Show Posts

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.


Messages - Darl181

Pages: 1 ... 115 116 [117] 118 119 ... 253
1741
TI Z80 / Re: Nyan Cat
« on: July 26, 2011, 12:58:40 pm »
Not sure if anyone else got this, but there's a Fix 2 needed at the end.
Tho the inverted homescreen looks pretty cool...

1742
Other Calculators / Re: Explosions that Look Good
« on: July 26, 2011, 12:54:54 pm »
That's an old version.  First screenie I found that had the explosion :P

Also iirc Blur (a contest entry last year) had a sprite explosion, except it didn't just fill in random data but it had a series of sprites.

EDIT: http://www.omnimaga.org/index.php?action=dlattach;topic=4479.0;attach=3334;image

1743
Other Calculators / Re: Explosions that Look Good
« on: July 26, 2011, 12:51:57 pm »
Screenies of second two types.

(Cube Runner)


There's actually two types of explosions in DS...it's pretty far into the screenie but it crops up eventually

Basically a particle explosion but with a sprite instead of a pixel, and the bits stick to the walls and such

1744
TI Z80 / Re: Dimension Shift
« on: July 26, 2011, 12:45:18 pm »
Well, it's really big  so make sure you have enough memory wherever to receive it.  Even the size a VAT can get on an SE is enough to make it impossible to send/run.

1745
Miscellaneous / Re: Userbars: Do you make any?
« on: July 26, 2011, 12:27:19 pm »
[netham45]That would probably be pink. ;)

Added in.

EDIT: I can't help but notice the two shades of pink are different.  Is this on purpose?

1746
Miscellaneous / Re: What is your signature?
« on: July 26, 2011, 03:30:00 am »
Changed to one of the userbars I just finished making, and switched the Axe bar back to 20 pix tall.  Yes, atm I'm still using 0.5.3 :P

1747
Miscellaneous / Re: Userbars: Do you make any?
« on: July 26, 2011, 03:22:58 am »
Done!
All of them are 20 pix tall, but that's fixable..

Btw "Base" is the one I built off of for most of them, if someone else wants to make some that's the starting template ;)
Spoiler For Spoiler:
TI calc font (from Tokens or otherwise, or just pixel art), 14 pt, antialias off.  Initially make in final color, copy to new image, color in white.
Resize canvas of original, colored text (not scale, resize) to something like 150 wide and 18 tall.
Move Colored text to zero, create new layer and bring to front if necessary.

Copy white text to (transparent) back layer, align with colored text.  Deselect, gaussian blur.
Twice.

Merge layers, copy to image with base (smart idea is to put it in a separate layer)
Make sure the font has a gap of 3 pixels between the top of a capital letter and the black border.  Also have the gap from the right-side black border to the rightmost part of the font be 4 pix.  That or left align, so it's one "space" from the alpha (α), a gap of 14 pixels.  Vertical alignment shouldn't be a problem :P

Merge glowy text layer to base layer.
Save as whatever
EDIT: added lobster bar
EDIT2: the typical "<website> user" bar.

1748
Miscellaneous / Re: Userbars: Do you make any?
« on: July 26, 2011, 12:57:38 am »
* Darl181 wonders what to make the background like
I'm thinking either random hex or random binary.
That or I could make a sort of dithered shading...?

EDIT:
This is the planned background, and the omnimaga logo that I plan on putting to the left.

Put in quote box to better show glowy effect thing.
Quote

1749
Graviter / Re: Graviter
« on: July 25, 2011, 11:02:21 pm »
Hmm, I like the font but the G looks a bit weird..

Is this one grayscale too?
Nvm, around the options and in the image there's some gray

1750
General Calculator Help / Re: AI Theory
« on: July 25, 2011, 10:42:55 pm »
As I said, I haven't put much time into it :P
I don't really plan on anything too complex atm, first things first (ie the engine)
I can't get too complex with this, b/c I have only ~6mhz to play around with.

