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 - Keoni29

Pages: 1 ... 146 147 [148] 149 150 ... 168
2206
Music Showcase / Re: Keoni29's (8bit) music topic
« on: November 04, 2011, 03:23:15 pm »
Listen on nes emulator :)

2207
Axe / Re: Tilemap Collisions
« on: November 04, 2011, 12:32:08 pm »
Changed for prettification and I think also speed gain:

Code: [Select]
:If getKey(2)
:If X
:!If CC(X,Y,X,Y+7)
:X--
:End
:End
:End
:
:
:Lbl CC
:{r2/8*12+(r1/8)+GDB1}→r5
:{r4/8*12+(r3/8)+GDB1}→r6
:r5+r6→R
:Return

I just love function based programming so much :)
And so do I :D

2208
TI Z80 / Re: Robo-Gun: My first big axe game
« on: November 04, 2011, 09:21:26 am »
Bullets bigger than the gun itself XD
You might want to make the gun slightly bigger. As well as the enemies. Something like this:

2209
TI Z80 / Re: GrayDraw (Grammer)
« on: November 04, 2011, 08:59:27 am »
I have no clue how to do that O.O
A "checkerboard algorithm" aint that hard to make :P

2210
Anime and Manga / Re: Our manga drawings
« on: November 04, 2011, 08:54:14 am »
I can change the title of the topic :)

my deviantart has been updated http://www.keoni29.deviantart.com

2211
Axe / Re: Tilemap Collisions
« on: November 04, 2011, 04:03:33 am »
This:
but collision s the most complicated!, Damn!
Tile based works perfectly. I use this:
Code: [Select]
:If getKey(2) and (X≠0)
:sub(CC,X,Y,X,Y+7
:!If R
:X-1→X
:End
:End
Just to check for a tile on the left. Now you figure out how to check for tiles in the other 3 directions :)
Code: [Select]
:Lbl CC
:{r2/8*12+(r1/8)+GDB1}→r5
:{r4/8*12+(r3/8)+GDB1}→r6
:r5+r6→R
:Return

2212
The Axe Parser Project / Re: Features Wishlist
« on: November 04, 2011, 04:00:40 am »
Hero core is gonna be quite a heavy game. There are a lot of bullets. (around 10 enemie bullets on the screen and 6 player bullets) Then you have the enemies' movement and some bosses use "ropes" for their neck or tail. A lot of sines need to be calculated :P

Freq(WAVE,OFFSET,TIME
The starting position of the wave.
Normal wave produced by freq:
______         _______
      |       |       |
      |       |       |
      |_______|       |______ etc.

Wave starting at 1/4 wave
__         _______        ___ etc.
  |       |       |      |
  |       |       |      |
  |_______|       |______|

Say the wave is 200 then the wave starts at 50



Value must be within the domain[0,WAVE]

Makes sound blending easier and sound better!
Would this even be possible? Is it easy to implement this in the existing freq( routine?

2213
Art / Re: Monochrome art
« on: November 04, 2011, 03:41:57 am »
Animated robot sprite:

Again, wonderful!

I'm sorry for not being clear, I was thinking of something like the ships from the new "War of the Worlds" for the robot--in other words, an animal robot rather than a humanoid robot.   Also, can you eventually create the actual cutscenes rather than individual sprites?
Something like this?

Or more like this:

Geez the humans are gonna be small (about 1 pixel :P) Is it okay if I do the scene with the robot from behind the human reinforcements? Liek the human perspective but 3rd person. The robot will be big compared to buidings in the background but the only animation will be some guys shooting it and explosions on the robot.
Can you help me make a title screen for my game in progress, RoboGun?

If you look at its current title screen in the gif, you'll see its really lame
Okay I'll see what I can do for you :) You want a certain fade-in/out effect or animation?

Edit:I made a turtle like robot destroying the city

2214
:D graviy duck looks awesome!

2215
TI Z80 / Re: Text compression for AXE programs
« on: November 03, 2011, 02:44:23 pm »
Cool! Lowercase supported?

2216
Axe / Re: Mario?
« on: November 03, 2011, 02:43:24 pm »
better syntax: LABEL(parameter,parameter etc
??? is that new?
I think it came with 1.0.1 or so with these many updates.
Is it faster?
No, it's just another syntax form to do exact the same thing. But it saves one or two bytes in your source.
I use a lot of the old syntax. Maybe 20 times, so it would save 40 bytes. Not much, but I'd rather optimize as much as I can.

2217
Axe / Re: Mario?
« on: November 03, 2011, 02:38:29 pm »
better syntax: LABEL(parameter,parameter etc
??? is that new?
I think it came with 1.0.1 or so with these many updates.
Is it faster?

2218
Art / Re: Monochrome art
« on: November 03, 2011, 02:32:29 pm »
Animated robot sprite:

2219
Art / Re: Monochrome art
« on: November 03, 2011, 01:38:52 pm »
The robot might need some screenfilling slides. I'll see
Edit: Quick "sketch" I don't like it so I'll make screenfilling images :)
Edit2: Robot's head. I hope you like it :D

Wow, those are awesome!  Although I'm not keen on the idea of screen-filling slides.  I'm imagining 3 different scenes where all the action for each scene is in one camera view.
How big are the characters supposed to be?? 8*8?
Youre a pixel god. That just looks too epic.
I have a request: A 16x16 view-from-top factory (with chimney and things)
I dont really care about the details, you can fill them in yourself.
Here you go:

Also I had an idea for an airhockey game. If anyone wants to code it I can provide you with graphics :)

2220
Axe / Re: Mario?
« on: November 03, 2011, 01:37:09 pm »
better syntax: LABEL(parameter,parameter etc
??? is that new?

Pages: 1 ... 146 147 [148] 149 150 ... 168