Show Posts

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 - Hot_Dog

Pages: 1 ... 28 29 [30] 31 32 ... 194
436
Introduce Yourself! / MOVED: KnightOS - A 3rd Party Operating System
« on: October 10, 2011, 01:19:15 pm »
This topic has been moved to KnightOS.

http://ourl.ca/13425

437
KnightOS / Re: KnightOS - A 3rd Party Operating System
« on: October 10, 2011, 01:12:29 pm »
It's awesome to see some more progress on this!

EDIT: KnightOS is no longer in "Discontinued Projects."

438
Something high tech, maybe with those walls I gave you. You know, like in the future, or on a spaceship. At least some research lab or somewhere with high technology and stuff. Will that fit into the story? If so, I'll make some more textures.

How about if I give you levels 33-38 and levels 70-74?  33-38 are on a high-tech, futuristic war vessel, and levels 70-74 are on a spaceship.  

Would you like to choose your own textures to draw (do you have a good idea of what you want a level to look like), or would you like me to make some suggestions for you to draw?  If you would like to choose your own textures, I'll just need to know what ones you made before I give you a level editor.  Also, please keep your textures sets limited...I'm thinking 2 texture sets for the spaceship, 1 for the war vessel above water, and 1 for the war vessel below water.  One different texture set for each level takes a lot of space  8)

439
Can you have tall walls? I want something like this for the warehouse.

What do you think?


Afterthought: I think it kinda looks like Lowes or Home Depot ;D

I'll have to see if the engine is capable of that.  What would you like to do in the meantime?

440
Could I change the walls to make them better? Do you want me to make more? I would be more than happy to make you some textures. Just tell me what you need.
I'll start making the warehouse one as soon as I get the editor.

Hmmmm...Let me put it this way.  If you had 8 walls (including a door) and 7 objects (including a ceiling lamp) to work with, what would you want to make?  The warehouse is yours to command.  If you would like to make better walls, you are more than welcome.  Also, any kind of walls you want to make that don't have gore are wonderful as well.  I'm giving you this kind of freedom because I think you can do better with the warehouse portion than I can ;D

EDIT: Before I can give you your level editor I'll need to know what textures/objects you had in mind.

Afterwards, if you would like to make more textures, I'll give you a partial list of what I need.

Quote
Question, for textures is there always a black outline at the top and bottom no matter what they are? In Gemini I remember there seemed to be outlines for top and bottom parts and the forest level (first one) kinda looked weird because of it.

Yeah, that did look weird.  Anyways, there isn't always a black outline on top and bottom of textures.  It's only there if we draw it in :)

441
Do you like my texture? Can I change it?
Edit:
I want to make the warehouse!
Edit:
No futuristic levels? :(

I like your texture, but you're welcome to change it.  Whatever you decide, it will be used in the game.  And the warehouse level is yours  8)

The space levels and the warship levels are futuristic to a certain point.  (For example, the warship is a warship from another galaxy)  There are other futuristic levels, but I'm going to be doing those ones ;D

442
ASM / Re: Duplicating Bits in Register A
« on: October 08, 2011, 05:17:26 pm »
I didn't think about a lookup table.  That's actually probably the best unless a faster one comes around :)

443
ASM / Duplicating Bits in Register A
« on: October 08, 2011, 03:08:16 pm »
If I have a number stored in Register A, such as %01110010, what's the best way to turn it into %0011111100001100?  Meaning every bit in the register is doubled?  I don't care what the output register (or variable) is :)

444
Since Elimination will have a well-developed story if all goes well, I've adjusting the first post on this topic.  Instead of choosing a random terrain type and level difficulty, you can look at the list of levels I would like done and take your pick.  There are some levels I want to work on for sure, so those ones will not be on the list.

445
Elimination / Re: Elimination: A New FPS
« on: October 07, 2011, 09:42:55 pm »
1 question will this throw an err mem when I run it like if I dont have all memory free like in gemini?

Not quite.  You'll see a message that says "Sorry, Elimination requires 9 KB of RAM."

446
I would post a few things, but I can't attach things right now. I don't see the box with "Browse" next to it right now. Weird!

You don't need to.  If you want to create levels, then for the time being, just tell me what kind of terrain you want to create levels for, and if you want to make easy, medium or hard levels.

447
ASM / Calculate T-States between breakpoints with WabbitEmu?
« on: October 07, 2011, 08:10:31 pm »
Is there a way in Wabbitemu to set two breakpoints and calculate how many T-States occured in-between the breakpoints?  I know that this number will vary each time the code between the breakpoints runs, but still  ;D

448
Sorry, I had very little time with school and other stuff. Here's an other texture, but i'm not good at drawing trees. This texture looks a lot more like a nuclear bomb exploding behind that wall.



Levels turned out even worse, and not one of them even looked playable, so it might be best too look for an other level designer.

I'd like to see what you're doing for levels.  If you're having fun, I don't want you to quit just yet :)  Do a print-screen of your level in the editor

Also, I think you're trying too hard with the textures.  (I'm trying to save you some trouble)  The textures you made are amazing, but if you saw some of the textures I did, you'll notice that they aren't as realistic or as astonishing as yours are.  It's because I don't go out of my way to create realism.  If you'd like, I won't mind you trying to make your textures simpler :)  Incidentally, the texture for trees behind walls should have more than one tree...I was thinking a group of trees.

Boot, it's 3 level grayscale.  You also told me you were interested in designing levels, have you had a chance to look at the first post in the topic?

449
ASM / Cheating on the Z80
« on: October 07, 2011, 12:46:22 am »
Most instructions on the Z80 processor were designed with a purpose, and you can't do anything except what the instruction was created for.  For example, you can't do anything with ld a, imm8 except store a byte value into register A.  Similarily, you can't use ld a, e to pop hl off the stack  :P

However, there are those rare times that you can use an instruction creatively for a purpose that the Z80 designers did not intend!  Please share your stories

Mine deals with LDD.  For a routine I'm working on for Elimination, I always need BC to point to one byte before HL, where HL holds the data from plotsscreen to transfer to a buffer.  This is because I need access to both (HL) and (HL-1) every time a byte is transferred to the buffer.   By using LDD, I can decrease HL and BC at the same time, even though the Z80 designers meant for BC to be decreased as a Byte Counter.

450
ASM / Re: Scanline Interference by Copying Screen Backwards?
« on: October 06, 2011, 09:33:07 pm »
I actually found a creative workaround, so even with LDD, I don't think I'll have to invert the screen after all ;D 

But it's a long story.  I'm using LDD to accomplish several things during the 150 T-state pauses,

Pages: 1 ... 28 29 [30] 31 32 ... 194