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Messages - Eeems
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5251
« on: June 15, 2009, 03:49:03 pm »
hmm, this could be a problem with IRC...and now we are down to 8 staff members...well with the influx of new posters I hope the loss of these members will balance out. It still kind of sucks though
5252
« on: June 15, 2009, 03:43:53 pm »
Ok, I am almost finished the engine, it runs way faster then before, but it has slowed down as I added more checks and such. I decided to try greyscale, but I don't know if I can get it to work right, on a 83+ it looks horrible, but it might run well on the faster ones because it isn't too bad but it still looks like shit. I'll post a screeny as soon as I can I hope it still runs well when I add in enemy physics EDIT: ok so here is a screen shot of it
5253
« on: June 15, 2009, 03:33:29 pm »
Not a big fan of these kinds of jokes, but I would like to point out how much more awesome I am then Chuck Norris. Seriously, I'm the shit.
I would start running and hiding right now
5254
« on: June 14, 2009, 06:27:47 pm »
ok, I have a new update, I haven't fully figured out how to display my rooms yet, but I know that it will be a 22*16 room using 8*8 tiles, and you will be only able to see 11*8 at a time, so it will have 4 screens per room. I have finished the room loading sequence it is a little bit slow but it allow me to have 34 sprites I believe (I use all the letters/numbers and theta for the string which then converts it to the matrix which I will use for displaying. I have a screeny that I made, notice the 'lightning' animations on the titlescreen (well more of flashes of light, which looks better on calc I might add)
5255
« on: June 14, 2009, 03:28:56 pm »
Chuck Norris once shot down an enemy air plane by pointing at it and saying "bang!" Chuck Norris doesn't do push ups, he pushes the world down
5256
« on: June 14, 2009, 03:25:42 pm »
wow, that is amazing!, it's a bit hard to read the text though...
5257
« on: June 13, 2009, 10:01:20 pm »
I was playing around with Celtic III and trying to figure out identity(4 and I accidentally cleared my RAM, and everything I had made was lost....luckily I had backed it up to make this I am glad I did
5258
« on: June 13, 2009, 04:26:41 pm »
lol, well I had just backed up my calculator... EDIT: ok, well I think I did a better titlescreen (added in some lightning flashes) and I'm working on the display engine, which may take a while if I am going to include the rain effect in the game engine I know for sure now that I will be using a tilemap from a matrix, but to store the maps I was going to use strings, but that would mean only 10 different sprites could be used, unless I find a way to increase it...maybe with the instring( command.... I am storing the maps as archived appvars so I don't have to worry about them being in the way, and I think this version will end up much better then the pure basic one was...
5259
« on: June 13, 2009, 12:57:57 pm »
ok so for this I will use xLib I guess, which will also work for Celtic III. so the simplest way to do greyscale with xLib is to recall a picture, then recall another over top of it repeatedly. so the simplest way would be like this::Delvar K :While Not(K :getkey->K :real(3,<pic1>,0 :real(3,<pic 2>,0 :End to add more depth to the image you can just add another real(3 statement now to do greyscale sprites is a bit harder, the sprite command would be too slow on the calculator, so the easiest way would be to use real(2 (the DrawTileMap command). [quote="DrawTileMap Syntax]real(2,Matrix_name,x_offset,y_offset,Width,Height,SStartX,SEndX,SStartY,SEndY,Pic#,Logic,TileSize,Update_LCD)[/quote] so the earlier code would be modified to work like this::Delvar K :While Not(K :getkey->K :real(2,<matrix 1>,0,0,5,0,5,<pic with tiles>,0,8,1 :real(2,<matrix 2>,0,0,5,0,5,<pic with tiles>,0,8,1 :End now this code will only draw a 5*5 map on the screen, if I did my syntax right....and this will have 2 level greyscale, now for 3+ level greyscale you just add more real(2 commands.
5260
« on: June 13, 2009, 12:26:16 pm »
no thank you, I already did
5261
« on: June 13, 2009, 12:26:57 am »
well I'll start typing up the tutorial tomorrow, but here is a quick rundown for you. In basic the only way you can do effective greyscale is with an ASM lib. greyscale is just two (for 2 layer) or 3 (for 3 layer) or 4 (for 4 layer) etc sprites that are being displayed in each others place fast enough to kind of merge the sprites together, so I will start with a quick example using 2 layer greyscale (since it is easiest)
to display a white pixel you will leave the pixel blank in all the sprites to display a grey pixel you will leave the pixel blank in only one sprite to display a black pixel you will have the pixel on in all of the sprites
{0}{1}{0}{1} pixel 1 {0}{0}{1}{1} pixel 2 -------------- 0 1 1 2 darkness
3 layer just adds more intensities of grey that you can use. I'll actually start a tutorial tomorrow, and maybe DJ could post some of the code he used.
5262
« on: June 13, 2009, 12:20:40 am »
woe, easy on the double posting here TI-newb, there is an edit button you know
5263
« on: June 13, 2009, 12:19:55 am »
thanks! funny story, I was playing around with Celtic III and trying to figure out identity(4 and I accidentally cleared my RAM, and everything I had made was lost....luckily I had backed it up to make this I am glad I did
5264
« on: June 12, 2009, 09:43:59 pm »
oh right, Nikky just does the file uploads
5265
« on: June 12, 2009, 09:36:14 pm »
well I have to write the whole game over again because I have to completely change the engine to use Celtic III efficiently, and I have to load the maps differently, because I store them differently... I'll upload the screeny in a little bit, wait for the edit EDIT: ok here they are
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