character code
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