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Messages - Hot_Dog
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331
« on: December 12, 2011, 08:14:55 pm »
I got sick and tired of the limitations of .gif files, so I made this youtube video of Level 5. Including the BOSS! Besides the boss, here's some other features I added: * The rocket launcher will damage you if you are too close to a wall or an object such as a tree * The pistol now does 1.5 damage per shot Yet to add/fix before a test version is released: * Allow saved games to save bosses * Make sure the rocket launcher won't damage the player for dead bodies or powerups that a rocket could potentially hit * Fix a bug where doors requiring keys don't show up on the map * Add level 2! * Change the knife to a lightsaber, and create a more techy shotgun * Change the health-bar info for keys, and make sure the info doesn't appear underneath the boss health bar like in the youtube video
332
« on: December 11, 2011, 11:55:09 pm »
Any takers before I create the sprites myself?
333
« on: December 07, 2011, 05:20:27 pm »
Sorry that it took so long. I kinda forgot abouth this...
Here's my forest level: http://dl.dropbox.com/u/11215358/ben_g%20forest.inc http://dl.dropbox.com/u/11215358/ben_g%20forest.lev
Don't worry about it...and again, keep up the good work! I only have a couple of suggestions: 1. In many rooms, there's so many enemies and objects that the game will slow down dramatically. Try to cut down this amount down. And don't forget, you can always feel free to use a combination of walls and objects to provide a player with cover...you don't have to do all walls or all objects. Walls are less processor-intensive than objects are. 2. You did a good job throwing in plasma cells, this will help with rooms that have 5+ enemies. The only thing is for these easy levels, you'll want to keep hard enemies and harder enemies to a minimum. Thanks again! I hope that these suggestions are not frustrating you, because I want you to have fun designing these levels.
334
« on: December 07, 2011, 11:58:14 am »
Is this really where Nyan cat came from? Or is this another Nyan Cat cameo?
335
« on: December 06, 2011, 09:17:39 pm »
The best (and most famous) guide I've found so far is Sean McLoughlin's Learn TI-83 Plus Assembly in 28 Days. You can read it online here.
Hot_Dog also made a pretty useful (and easy ) set which I've gone into pretty far myself, found in its sub-forum.
Either one would be a great choice. Sean McLoughlin's is definitely the most famous and one of the better ones. It's the one I used to learn ASM. My set of lessons is easier for some people and covers certain topics better than Sean does, but on the other side of the coin the lessons are longer and more slow-paced. Incidentally, the latest version is here: http://ourl.ca/10913
336
« on: December 05, 2011, 04:14:30 pm »
Sorry guys, the gif uploaded weirdly. Now you can see my screenshot in the previous post
337
« on: December 05, 2011, 02:47:19 pm »
More progress! Yes, saved games are now working! Now I'm working on level 5, with the hopes of having levels 1-5 ready for testing by Christmas. Level 5 is a boss level, but since the levels need to start out easy, it will be a boss with only 300 HP. Most, if not all, boss levels in Elimination will start out as normal levels. Then the player will enter a room where the door will be permanently shut behind him (replaced by a wall) and the player will face the boss in an arena. The next screenshot will feature a fight with the boss of the underground levels! For now, here's a preview. Level 5 is called "Storage Facilities."
338
« on: December 02, 2011, 04:25:38 pm »
TBO_Yeong, here's the files you need to test Beach levels for Elimination. Remember to use the password I gave you in a PM. And please ask questions if you need help (Again, you can only test one level at a time.) Instructions: 1. You will need to export your level in the level editor. Then go to the file levels.inc. 2. Your level will consist of a series of Hexadecimal values (with the dollar sign) followed by a list of other random numbers. In the folder I gave you, you will find a file called TestLevel.z80, which also has a similar-looking block and a list. Replace the block and list in this file with the block and list from your custom level. Make sure you do not erase the lines "Levelstuff:" and "Enemy_DIE .equ 3" 3. Once you have edited the data in TestLevel.z80, save it. 4. Run CompressLevel.bat 5. Run the following command in command prompt (or whatever you use in your OS): spasm Elimination.z80 Elimination.8xk 6. Use Elimination.8xk in Wabbitemu
339
« on: December 02, 2011, 12:29:37 am »
if (read: when) I download this when the demo comes out, consider me a tester Tho, it's worth noting that I don't test to find bugs. I test games to tell you how fun they are (in a very specific way, ofc)
The testing will be to see if levels are too easy or too hard, so I guess it falls in the category of "how fun they are" I had some free time, but the computer I was using didn't allow me to test the game with Wabbitemu because this computer stinks. So instead I worked on some more enemies. You will see these enemies on the beach and probably in the rocky levels. Wait, there are themes? I can't wait to try this.
You might be interested in this: http://www.omnimaga.org/index.php?action=dlattach;topic=10401.0;attach=9794That lists almost all the themes. Of course, I won't make that many if I feel like I'm getting bored, in which case the final release will have whatever levels are finished
340
« on: December 01, 2011, 06:01:25 pm »
I'll miss your old one, but I like this new one too!
341
« on: December 01, 2011, 03:00:48 pm »
342
« on: December 01, 2011, 02:37:09 pm »
Game saving/loading is going wonderfully and should be done soon. In case I haven't mentioned it already, you will be able to save up to three games.
I had some free time, but the computer I was using didn't allow me to test the game with Wabbitemu because this computer stinks. So instead I worked on some more enemies. You will see these enemies on the beach and probably in the rocky levels.
343
« on: November 28, 2011, 12:32:13 pm »
I want to try it, so I meant yes.
I'm sorry that I haven't gotten back to you on this yet, TBO_Yeong. Since I have some downtime at work (meaning I can do anything I want as long as I'm available for the phone), I wanted to work on the textures for the beach levels. That way you can test the game using those textures The only thing is I have to make some changes to the engine to get the "horizon" texture the way I want it, so until then, when you use it you'll instead see some ocean water.
344
« on: November 25, 2011, 11:39:52 am »
I'm still working on saving and loading games because I didn't have a spare moment last week to work on this. However, to show that this hasn't been dormant, here's a new screenshot, where you calibrate your grayscale if you haven't played before. You can even fine-tune the grayscale using the right and left keys Note: Omnimaga doesn't seem to want to play the whole file, so you should click on "Calibration.gif" to view the whole thing
345
« on: November 22, 2011, 10:28:09 am »
Why are Asm (and for the Nspire, C) and TI-BASIC in the same category? Aren't they the languages that are the least similar to each other?
We didn't sort them by language as much as by popularity. Lua and Axe have a lot of projects coming in, since they are easy to use yet powerful.
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