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Messages - Ikkerens

Pages: 1 ... 13 14 [15] 16 17 ... 26
211
Axe / Re: Axe Sprite Editor
« on: October 11, 2010, 01:32:18 pm »
Ok, in the screenshot in this post
http://tinyurl.com/26q5xhh#72938
all the sprites have been created using this editor.
So I guess it's working out quite well so far :P

212
Art / Re: Zelda 8X8
« on: October 11, 2010, 01:18:27 pm »
Well, here is a slight first preview.
I transferred some of the graphics to axe format and made a little test map.

This screenshot is out of my map editor (hence the inverted tile).
But it displays that my map renderer is coming along, as well as the spriting/tiling.

I have not yet implemented masked sprites/tiles, but that is a feature still upcoming.

213
News / Re: Axe Contest poll and judging starts
« on: October 11, 2010, 11:22:28 am »
Anyway, I just tried to text Sircmpwn, but I dunno if it has ever arrived.
Would love to know if it did.

Edit: Sir just responded it me, so It worked out well ;)

214
News / Re: Axe Contest poll and judging starts
« on: October 11, 2010, 11:11:39 am »
Oh man >.<
I hate that bug I had in the beginning.
Well, gz Sircmpwn on your voting-win.

Now its up to Dj to decide who has won based on the judges' results.

215
Miscellaneous / Re: What is your avatar?
« on: October 11, 2010, 10:52:14 am »
My average mood ;)

216
Other Calculators / Re: Splut
« on: October 11, 2010, 04:27:49 am »
A little example on how levels are created using Splut.
Basically, Jeroen first draws the entire level, then notes the coordinates, and then calculates it to axe-compatible numbers.

This is the new released level 18.
But no, you won't find the solution in it.

217
News / Re: Axe Contest poll and judging starts
« on: October 10, 2010, 04:09:04 pm »
Naw, don't worry, TI lost the ability to travel forward in technology since the cancellation of the SE line in Europe.
They took my SE!
They took your SE!
They took our SE's! (south park ftw)

218
News / Re: Axe Contest poll and judging starts
« on: October 10, 2010, 10:28:59 am »
What he said.

219
TI-BASIC / Re: Sierpinski's Triangle
« on: October 08, 2010, 03:43:41 pm »
That image reminds me of TLOZ's triforce.

220
Axe / Axe Sprite Editor
« on: October 08, 2010, 02:16:49 pm »
Ok, I have been trying out runer's sprite editor recently, which stored all sprites into an appvar which I couldn't decode (even with runer's help).
Even though I heard runer has been working on a new sprite editor, I decided to write my own.
This sprite editor stored the sprites directly into Pic5/Pic6 (frontbuffer/backbuffer respectively).
(It is your task to copy them to other pics/datafiles if you want)
It only supports 4lv grayscale.
I am not planning to support 3lv grayscale, nor any other features as this program is mainly meant for helping me completing zelda, I just decided to share it.
Controls:
Arrows - Move the cursor
F1 - Black
F2 - Darkgray
F3 - Lightgray
F4 - White
- - Go to the last sprite
+ - Go to the next sprite
Clear - Leave the program

Do not compile this program as an app, as it uses SMC.

Credits:
Me - Programming this app
Runer112 for the idea in the first place and help on how the Pic files are structured.

Bugs:
-It responds too fast
-You need to have Pic5 and Pic6 in the ram.

*I do not take any responsibility for any crashes/data losses caused by this program*
Don't let that spoil it tho, its a simple program allowing you to create 4lv grayscale sprites.

221
Axe / Re: I'm doing something wrong (I think)
« on: October 07, 2010, 04:36:57 pm »
I know about that, but I really want it to be read/stored into actual PicX files

222
Axe / Re: I'm doing something wrong (I think)
« on: October 07, 2010, 03:35:17 pm »
Allright, thx.
Just have to write a little routine to read/store it that way then.

223
Axe / I'm doing something wrong (I think)
« on: October 07, 2010, 01:55:20 pm »
Well, I've been trying to create this sprite editor.
(I failed at my attempt to export sprite data from runer's sprite editor)

Anyway, here's the code
Code: [Select]
:.SPREDIT Euh...
:GetCalc("Pic5")→P
:0→C
:ClrDraw
:ClrDrawr
:[FFFFFFFFFFFFFFFF]→Pic0
:.Main Loop
:sub(UI)
:Repeat getKey(15)
:DispGraphrr
:End
:Return
:.UI Sub
:Lbl UI
:Line(64,0,64,64)
:StorePic
:Pt-Off(72,48,C*16+P)
:Pt-Off(72,48,C*16+8+P)r

Well, then I've got this picture (pic5) which has 2 sprites, one at 0,0 and one at 8,0, the front buffer and the back buffer respectively.
But when the program is loaded, the picture looks all scrambled.
Am I doing anything wrong here?

224
News / Re: Axe Contest poll and judging starts
« on: October 07, 2010, 03:51:43 am »
4 more days, I can not wait! >.>

225
Art / Re: Zelda 8X8
« on: October 07, 2010, 02:20:09 am »
Btw, MB, those are the tiles that runer uses, it wouldn't be original if I used the same.

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