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News / Re: Phoenix arrives on the TI-Nspire
« on: November 07, 2011, 10:28:35 pm »
I know that Lua has its limits, but that doesn't seem to be stopping the community from making these awesome games! Another great one FTW!
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. 376
News / Re: Phoenix arrives on the TI-Nspire« on: November 07, 2011, 10:28:35 pm »
I know that Lua has its limits, but that doesn't seem to be stopping the community from making these awesome games! Another great one FTW!
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Elimination / Re: Elimination: A New FPS« on: November 07, 2011, 09:50:08 pm »
As you can imagine, working on the game has gotten me more and more comfortable with the Gemini engine, so here's some new features I might be adding. They are low on my list of priorities (meaning if they will keep me from finishing the game, I won't add them), so please don't bug me about them
1. Collisions with objects such as trees and robots. If you bump into an object head on, you come to a complete stop. If you bump into an object at an angle, you "slide" across it until you can move past it. 2. Objects will make great places to hide from enemy fire, but will also block your line of fire. I'm 99% sure I will be adding this one. 3. Rockets will have actual moving ammunition rather than simple firing animations 4. Multiplayer. If I add this one, link play will take top priority over AI. 378
Elimination Developers / Re: Elimination: If you want to design game levels« on: November 07, 2011, 09:43:30 pm »is this empty level good enough of layout for a forest level? I tried to make it look more like a forest by using no doors and much open space, connected together by narrow paths. I also put lots of groups of trees to hide behind when reloading. I think it's marvelous! I like this level the way it is, but for future forest levels, you can feel free to add doors. The game takes place on another planet, and for the forest I imagined doors covered in vines. If you'd like, feel free to use objects, not just walls, for cover. At first I wasn't planning on using objects to block fire, but today I thought of a way to implement the feature. 379
Elimination / Re: Elimination: A New FPS« on: November 07, 2011, 07:49:54 pm »Do you mean enemies were just vanishing or did they just showed up halfway into the wall or something? Also I'm glad there's new progress. Enemies showed up halfway into the wall Not much new progress, but I haven't been lazy. I'm having to create a new format for saved games, so it will take a little bit of time. It will be worth it 380
Introduce Yourself! / Re: Hi everyone« on: November 07, 2011, 03:39:21 pm »
Welcome to the forums, xromanx!
Don't forget, if you would like help with Axe, we are more than happy to help! Just ask here: http://www.omnimaga.org/index.php?board=162.0 381
ASM / Re: clipping« on: November 07, 2011, 03:37:29 pm »
Can you upload some of your ASM files? At the moment, it doesn't look like you're doing anything wrong, but if it's a problem of corrupted flags, we can help out more if we can see more of the big picture. For example, I'm hoping to see where exactly temp and _ty are
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Site Feedback and Questions / Re: How we can improve Omnimaga?« on: November 05, 2011, 01:41:55 pm »
Thank you for adding the "+" and "-" buttons to the section for adding replies! This makes it easier for me to type in a huge reply. It used to be that my text box would violently scroll up and down if I was typing a long reply.
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Art / Re: Monochrome art« on: November 05, 2011, 01:40:17 pm »Then use the humanoid robot sprite for the humans (in sci-fi armor )Keoni, you are champion at pixel art. Lol, okay. Let me try again Try a Starcraft II Colossus shrunk down to the size of a human. Then it walks on 4 legs, is not humanoid, and is robotic. Although give it some special touches so that it's not an exact duplicate of a colossus Thank you so much, Keoni! 384
Art / Re: Monochrome art« on: November 05, 2011, 12:23:14 am »
While the Kirby game sprites look nice, and while we're probably sad to see Kirby not being worked on, let's keep this topic related to Keoni and his sprites/sprite requests.
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Art / Re: Monochrome art« on: November 04, 2011, 11:04:58 am »Keoni, you are champion at pixel art. No truer words spoken Keoni, the robot should actually be about as big as humans. So 32 x 20 like the humans are The idea is humans are not having too hard of a time winning the battle. I was also imagining robot movement by walking rather than hovering. 386
Art / Re: Monochrome art« on: November 03, 2011, 03:48:45 pm »Animated robot sprite: Again, wonderful! I'm sorry for not being clear, I was thinking of something like the ships from the new "War of the Worlds" for the robot--in other words, an animal robot rather than a humanoid robot. Also, can you eventually create the actual cutscenes rather than individual sprites? 387
Art / Re: Monochrome art« on: November 03, 2011, 01:58:58 pm »How big are the characters supposed to be?? 8*8?The robot might need some screenfilling slides. I'll see Hmmm...32 high by 20 wide 388
Art / Re: Monochrome art« on: November 03, 2011, 11:25:58 am »The robot might need some screenfilling slides. I'll see Wow, those are awesome! Although I'm not keen on the idea of screen-filling slides. I'm imagining 3 different scenes where all the action for each scene is in one camera view. 389
Art / Re: Monochrome art« on: November 02, 2011, 12:25:40 am »
Keoni29, can I put in a request for a cutscene? It comes in three parts for a total of about 30 seconds:
1. A robot (something out of this world) walks toward some army men holding bazookas, and the robot gets destroyed by the bazookas 2. A UFO flies in from off screen, firing at a tank, and an Earth AA gun shoots the UFO, which explodes in the air 3. A space ship similar to an airplane hovers over a city and gets hit over and over and finally falls to the ground Basically, Earth is beating the bad guys Cutscenes in the game are basically sprites displayed at different positions, something similar to Kirby's Adventure. If you can create .gifs, I can handle the rest If you're interested in doing more after that, let me know, I have others planned! 390
TI-BASIC / Re: Encoding eight characters as a single number« on: October 31, 2011, 07:50:03 pm »
This would be awesome for lists, because people are less likely to delete lists than Real Variables
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