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Messages - Hot_Dog

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556
Elimination / Re: Elimination: A New FPS
« on: September 03, 2011, 01:02:32 pm »
I wanted to download but the two files are part1 ???

Whoops! Okay, I fixed the links, so you can get part 2 as well

557
Elimination / Re: Elimination: A New FPS
« on: September 03, 2011, 12:02:28 pm »
Here's Level 1!  You can either watch the preview screenshot below, or download the attached .rar files to see the whole thing.  Enjoy!

Note that grayscale is not flickerless in these screenshots.  On actual hardware the results are much, much better.

There are a couple of bugs to fix.  One is the random dots you see on the floor.  Those come from the sky, and although they're easy to fix I do need to sit down and work on it.  The other bug is sometimes a dying enemy turns into another enemy before death.  Again, another easy fix.

558
Elimination / Re: Elimination: A New FPS
« on: September 03, 2011, 12:38:38 am »
Look for level 1 tomorrow! 

Thank you penguin77 for your perfect grayscale tutorial.  Grayscale is now flickerless!  Unless you decide to enjoy the scenery.  Then you will notice some flicker.  This is because I had to deviate from checkerboard patterns to fix a display bug.

559
Elimination / Re: Elimination FPS: Ideas for Worlds?
« on: September 02, 2011, 11:26:27 pm »
A mine's not a bad idea.

I'm going to do an underwater world for sure.

560
Elimination / Re: Elimination FPS: Ideas for Worlds?
« on: September 02, 2011, 11:17:59 pm »
What about having it lead into a forest? Can the rendering engine handle variable-height walls like DOOM could? That'd be kind of cool, and have very different textures. If not.....Maybe have the Jail lead up into a big castle?

I think I may do the sewer idea actually.

Also, there's no variable-height walls in the engine, as much as I wish there could be :(

561
Elimination / Re: Elimination FPS: Ideas for Worlds?
« on: September 02, 2011, 09:57:10 pm »
Sewer and jail sounds great.  the main character could get captured, escape the jail by killing guards, and get to a sewer hatch.  Then he has to get out of the sewer.

I like the jail idea, and indeed there is one jail scene so I could have 1 jail level.  But the sewer, despite being a wonderful idea, would be too similar in appearence to the factory textures I have

562
Elimination / Re: Elimination FPS: Ideas for Worlds?
« on: September 02, 2011, 09:18:37 pm »
How about an oceano/Kamino (Star Wars) type map? Like the one in Battlefront 2, you could have some platforms of varying height connected by bridges.

As much as I loved that idea, you have to think as small as Wolfenstein 3D.  Elimination supports a background sky, but other than that the walls/tiles/etc. are built along the same limitations that Wolfenstein 3D had.

563
Elimination / Re: Elimination FPS: Ideas for Worlds?
« on: September 02, 2011, 08:11:09 pm »
I dont get what you mean.Are you saying that isnt possible?

I'm saying I don't want to do a TI one because I don't want to have a lot of killing people, especially to make a pun of a live agency.  (Most of my enemies are robots or animals, only some of the bosses are human)  You had some other good ideas though

564
Elimination / Re: Elimination FPS: Ideas for Worlds?
« on: September 02, 2011, 08:04:30 pm »
I am being serious. (well I mean like by inside their factory like you see calculators)

Okay, but I'm being serious when I say over my dead body.  No offense meant :)

565
Elimination / Elimination FPS: Ideas for Worlds?
« on: September 02, 2011, 07:12:07 pm »
I'm hoping to have 13 different worlds for Elimination to make the levels unique and creative.  So far I have a few ideas, but I would love suggestions for more.  Here's what I have so far:

Factory Setting (What you saw in the screenshots)
Meadow/Forest
Arctic
Desert
Beach / Grasslands
Caves
Space
Volcanic
City

I just need four more :D  And please, don't joke around on this topic.  Please be serious :)

566
Elimination / Re: Elimination: A New FPS
« on: September 02, 2011, 03:54:52 pm »
I don't think it did, at least not universally. It would be bad if you could walk into the lights :P But I think sinks and some other things (like enemies) had collision.

I think I'm just going to avoid collision detection.  Collision itself is not an issue, but I don't want to stress myself trying to get a person to "slide along an object" they bump into.  And if people come to a complete stop upon collision (rather than sliding along the object), that's just going to be annoying.

EDIT: I should have a whole level to display quite soon!

567
ASM / Consistencies in LCD Timings?
« on: September 01, 2011, 09:41:50 pm »
It's a known fact that LCD hardware with Ti-83/84 screens is not consistent.  That is, even if one screen requires only 65 T-states between delays, another may require 70.

However, is the delay consistent for the particular screen?  That is, if an LCD for a particular Ti-83+ requires 70 T-states, will it always be 70 T-states?

568
ASM / Re: Perfect Grayscale - Tutorial
« on: August 29, 2011, 10:05:28 pm »
This is an excellent tutorial, and it certainly helped me make MY grayscale flickerless :D

569
ASM / Re: Stripes instead of flickerless
« on: August 29, 2011, 10:04:27 pm »
Thanks to everyone for helping me get this to work.  Now I just need to write a calibration routine :)

570
Elimination / Re: Elimination: A New FPS
« on: August 29, 2011, 01:46:33 pm »
Yeah, I think it's the settings.

So, about collision detection and Wolfenstein 3D?

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