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Messages - Matrefeytontias

Pages: 1 ... 107 108 [109] 110 111 ... 133
1621
TI Z80 / Re: [Axe] [2012 Apocalpyse Contest] EndGam3
« on: November 18, 2012, 12:57:39 pm »
No, void is something, so it's visible ;D it would just be a red hole in a normal sky.

1622
TI Z80 / Re: [Axe] [2012 Apocalpyse Contest] EndGam3
« on: November 18, 2012, 10:22:50 am »
Yeah, you're right :P

1623
TI Z80 / Re: [Axe] [2012 Apocalpyse Contest] EndGam3
« on: November 18, 2012, 10:17:28 am »
Update !

I've done the introduction, a custom text display routine and a custom input routine :)



The game will start with you waking up from a nightmare right after this cinematic.

As you can see, it's already 3K4 :/

EDIT : you don't see it but there's contrast effects :P

1624
TI Z80 / [Axe] [2012 Apocalpyse Contest] EndGam3
« on: November 15, 2012, 01:09:15 pm »
So, here's my entry for the 2012 Apocalypse Contest !

EndGam3 will be a 4 greyscale RPG, with a storyline inspired from the anime Eleven Eyes :)

*Insert your name here*, a guy like many others, were having a normal life in your village of *insert your village here*. Suddenly, rumours about the moon morphing into "red void" lead to unusual events, which strangely give you strong headaches ...

For now, this storyline is the only thing I made, so be sure that I'll work actively on it ;D (I doubt that I'll finish it)

I planned approximately one or two hours of gameplay, with several mini-bosses (and a big bad boss of course), and a Golden Sun-like battle system.

I'll keep this thread updated, share comments :)

1625
+1 for Qt. In my opinion, it would definitely be the best way to develop GUIs easily.

1626
News / Re: 2012 Apocalypse TI-83+/TI-84+ Programming Contest
« on: November 13, 2012, 09:45:46 am »
I'll participate :) but I'm really not sure to finish it at time :P

1627
Miscellaneous / Re: French people, unite!
« on: November 11, 2012, 11:46:13 am »
French too ^^

@Nikitouzz why not ? :)

1628
Site Feedback and Questions / Re: Omnimaga saving act
« on: November 09, 2012, 05:52:52 am »
The calc games review thing looks like a good idea : I released a sort of a trailer for my Jetpack 8x(+) game a few months ago, now it has 2300 views. It can be great for Omnimaga's reputation

1629
TI Z80 / Re: Thepenguin77's Utilities
« on: November 09, 2012, 03:06:31 am »
Is there a real way to have +64K ARC mem ? By "real" I mean durable of course :P

1630
TI Z80 / Re: [Axe] Axometry, an Axe version of Geometry Wars
« on: November 08, 2012, 09:55:48 am »
Update again !

Now you can die, and there'll be a small animation when you do so !

Also, I added precise spots for the enemies to spawn, so you won't be killed by an enemy without seeing it before :P


1631
I prefer the design you've drawn, I'm afraid that this last one will be rejected from exams if it looks too much like an iMac :P

1632
Personnaly, I disagree for the touchscreen : too breakable, and it would make the calc too close to a smartphone :/

I prefer the idea of a thumb stick and a D-pad on the other side.

1633
TI Z80 / Re: [Axe] Axometry, an Axe version of Geometry Wars
« on: November 05, 2012, 04:53:19 am »
Update !

I've added two enemies types, now you have to destroy them :P I've also done the particle explosion when you destroy an enemy :thumbsup:



And why not release it ? Then you'll see that the screenshot is much slower than the game on-calc ;D prgmAXOMETRY is the executable (I wasted 19 bytes with Buff(19) only to make it exactly 4000 bytes XD ) and appvGeoMap1 is the level you have to put in RAM.

The controls are :

Move :
     8
4        6
     2

Shoot :

         mode
alpha           stat
         apps

1634
TI Z80 / Re: [Axe] Axometry, an Axe version of Geometry Wars
« on: November 04, 2012, 03:07:30 pm »
That looks great! Are you planning on increasing the map size?
More : I planned to build a map editor with custom map size, but later, much later ;D

I wonder how hard it would be to make that game for the 82 Stats, seeing how Jetpack8x was ported to that calc despite being made in Axe? (IIRC, you disassembled the code then changed stuff so it runs on a 83/82 Stats?)

Well, in fact I won't know until I'll disassemble it, but I'll do it when it'll be finished of course. But I don't think this will be too hard 'cos I have a pretty nice disassembler, and 'cos Axe uses only a few OS addresses, the nearly-only thing to change.

1635
TI Z80 / Re: [Axe] Axometry, an Axe version of Geometry Wars
« on: November 04, 2012, 01:50:18 pm »
Too late, I changed it to another one ;D

Also, if you think of a better keyconf, just share it.

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