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Messages - Darl181

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2236
TI Z80 / Re: Axe Shift: Contest Entry 2011
« on: May 25, 2011, 09:02:24 pm »
Unless someone wanted to make a really evil levelset :P
But yeah.

Once I finish the actual shifting, I think I'll start mapping out the levels from the flash game.

Also: menu mockup.  Layout similar to the Tio menu for now, I'm thinking of making the "SHIFT" vertical and on the right, with the buttons/options on the left like in the 3rd one.

EDIT: jump height is lower. yay

2237
Miscellaneous / Re: What is your avatar?
« on: May 25, 2011, 08:46:09 pm »
Since calc screens don't really agree with 60o angles, I changed my avatar a bit.  Also, it fits better  the screen now, exactly 96 pixels wide and 60 pixels tall ;D

EDIT: changed omni avatar back to old one, looks better on the computer :P
I'm keeping the square one for calc splash screens tho

2238
Miscellaneous / Re: What is your avatar?
« on: May 25, 2011, 07:05:41 pm »
Thanks, will try ;D

Also, how do you make a php page using 000?  I pasted the code in, saved, and it loads as html...there's no option like "save as" anywhere, let alone php

2239
TI Z80 / Re: Tag
« on: May 25, 2011, 06:46:17 pm »
Interesting idea.  Does it cycle through block types, or does it switch from one type to another?

2240
Humour and Jokes / Re: xkcd comics I agree with
« on: May 25, 2011, 06:43:42 pm »
I tested the alt text in #903, I got into a loop which went through "Latin" repeatedly.

2241
TI Z80 / Re: Axe Shift: Contest Entry 2011
« on: May 25, 2011, 06:36:39 pm »
What I'm testing for is if both "feet" have something solid below them.  It doesn't have to be precisely lined up or anything, unless it's just one block.

2242
Miscellaneous / Re: What is your avatar?
« on: May 25, 2011, 06:29:32 pm »
000 and other free web hosts with PHP work :)
Can you describe how to make it work because I've been trying on and off with 000 for like a week now. :P

EDIT: @ruler what's the script?

2243
TI Z80 / Re: Axe Shift: Contest Entry 2011
« on: May 25, 2011, 06:25:50 pm »
Doesn't mean it has to stay just like the original. ;)

2244
TI Z80 / Re: Axe Shift: Contest Entry 2011
« on: May 25, 2011, 03:22:12 pm »
I'm writing the stuff for that right now.  (well, lunch break atm but I have math class next so yeah)
Actually it's kind of a lol b/c when I first started I thought I would have to adapt all the If statements to work for both modes and it would be overly conplicated.  At least, until it occurred to me to just switch the types and put DrawInv before and after the DispGraph :P

Incidentally, about how much pause is equal to a DrawInv?  Pause 50?

EDIT: I'm not sure if in the end it will be possible to have a starting point in the solid parts.  First priority is shifting, then menu, options, then stuff that the game can still be notable without.

I'm also debating over whether I should make mock grayscale for this (a la one-buffer animated sprites)

2245
TI Z80 / Re: Axe Shift: Contest Entry 2011
« on: May 24, 2011, 10:10:15 pm »
I've experimented with splashes/explosions in the past, I thought of getting the gravity-affected bits to work with Duel but went for the arcade-style explosions instead :P

I'm a little concerned with how high he jumps though; shouldn't that be a little lower?
And I definitely think the jumping should be a bit lower
Jumping a bit high though
Ok, I think I know what to do with that now  ::)

2246
TI Z80 / Re: Axe Shift: Contest Entry 2011
« on: May 24, 2011, 07:39:58 pm »
Whee, 1337th post.  Yes, the timing is intentional :P
Started by making a level editor and worked up from there.
Blocks so far are divided into two equal parts, one is the light background and one is the dark background.  Like the fix tokens: 0 and 1 are related, 2 and 3 are related, etc.  So there's two of each type of tile: a light one (even #) and a dark one (odd #).  Tiles of the opposite type of the current type are seen as solid unless handled specially (ie spikes)

So far:
Blank solid
Start
Finish (door)
Spikes up and down.  You can safely walk on top of up-facing spikes, and can safely hit the bottom of up-facing spikes.
runs at 6Mhz
Door slides open and closed when you go into it
you go boom when you hit spikes

Still need to add:
company logo?
title screen/menu
The actual shifting
support for multiple levels and/or level packs

Might happen:
Key/door
directional switching (the arrows)

I also plan on making a built-in set, probably based off the original Shift (not 2 or 3)

I'm a little concerned with how high he jumps though; shouldn't that be a little lower?
That was bugging me a bit too, I remember changing it to about half the initial velocity but idk what happened to that. It's back at -32 atm (coordinates are inflated by 32), but I'll change it back again

2247
News / Re: Post Notifier
« on: May 24, 2011, 06:42:24 pm »
What I would do would be to delete the post, then re-post...
Hopefully it works in the end, though :P

2248
Well last year we had more participants in general, but then around late August most of them lost their entire progress in ram clears, with no backups D:, plus some people ran out of time since they had huge projects. Hopefully this year projects are planned better, in terms of data protection and time management. :)
* Darl181 fishes around for msd8x adapter
ofc, I always backup!  >.>

Also, looks like progress is going really fast compared to last year, looks like a good part of the entries can easily be done by the middle of June :P

Spoiler For Spoiler:
Quote
plus some people ran out of time since they had huge projects.
^this, but I've learned some things since twhg ;)[/quote]

2249
I also have an idea: A game that looks like tunnel or helicopter games (side-scrolling) but you're a little car and there are other cars racing you, like a racing game, not sure of how to code that ;)
I had thought of doing that at one point...idk how to code it either tho :P
I tried making an engine that when an arrow key was pressed it would change direction, but it crashed immediately...

2250
TI Z80 / Re: Axe Shift: Contest Entry 2011
« on: May 23, 2011, 02:33:54 pm »
Yeah, i had a bunch of stuff written for 4*4 tiles :P
I guess i'll start with 4*4 and if I have enough time afterwards I'll attempt to convert the 4*4 to 8*8, implementing (hopefully smooth) scrolling in the process.

And I can not get this blasted physics system working properly...:banghead:

EDIT: got it sort of working, will polish up.
Planning a screenie for 1337th post, only 4 away ;D

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