16
Art / Re: Best sprite size on the TI-83 series (tilemap)
« on: December 01, 2009, 01:24:23 am »On-calc programming is one thing I love a lot from TI-BASICSomeday PH1 will be done
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. 16
Art / Re: Best sprite size on the TI-83 series (tilemap)« on: December 01, 2009, 01:24:23 am »On-calc programming is one thing I love a lot from TI-BASICSomeday PH1 will be done 18
Art / Re: Best sprite size on the TI-83 series (tilemap)« on: November 29, 2009, 08:47:55 pm »Yeah, except personally I did try ASM several times and learned for a while back then and I just wouldn't get anything past Day 2 (except the definitions of XOR/OR/AND/Overwrite) Sigma, although definitely thorough, definitely puts in more information than you need, overcomplicating things. It'll be alot easier learning from multiple tutorials and piecing the ideas together from multiple sources. 19
TI Z80 / Re: Cave Creeping« on: November 28, 2009, 11:07:30 pm »Wow that's amazing! Is this done in basic or asm?Yeah it's asm. If anybody has the time to help me out and design all the levels with me and then share authorship, that would be great. It's not that I don't want everyone's help, it's just that things could get messy and inconsistent if alot of people contribute. So if you're willing to commit to helping me create a bunch of levels (I have no idea how many, probably a round number like 25, 50, or 100) that would be awesome :] 20
TI Z80 / Cave Creeping« on: November 28, 2009, 01:32:11 pm »
So over the past few months, I've been working on-and-off on a sidescroller (in fact I had originally planned to enter it into the summer coding competition but never got around to finishing it). It uses an 8x8 tilemapper and a scrolling 64x96 splash background that scrolls half as fast as the tilemapper, creating a parallax effect. I made a short screenshot to demonstrate:
As you can see, I'm not much of an artist nor very creative at level design, but I've at least got 80% of the code implemented, with enemies being the last thing i need to code. If anybody would be willing to help me out with level design, that would be awesome. I'm not much of an artist and I think this project would turn out much better if I teamed up with somebody who's really good at bitmaps. EDIT: Added Grayscale sorta. But it doesn't look very good when you move. 21
Art / Re: Best sprite size on the TI-83 series (tilemap)« on: November 28, 2009, 01:11:47 pm »
Actually, 12x12 would be arguably only as slow as 16x16; you're still shifting 2 bytes around to draw the tiles. The only difference is that you're ignoring the righthand 4 bits, a process that takes one AND command (1.3 microseconds)
22
TI Z80 / Re: Interesting...« on: November 28, 2009, 12:36:02 pm »But, I need to figure out how to convert a string to a single number and back again in order to continue.I might be misunderstanding the problem here, but couldn't you use expr()? 23
Pokémon Purple / Re: Pokemon Purple« on: July 02, 2009, 09:26:30 pm »
Programs, appvars, etc. are allowed to use up to 1 sector (64k or 4 flash pages) of archive. It would be very simple to turn all your archive programs, regardless of whether they're data or execution, into one huge appvar, and then include an install program that you execute from RAM that can expand this appvar into its constituents. Even better, by starting the name of each program with a '/' (or any character with a hex value greater than $7F), you can make all of these programs hidden, accessible only to your loading programs, which can convert them to unhidden programs as needed.
24
News / Re: Contest« on: June 13, 2009, 02:48:56 am »
A little dry sarcasm isn't allowed?
But at any rate, would it be allowed if I took an engine that I had previously written and based a game off of it? 25
News / Re: Contest« on: June 13, 2009, 02:18:24 am »
... lrn2readthispost >_> 26
News / Re: Contest« on: June 11, 2009, 07:55:38 pm »Quote from: Iambian And, I don't think game engines would work as entries. It needs to be playable. It needs to be a game. If it's a work-in-progress and is not intended to be solely for the project (that is, to have the work as a continuing work throughout its life), then it might be acceptable if you put enough content in it to be justified as a contest entry. It just needs to be playable. And preferably fun to play. No what I meant was that I made an engine a long time ago, but never developed a game from it. If I developed a game from it now, would that be within the constrictions of the contest rules? 27
News / Re: Contest« on: June 11, 2009, 07:17:49 pm »
What about routines? If I borrow routines from previously-released work (so long as its my own) and use them for a brand new game? Furthermore, are we allowed to use routines that are staples of asm programming, such as ionfastcopy?
Edit: And can it be an Application? Editx2: What if I wrote an entire engine, but never actually fashioned a game out of it, but the engine is still my original work? Is that acceptable? 28
Other Calculators / Re: Lost Legends Status« on: January 30, 2009, 01:21:24 am »
>_> 3 level would be faster and such. And since i'm nub at optimization, three level will be slow enough.
29
Other Calculators / Re: Lost Legends Status« on: January 22, 2009, 02:07:42 am »
Yes. Definitely an app.
30
Other Calculators / Re: Lost Legends Status« on: January 22, 2009, 12:17:09 am »
I'll code it in z80 ASM. I've saved all the source code on my computer, and I'll adapt my 8x8 tilemapper to it (i don't know the tile dimensions of the artwork, but I'll break it up into 8x8 for the sake of my sanity). I'll post updates here. However, expect a long ETA, as I don't get around to coding often and I tend to put in time rather intermittenly...
|
|