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Art / Re: Blur Sprite Requests
« on: October 05, 2010, 02:45:05 pm »
Monochrome and facing to the right. Thanks.
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Art / Re: Blur Sprite Requests« on: October 05, 2010, 02:45:05 pm »
Monochrome and facing to the right. Thanks.
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Art / Blur Sprite Requests« on: October 04, 2010, 08:05:15 pm »
I'm looking for 2 new sprites for Blur.
I'd like a squirrel and a whale. These sprites need to be no bigger than 8x8, but not shorter than 7px. Thanks in advance! 1323
News / Re: Eeems is Back! Bearing jBOS2!« on: October 04, 2010, 07:46:57 pm »
Welcome back!
And jOBS2 looks spiffy! 1324
TI Z80 / Re: Blur - It's like fast tunnel, but with Nethams« on: October 04, 2010, 07:37:01 pm »
Lol. Fixed.
![]() Multiplayer would use Axe's linking commands to send the two bytes used for the other player's position (1 byte for x-position, 1 byte for y-position). I'm thinking about how I show the other player's ship though. Perhaps I could display the other player's ship as grey in the background. 1325
TI Z80 / Re: Blur - It's like fast tunnel, but with Nethams« on: October 04, 2010, 07:20:44 pm »
Sounds good.
Here are the currently planned features: * Classic Mode - 4 Difficulties (Easy, Normal, Hard, Netham) - Tunnel size depends on difficulty - Save and race against a 'ghost' - Highscore for each ship for each difficulty * Mirage Tunnel - 4 Difficulties (Easy, Normal, Hard, Save the Whales) - Greyscale tunnel that sporadically disappears and reappears - Highscore for each ship for each difficulty * Enemy Assault - 4 Difficulties (Easy, Normal, Hard, Assault of the Squirreliojazz) - Dodge waves of enemies - Highscore for each ship for each difficulty * Mutiplayer - 4 Difficulties (Easy, Normal, Hard, Rick Astley) - Link play - Highscore for each ship for each difficulty 1326
TI Z80 / Re: Pokemon TI« on: October 04, 2010, 05:58:05 pm »
I think I can make the movement a little more fluid.
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TI Z80 / Re: Pokemon TI« on: October 04, 2010, 05:51:52 pm »
I'll see about trying to get a Youtube account.
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TI Z80 / Re: Pokemon TI« on: October 04, 2010, 05:45:29 pm »
I fixed the flicker. I accidentally had it re-enable the interrupt (which draws the grey and plays the music) before drawing the character. I simply moved where it turned the interrupt on to after it draws the character and it works now.
![]() Here's a video of the current map engine in action. There are a couple of things I need to fix, including the music lag (which I believe I know how to fix). 1329
TI Z80 / Re: Blur - It's like fast tunnel, but with Nethams« on: October 04, 2010, 05:29:35 pm »
Collision between the player and enemies needs to be done as well, but that's probably gonna be easier than the AI (unless I make a really bad AI).
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TI Z80 / Re: Blur - It's like fast tunnel, but with Nethams« on: October 04, 2010, 05:23:40 pm »No, apparently that's why this happened.Nope. Dispgraphrr had nothing to do with that problem. I didn't have to change the interrupt at all and it works now. Multiplayer or enemy ships would be awesomeMultiplayer sounds fairly easy to do actually. I was planning to add a feature to let you record and race your 'ghost' in classic mode, as well, so I could base the multiplayer off that. The enemy ships thing could actually take longer, it depends on the kind of AI I want to use. 1331
Axe / Re: Why is this failing?« on: October 04, 2010, 05:16:47 pm »
It would seem that this isn't a wabbit issue, as the working version I uploaded to my computer from my calc works perfectly in wabbit.
I believe the music problem has been solved, aside from the lag when moving, but that's just because of how I update my map, so I'll see about a way to fix that. 1332
News / Re: Axe Contest poll and judging starts« on: October 04, 2010, 03:04:33 pm »
Congratulations! Splut is one of my favorite TI puzzle games.
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Axe / Re: Why is this failing?« on: October 04, 2010, 05:32:58 am »
Oddly enough, I just tried this on my calc and it worked.
Maybe the problem was that I just didn't have the latest version of wabbit? 1334
Axe / Re: Why is this failing?« on: October 03, 2010, 08:57:50 pm »
The music doesn't play at all.
Here's an old version of the code that should work: Code: [Select] :.A66
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TI Z80 / Re: Blur - It's like fast tunnel, but with Nethams« on: October 03, 2010, 08:54:01 pm »
And interrupts.
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