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Elimination Developers / Re: Elimination: If you want to design game levels
« on: October 18, 2011, 09:28:28 pm »Im ready to test btw
Glad to hear that
![Smiley :)](https://www.omnimaga.org/Smileys/classic/smiley.gif)
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. 421
Elimination Developers / Re: Elimination: If you want to design game levels« on: October 18, 2011, 09:28:28 pm »Im ready to test btw Glad to hear that ![]() 422
Elimination Developers / Re: Elimination: If you want to design game levels« on: October 18, 2011, 07:01:05 pm »
Ben_G and boot2490, you may now add rockets to your levels
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Humour and Jokes / Re: Dilbert: "We could only program with 0s"« on: October 18, 2011, 03:53:31 pm »or the letter 'O' Lol What I mean is, you always have to have 1s with 0s. If you feed the processor nothing but zeros, the processor is going to sit on its rear and twiddle its thumbs. 424
Humour and Jokes / Dilbert: "We could only program with 0s"« on: October 18, 2011, 03:47:33 pm »
This comic is funny, because any program with nothing but 0s does absolutely nothing
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Miscellaneous / Re: So what is everyone up to?« on: October 17, 2011, 12:05:35 am »
Full-time job, and stupid yard work on weekends
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TI Z80 / Re: Crabcake« on: October 15, 2011, 03:12:50 pm »
leafiness0, have you tried making sure that AxesOffr is the absolute last line that gets executed, no matter what?
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TI Z80 / Re: Crabcake« on: October 15, 2011, 02:08:05 pm »bump - have you found any problems? (Not rushing you or anything Wow...I got distracted, especially since my computer got corrupted. Thanks for reminding me ![]() 428
Elimination Developers / Re: Elimination: If you want to design game levels« on: October 15, 2011, 01:41:25 pm »
Ben_G and Boot2490, I forgot to tell you that I'm incorporating timed switches into the game, meaning that you can choose to have a switch on for a few seconds before it turns itself off. This means a player has to race for something.
If you want a timed switch, please round the time you want your switch on to the nearest second, and the maximum time is 12 seconds. 429
Elimination / Re: Elimination: A New FPS« on: October 15, 2011, 01:00:47 am »
I'm ready to start work on level 4. With level 4, the next screenshot will demonstrate my testing with black enemies and gray objects to help a player distinguish between one or the other.
Here's a teaser, showing how things are running faster now. Firefox for best results (Sadly the game is still slow when there's 10 objects in the room ![]() 430
Miscellaneous / Re: Which word do you most likely to mistype?« on: October 12, 2011, 11:57:43 pm »
I always type received as "recieved" and bulletin as "bulliten"
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Elimination / Re: Elimination: A New FPS« on: October 11, 2011, 11:48:41 pm »Oh cool! 1. Rather than stretching each wall and object one at a time (which is how I achieve full screen), I'm now drawing each wall and object normal size and then stretching the final result, which is much faster. Something I should have thought of before ![]() 2. I'm working on using the crystal timers to execute @ 120 T-States of instructions everytime a byte of data is copied to the screen 432
Elimination / Re: Elimination: A New FPS« on: October 11, 2011, 10:55:59 pm »
I've been applying some changes to speed up the game, and I say that the results are quite noticeable! So I'll use this as the precursor to level 4 screenshots. This means game-saving progress won't be until later
Incidentally, it's not over yet, I have some things left to hopefully increase speed even more 433
Elimination Developers / Re: Elimination: If you want to design game levels« on: October 11, 2011, 11:26:35 am »Can't I just make them in paint? The editor is so confusing. I'll include a legend! What's confusing? Is it how to use it, or is it incorrect names of everything? If it's confusing because of all the incorrect wall/object names, remember that I still need to make you a custom level editor ![]() 434
Elimination Developers / Re: Elimination: If you want to design game levels« on: October 10, 2011, 11:16:25 pm »
I put these sample levels up for Ben_G and boot to get a general idea of how levels in Elimination look. Sorry about the black lines through some of the walls
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Elimination Developers / Re: Elimination: If you want to design game levels« on: October 10, 2011, 03:54:03 pm »Tell me what you want and I'll use my artistic license. I'll send you a PM with as much of the story as you need (I don't want to spoil any endings ![]() Also, here's some textures you can start on, textures for the Futuristic War Vessel. I forgot my home computer is down for the moment, so I can't get the level editor for you quite yet Walls: * Base Metal wall w/ wires * Metal wall w/ window * Wall with humongeous computer screen * Metal Door * Base Wall w/ pipes * Wall with alarm light * Two "Filler walls" (Walls to accompany and decorate the base wall): One for the wall with pipes, and one for the wall with wires Objects: * Table * Table w/ Hologram Computer Screen (Meaning a computer screen you could pass your hand through) * Futuristic Barrel(s) * Futuristic Boxes * Pole with Warning Light * Pick one more ![]() |
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