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 - Madskillz

Pages: 1 ... 8 9 [10] 11 12 ... 34
136
Art / Re: Can I have Cherries?
« on: November 08, 2010, 02:15:23 pm »
Pacman!

Heres my attempt at a few different versions.

137
TI Z80 / Re: Sonic Physics
« on: November 07, 2010, 09:07:07 pm »
I think it was 4 no matter how many you had...I think digi had Sonic dropping the actual number of rings you had. As a test he had 100 dropping and bouncing around it was pretty crazy. I think we decided on 4 or 5...I dont think we went with 10 but of course I know we talked about it at one time.

After seeing that speed of Runer's tilemapper and Builderboys physics...I definitely think an Axe version of Sonic can be done.  However I know of a few things that we had planned for the ASM Sonic and a few ideas that I know I would like to see, that just wouldnt be possible with Axe. Right now at least.

It is a huge project, but I think there are a ton of talented people that are extremely talented with Axe that could definitely pull off a version.

138
Computer Projects and Ideas / Re: Collision Detection-Less Snake
« on: November 07, 2010, 06:49:49 pm »
Add a menu and some scoring and you pretty much got it. A few times it was an instant death because it just started and then crashed into the wall.

139
Axe / Re: Smoothscrolling tilemapper
« on: November 07, 2010, 06:45:29 pm »
That is awesome Runer, incredibly fast.

140
TI Z80 / Re: Sonic Physics
« on: November 07, 2010, 06:42:29 pm »
Yeah that might be possible, we went the similar route I think.

141
TI Z80 / Re: Sonic Physics
« on: November 07, 2010, 04:08:40 pm »
Gotta remember though that there is a lot going on. That sense of speed has to be there. There are other things going on in Sonic as well. The ring loss when you hit a spike or run into an enemy. You could make it that if sonic gets hit he doesnt lose any rings or like one I suppose. But like I said if the speed isnt there, you're just making a platformer with a hedgehog.

142
Art / Re: worm 8x8
« on: November 07, 2010, 12:17:07 am »
Kindermoumoute looks great. Keep up the great work!

143
Gaming Discussion / Re: Westwood Monopoly
« on: November 07, 2010, 12:15:17 am »
Never knew they made a monopoly game for the PC. Westwood was one of my favorite studios back in the day. C&C was/is one of my favorite RTS series.

144
Other Calc-Related Projects and Ideas / Re: [IDEA] backround
« on: November 06, 2010, 12:13:18 am »
Yeah Ben made it. Cant remember where the program is but heres a picture of it:

145
TI Z80 / Re: Sonic Physics
« on: November 05, 2010, 06:10:04 pm »
Wow looks great builderboy. I'll have to see what Digi used for his physics, but yours definitely looks smooth. I assume it's made with Axe? At least the idea could be ported over to ASM.

Somebody should definitely use this, if not for a Sonic game, perhaps a sidescrolling platformer type of game.

146
Art / Re: Mario Sprites
« on: November 05, 2010, 04:18:48 am »
Those look great.

@Magic Banana:All of the Contra games on the NES were brutal that and Mega Man

147
First off let me say nice work Hot_Dog. I read through them all and if this doesnt help people ease into ASM I really dont know what else can be done. You provided a great knowledge base of information in an easy to read manner. I liked how you described stacks, my favorite was always a stack of books or dishes but visually I think the pez dispenser works very well if not better.

I found a few grammatical errors and discrepancies. 

Quote
lesson 2 page 5 "Because now it is time to *take* about a very important part of ASM
programming." *Should be "talk"

lesson 10 page 9 3rd paragraph:
"Think of this process as a PEZ dispenser. I’m hoping you know what PEZ *in." *Should be "is"

lesson 11 pg 8 the .option bm_min_w =96 does not match the example program

Lesson 13 pg 9 3rd paragraph you got a space in the first "floating-point number"

148
Hmm I hadn't seen Stella before...I wish I had an nSpire. I definitely think it would be possible to make a Stella port for the nSpire.

149
Ticalc should really have a subcategory for Axe. I always think there is a new ASM game and it turns out its for Axe. Which great but if I was looking for pure ASM source I'm stuck searching through all these Axe projects as well.

150
TI Z80 / Re: [Platformer] Pyyrix's Most Excellent Adventure
« on: November 04, 2010, 04:43:56 pm »
Wow ASHBAD looks great, really pumped out that engine fast. Oh and I second the awesomeness of those directional tiles

Pages: 1 ... 8 9 [10] 11 12 ... 34