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 - Hayleia
Pages: 1 ... 129 130 [131] 132 133 ... 239
1951
« on: October 23, 2012, 10:56:53 am »
Well that sucks. I am finishing up a Psychology paper for college so I'll have take a look at the script tomorrow and see where I might have made a mistake. Don't worry, there is no hurry Is the Finally folder in the folder named after your username? Yes. For example, the bin folder in the Finally folder is at "C:\Users\MyName\Finally\ffmpeg\bin" (And lkj was right, the path is still "Users" even though it shows "Utilisateurs") Did the command prompt window that popped up have a lot of text that looked similar to the text in the attachment below? No. There are appearing commands but they seem to do nothing, as if they were not validated or something.
1952
« on: October 22, 2012, 02:06:06 pm »
Well that is exactly where I put it. Launching it asks me to select my movie and to input a name, but then, nothing is produced nowhere: there is nothing in the Output\Frames folder and nothing in the Output\Movie folder.
1953
« on: October 22, 2012, 02:47:38 am »
Dynamic tile mapping? Tell me more.
He means that in the data, all the walls are represented by the same number, but on the screen, they are represented by different sprites according to their neighbours I made that too in Robbox and for some reason, it works perfectly for level 1 but not for level 2 edit nvm, it was me being stupid, it works now
1954
« on: October 22, 2012, 02:45:06 am »
3562: The first time you have ever played Pokemon is on your calculator
In fact, I played it on a calc before playing it on a GameBoy I had my first Gameboy when I was 17 (but I had already played it on emulators )
1955
« on: October 22, 2012, 02:40:12 am »
Does this work on a French Windows 7 ? I tried it by putting the Finally folder in "C:\Utilisateurs\{username}" (Utilisateurs means Users), launched it, it seemed to work (I mean that there were prompts and all and it said "Done, Thanks" at the end) but then nothing in the output folder
1956
« on: October 22, 2012, 02:31:40 am »
Why would diagonal movement be much slower though?
Just guessing here but maybe pythagoras-calculations taking a little bit time? + movement has to be done diagonally so y and x at te same time? Idk just guessing (please don't shoot me xD )
Not really about Pythagoras calculations But yeah, if x and Y move at the same time, there is twice as much things to draw at the same time and those drawings need to be prepared before being drawn, so I guess it will slow down a lot. As always your work looks very pretty Hayleia. Thanks (But you haven't seen the second level. For some reason, the decompression doesn't work for this one so walls are completely garbled ) edit It works now Now I need to add new things in this level 2, such as crates and all -.-°
1957
« on: October 22, 2012, 02:24:42 am »
(Not half-evil, as some would think.) * Hayleia runs
1958
« on: October 21, 2012, 01:44:51 pm »
Wasn't there already a topic about that somewhere ? I feel like I already read about this on Omnimaga. edit Juju is half evil
1959
« on: October 21, 2012, 01:42:02 pm »
Looks very nice and fast. Thanks, but the final version won't be that fast I just prefer to have something that I can slow down than something that I can't speed up. By the way will those custom fonts be required for the game? Nope, I just use Spyro's font because I like it (I made the cursors myself but he made the rest) Also Stefan Bauwens one challenge in Axe Parser is that if the tilemapper is aligned properly in the screen, it scrolls much faster vertically, which can be rather problematic if you try to keep speed constant. In fact, the way I did it, the tilemapper would still be that fast even if it was not aligned properly The only thing that would slow it down too much would be diagonal movement. And if I only allowed the pleyer to be aligned with tiles is because the original game is done like that I am shocked by how fast it manages to be even with grayscale, though, let alone in Axe instead of ASM. In fact, since I use interrupts for my grayscale, the screen is not updated every loop run so maybe this is why it is a bit too fast
1960
« on: October 20, 2012, 02:54:34 pm »
You cannot even access registers directly in axe Since the Asm() command allows you to use native hex code, you can do everything you want in Axe
1961
« on: October 20, 2012, 02:52:30 pm »
Looking good. Sadly Newprog isn't that fast at scrolling.
Thanks But mine is only fast when scrolling vertically, I have to cheat to have the same speed when moving horizontally. I also got the level 2 working but it is empty So I am not making an update, you won't do more things in the level two than in the level one
1962
« on: October 20, 2012, 09:34:41 am »
Press Vars, Left, 3 to access r1 to r6 Of course I can store the values in A through Z prior to calling the subroutine, but don't those use RAM memory? What do you mean by use RAM memory ? Every variable uses 2 bytes of RAM memory, and r1 to r6 are variables too Also, welcome to the forums, feel free to introduce yourself
1963
« on: October 20, 2012, 09:26:27 am »
At first I misread this as Roblox the building game and was gonna say "inb4 troll invasion on Omni" but this looks very nice
I didn't even know about that game before you mention it UPDATE-You can't walk on walls anymore -There is now a goal: you must now collect all the screws before going into the end portal to win -Press F1 to explore the map (please don't explore all your RAM, there is no limitation) and press F1 again to quit the exploring mode I also optimized the vertical scrolling, still at one pixel at a time. Notice how fast it is now I had to make horizontal scrolling at 4 pixels at a time so the vertical speed seems less shocking As usual, screenshot and demo
1964
« on: October 19, 2012, 01:53:38 pm »
I wish you good luck with this new project. Thanks Glad you got the tilemapper working. I used to have a lot of problems trying to figure that out, but currently I think I've got a bit the hang of it.
Seems like the tilemapper is not going to be the most difficult part of it to do Moreover, I already made a basic tilemapper with Pokemon and a pixel-by-pixel tilemapper with TinyCraft so this one didn't need a lot of thinking to do (even though I use a completely different method for this one) Anyway, I got the second compression to work, now levels are stored as nibbles instead of bytes That was not hard either but it is very useful considering I have 50 levels to fit. Now you can see what the first level will look like, even if there is nothing to do inside and you can go through walls Screenshot and download below
1965
« on: October 19, 2012, 12:58:10 pm »
Wow, looks really cool Good job so far... I hope this will work out great like tinycraft
Thanks, I hope so too I just replayed it now and figured out there are plenty of things to do (and 50 levels to make )
Pages: 1 ... 129 130 [131] 132 133 ... 239
|