I might take the health into account, tho...

1751
Miscellaneous / Re: Userbars: Do you make any?
« on: July 25, 2011, 07:04:47 pm »
Something like these?
(also made one, "Manager", but since there's only like 5 I didn't it attach here :P )

EDIT: hmm apparently I put in less purple for "member" or did the gaussian blur different for each, so they're a bit different.  Oh well.

Also bump for Axe 102.

1752
General Calculator Help / AI Theory
« on: July 25, 2011, 06:51:30 pm »
For a game I've been planning on making (platformer SHMUP), I would need a somewhat-complex AI.
What it would do in the end would be follow/home in on the player in a physics-based enviroment--jumping over holes and such.
Also I plan on making it shoot, but I haven't thought about that so much yet.

This obviously isn't code, but thoughts.  Final thing will probably be in axe, but the ideas are pretty much general and could be applied to axe, asm, maybe even basic.
Anyway, what I have so far:
Spoiler For kind of big:
If player is to the left of AI
   If area to left is open
If there is floor to the left
      Move left
      Else
         If there is floor two or three tiles to the left and there is no wall two or three tiles to the left
         Move left and jump
         Else
         Check above?  Maybe just jump and keep checking
         End
      End
   Else
      If area to the right is open
         If there is floor to the right
               Move right
               Else
                  If there is floor two or three tiles to the left and there is no wall two or three tiles to the left
                  Move left and jump
                  Else
                  Check above?  Maybe just jump and keep checking
                  End
               End
      Else
      Jump, set something to check if area to left is open then right.  If AI lands without moving left or right, then the AI must be in a pit-—idk what to do at this point
       End
   End
End

.next part is pretty much same as previous--just switch "left" with "right" and vice-versa =P
If player is to the right of AI
   If area to right is open
If there is floor to the right
      Move right
      Else
         If there is floor two or three tiles to the right and there is no wall two or three tiles to the right
         Move right and jump
         Else
         Check above?  Maybe just jump and keep checking
         End
      End
   Else
      If area to the left is open
         If there is floor to the left
               Move left
               Else
                  If there is floor two or three tiles to the right and there is no wall two or three tiles to the right
                  Move right and jump
                  Else
                  Check above?  Maybe just jump and keep checking
                  End
               End
      Else
      Jump, set something to check if area to right is open then left.  If AI lands without moving right or left, then the AI must be in a pit-—idk what to do at this point
       End
   End
End
It's not exactly organized, and I don't have it check for whether player is above or below (ie if it were below it would look for a hole that's not a pit), or if there's a ledge it can jump over a hole onto, but one gets the general idea.


I was wondering if this has been experimented with before in calc games, how practical it would be, and if there would be a better way to organize this stuff.  Also if there's any ideas I've overlooked..

TIA :)

1753
Well there's an original game boy emulator (84pse/84p/84pse) and a gbc emulator (nspire with ndless 2.0?) so it might be possible.

1754
TI Z80 / Re: Nyan Cat
« on: July 24, 2011, 11:16:31 pm »
I think the problem would be both keeping semi0-smooth grayscale and sound going at the same time.
Tho, a fast interrupt and short bits of sound would probably work...

1755
TI Z80 / Re: YAMGT
« on: July 24, 2011, 11:14:16 pm »
Idk, at one point I figured rather than make a new thread for every mini-game (pretty much all I was making for a while) I'd just combine them into one big thread.  After a while I just got used to it and put pretty much everything in one thread, tho i've started separating (ie ds in its own topic) :P

Another idea I've been playing around with--physics platformer SHUMP.  Can't say I've seen many of those, and I could imagine it being interesting to make...
Probably not different levels or a released editor, just one giant map with something endurance challenge-style or something.  Maybe a sword or dagger as a backup weapon when you run out of ammo and need to get to the pickup ;D

Pages: 1 ... 115 116 [117] 118 119 ... 253