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Messages - Keoni29

Pages: 1 ... 158 159 [160] 161 162 ... 168
2386
TI Z80 / Re: [WIP] TI84+ Herocore clone
« on: August 30, 2011, 03:06:48 pm »
I scaled down the herocore logo. It looks nice on calc

2387
TI Z80 / Re: [WIP] TI84+ Herocore clone
« on: August 23, 2011, 02:14:05 am »
The doorways work now. Now I have to make 6 testrooms and fill em up with enemies.

2388
TI Z80 / Re: [WIP] TI84+ Herocore clone
« on: August 22, 2011, 12:55:04 pm »
Working on the doors. I have connected 2 rooms with so called door-tiles. There is a weird bug that allows players to walk trough walls next to the doorway. I hope I can fix this as fast as possible.

2389
TI Z80 / [83p] Hero Core
« on: August 22, 2011, 07:24:02 am »
Hero Core

By keoni29 (PC original by Daniel Remar)

Compatibility:
  • Ti 83+
  • Ti 83+BE
  • Ti 83+ silver
  • Ti 84+
  • Ti 84+ silver
Requirements:
16k of ram (estimated)
16k of archive (estimated)
Run from a shell such as mirageOS or DCS (compiled for ion)

About:
Daniel Remar, the creator of the PC original, said it was all right to port his game and
he'd like to see it on a calculator.
That was back in 2011 and my Hero Core port is still not finished.

In this topic I will be posting updates and development builds.







To do:
- TestWorld (100%)
- Enemy AI (60%)
- Bosses (0%)
- Player controls (80%)
- Health, injure & overheat (100%)
- Soundeffects from the I/O port (40%)
- Animated tiles (30%)
- Blade (cut away dirt and pipes that are in the way)(100%)
- Pause screen w/ map and settings (30%)
- Tile graphics (70%)
- New tile system (10%)
- World map (10%)
- Music  (music only for soundchip users)
- Events, doors etc. (0%)
- Map screen (50%)
- Save progress (0%)

This game will be

If your game is too: include this in your topic.
Code: [Select]
[url=http://8times8.host56.com/?p=98][img]http://tinyurl.com/orcpbkp[/img][/url]
Downloads:


If you encounter any bugs: that's normal. They're supposed to be there ;D

2390
Axe / Re: 4*4 or 8*8 tiles?
« on: August 20, 2011, 03:37:25 am »
The tilemaps are going to be huge when I use the standard way to do it. The most common tile is an [FFFF] 4*4 tile I could also draw an inverted square instead of waisting ram. The sprites will never walk on tiles because they are solid, so I can simply draw the 4*4 sprites, refresh the screen then draw a black square over them and redraw them at the new position.

2391
Axe / Re: 4*4 or 8*8 tiles?
« on: August 20, 2011, 03:13:28 am »
Lol even those graphics are hard to port to the crappy 96*64 screen of the TI84. 4*4 it will be. The sprites are going to be 4*4 too I guess. It looses the whole graphic dimension by doing this :( But the gameplay will be quite the same as the pc version. Bosses and some enemies will have bigger sprites. Are there 4*4 sprite drawing routines? Not the type of fake sprites axe uses now. I mean real sprites that replace a part of the tiles and when they move along the tiles only have to be redrawn in that certain area. This will speed up games dramatically I guess.

2392
Axe / 4*4 or 8*8 tiles?
« on: August 19, 2011, 10:11:48 am »
I'm trying to make a Hero Core clone for the TI series. The original game has 8*8 sprites and tiles and the playfield measures 20*20 tiles. The TI-84 however has the capability to draw 96 8*8 tiles or 384 4*4 tiles which comes close to the original max of 20*20=400 tiles. Is it better to use 4*4 tiles and have more room to play with or plain 8*8. Scrolling is no option, because the original game has no scrolling at all.

2393
Music Showcase / Re: Burning rock - keoni29
« on: August 16, 2011, 04:49:46 am »
Yeah Updo is down because of illegal upload content. Should be up in a few months.

2394
Other / Re: Making a mini-computer
« on: August 07, 2011, 09:23:21 am »
Oooh nice man. Can you play realtime games with it?

2395
Axe / Re: Sound in Axe
« on: July 17, 2011, 01:29:59 pm »
I'm learning how to program microcontrollers. When there is a proper way to let the TI communicate with one of the ports of the PIC microcontroller I can make a sound engine. 10 Mhz sound FX :D
Finally did it. Oh sh*t yes!

2396
Music Showcase / Re: Burning rock - keoni29
« on: July 16, 2011, 06:32:25 am »
I'm working on it right now. I will upload the final version when it's done!

2397
Introduce Yourself! / Re: Hi everyone, I'm new and way lost lol
« on: July 15, 2011, 12:40:17 pm »
Welcome! I was a newbie a few months ago. You will be surprised how fast you can learn a programming language.

2398
Music Showcase / Burning rock - keoni29
« on: July 15, 2011, 12:06:56 pm »
I was messing around with some guitarsynths. Do you like it?
http://updo.nl/file/2397ba9f.mp3
Gimme feedback and thumbs up when you like this.

2399
ROM Hacking and Console Homebrew / Re: Omni Emblem
« on: July 15, 2011, 04:30:35 am »
Lol, use one from another game like a space pirate from metroid.

2400
ROM Hacking and Console Homebrew / Re: Omni Emblem
« on: July 15, 2011, 04:08:48 am »
Wow guys! Youre awesome with animation. I can sprite, but I suck at animation :P Are there some tutorials available for animation? I'd like to help :)

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