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Actually, the box jumping kind of reminds me of The Impossible Game
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. 542
TI Z80 / Re: Imagination Quest 2: Reality« on: September 19, 2010, 07:16:40 pm »I'm on it gents. Unfortunately its something wrong with the file itself, not wabbit. The version number directly after the name was way to high (0x43), dropping that down allowed TIOS to accept it. And yes i know wabbits error messages suck. Complain to spencer he implemented the protocolTI Connect. And yes, I know it sucks. Is that what caused the error? 543
TI Z80 / Re: Imagination Quest 2: Reality« on: September 19, 2010, 06:13:47 pm »
Thanks ztrumpet.
meishe, what did you do to get it to work? And thanks for making the screenshot. I'm using the same title screen for Imagination Quest 1, but inverted and without the "2: Reality" part. EDIT: Also meishe, what did you use to make the screenshot larger? It's quite a bit bigger than mine. 544
Other Calc-Related Projects and Ideas / Re: Game ideas that never came to fruition« on: September 19, 2010, 05:43:58 pm »
-Telepath RPG: meant to be a port of a cool flash game, in hybrid BASIC, and I even made some of the tiles for it, before I realized that it was going to be huge, and I probably did not have enough expertise to finish it.
-Pica-Centro for Axe: An interesting mastermind like game, that I had written in BASIC, but wanted to port to Axe. I became fully aware of the differences when I tried to compile it. The program got erased in a mem clear. 545
TI Z80 / Re: Imagination Quest 2: Reality« on: September 19, 2010, 05:29:20 pm »
Ok, thanks, here is the .zip file. Just run program AJUMP.
btw, 2nd is jump, ALPHA is reverse gravity, and CLEAR is quit. (although jump is really not needed for the included room) 546
TI Z80 / Re: Imagination Quest 2: Reality« on: September 19, 2010, 05:22:14 pm »As for Wabbit, that suck You could always try retyping it on Wabbit/SourceCoder or something. Yeah, but I have compressed line coordinates in there, so huge string of numbers to type. Not really worth my time. 547
TI Z80 / Re: Imagination Quest 2: Reality« on: September 19, 2010, 04:51:45 pm »
Thanks, but keep in mind that this is a side project until Imagination Quest is complete. (so not as much progress, etc.)
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TI Z80 / Re: Imagination Quest 2: Reality« on: September 19, 2010, 04:19:13 pm »
That's not what I had in mind, but that would be cool.
I was thinking of different rooms being either platformer or overhead. (like room one is platformer, but room 2 is overhead) EDIT: Wow, just found out I have an old version of wabbit. Unfortunately, the new version doesn't fix my problem. It says there is not enough RAM/Archive (I've tried sending to both) on the calc for a 1260 byte program. 549
TI Z80 / Re: Imagination Quest 2: Reality« on: September 19, 2010, 03:40:08 pm »
Yes, I am well aware. (It's come in handy already)
I'm still having a few bugs, though. Originally, when you jumped into a wall, you hung there until you let go of the arrow key. Then I changed it so you would fall, but depending on which height you hit the wall at, it would do weird things. Now, when you hit the wall, you just fall down, no matter the height. 550
TI Z80 / Imagination Quest 2: Reality« on: September 19, 2010, 03:13:42 pm »
I started this project for whenever I need to take a break from the first Imagination Quest.
The idea here is that there are multiple "rooms" each with their own puzzle. Some will be platform-style, other rooms may be top-down. It uses the shifted dual-layer method for graphics. There isn't too much implemented, yet. The screenshot below shows the gravity-flip feature, which will be included in some rooms. (Also, for some reason, Wabbit would not let me send the awesome title screen program to the emulator.) 551
News / Re: Serenity Demo release!« on: September 17, 2010, 11:25:52 pm »
OK, thanks. I'm really intrigued by the shifted sprites. It looks really cool. (that's why I'm asking questions)
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News / Re: Serenity Demo release!« on: September 17, 2010, 10:55:23 pm »
Also, Builderboy, didn't I read somewhere that you use pxl-test for hit detection? Do all of your tiles have a common pixel or something?
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News / Re: Serenity Demo release!« on: September 17, 2010, 01:52:16 pm »
So, Builderboy, since you have smooth maps in all four directions, how are you erasing the character when it moves? If you use a space, the buffer will overwrite pixels.
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TI Z80 / Re: Project Feedback - Imagination Quest« on: September 17, 2010, 08:09:57 am »
Well, okay then. I'll look at xcopy.
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TI Z80 / Re: Project Feedback - Imagination Quest« on: September 17, 2010, 12:21:06 am »
Wow. I tested to see how much RAM my game is taking up. I halted execution midprogram, and I had 5k RAM left. That means at some point in the execution, I have 5.2k bytes left in RAM! And I haven't even completed the storyline program or written the battle engine yet. I'm probably going to have to make this into an app with BasicBuilder, if I want it to be playable.
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