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Art / Re: [Request] Sprites based on Ikaruga ships
« on: July 28, 2014, 05:24:27 pm »
Yeah, symmetrical ships please.
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Art / Re: [Request] Sprites based on Ikaruga ships« on: July 28, 2014, 05:24:27 pm »
Yeah, symmetrical ships please.
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Art / Re: [Request] Sprites based on Ikaruga ships« on: July 28, 2014, 04:59:17 pm »
Is Kirby okay ?
You should be able to make up the parts under the spheres (I guess it's the same texture as the rest of the ship), or maybe watch a video of a normal gameplay and pause or whatever. 213
Art / Re: [Request] Sprites based on Ikaruga ships« on: July 28, 2014, 03:59:26 pm »
Wooo I'll sure use these ! Wait for them
Also, it's not visible on that image but the balls on each side are actual separate enemies. Would it be possible to have a sprite for them as well as a sprite for the big ship without those ball-enemies ? 214
TI Z80 / Re: [Axe] Source Seekers Battle (TI-84+ & up)« on: July 28, 2014, 08:25:40 am »
getKey(41) is ON. Though getKey won't return 41 if ON is pressed.
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TI-Nspire / Re: [Ndless] nKaruga« on: July 28, 2014, 06:42:34 am »
Alright so that was fast touchpad support is here ! Test version attached, press 4 to enable touchpad and 5 to disable it.
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TI Z80 / Re: [Axe] Source Seekers Battle (TI-84+ & up)« on: July 27, 2014, 04:01:41 pm »
Good news overall, but why wouldn't it be 83+-compatible ?
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TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire« on: July 26, 2014, 04:11:59 pm »
So many pixels for so few pixels
It actually runs super-great can't wait to have a color TI-Nspire in a way or another to try that 218
TI-Nspire / Re: [Ndless] nKaruga« on: July 26, 2014, 06:41:14 am »
I added the explosion sprites Metaru made some time ago it looks great if you ask me !
Next task : implement touchpad support. I looked to Ndless examples using it, it looks easy enough, so it should be fast. I'll need someone to test each build though, as I don't have any TP Nspire. 219
Art / Re: [Request] Sprites based on Ikaruga ships« on: July 26, 2014, 05:15:07 am »
Alright, so I decided that I won't be including the depth spriteset in the final game, first because it's too much of a struggle to keep both spritesets up-to-date with each other (although the cel-shaded spriteset is actually slightly late compared to the depth spriteset). So what I would need now is someone to "cartoonify" the missing sprites, exactly as Hayleia did earlier in this thread.
Attached are the images I need cartoonized, so if anyone is up to the task, that'll be of great help note that Hayleia already did the light version of the first enemy, but never posted the shadow version. If anyone wants to do it, you'd rather want to download its light version earlier in this thread and make it more red. I would also need some blue and red shield, to put around the Ikaruga, if someone does it before me 220
TI Z80 / Re: [axe] 3D collision detection library« on: July 25, 2014, 05:08:54 pm »
Wow, just ... Wow stunning work ! I'll sure give it a try ! I assume it's intended to be used with GLib ?
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Calculator C / Re: [Ndless] Multi-arrow keys detection problem« on: July 23, 2014, 10:26:57 am »
I forgot to update the topic, but it's actually the latest nspire_emu's fault, since from what those with a CX told me diagonals work fine (see nKaruga).
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Calculator C / Re: [Ndless] Converting types« on: July 20, 2014, 03:55:24 am »
Use the function to print a formatted string into another string, sprintf(char*, const char*, ...);. Example of use :
Code: [Select] // Make sure your string has enough space Also note that sprintf returns the number of characters that were printed.
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TI-Nspire / Re: [Ndless] nKaruga« on: July 18, 2014, 08:52:30 am »
Thanks (I wanted to see what it was like to have a color screen )
Now that I see you, you know the chain breaks only when you kill the wrong enemy when you don't have 3 balls of the same color, right ? I see you avoided killing red ships although your blue chain was already complete. 224
TI-Nspire / Re: [Ndless] nKaruga« on: July 17, 2014, 02:14:24 pm »
Good news guys the scoring system has been fully implemented now
Look what it gives : I show how the chaining system works, and I intentionally break the chain to show what it does. Nevermind the fact that the text is cut, it's because of the recording software. Attached version if you wanna test 225
The Axe Parser Project / Re: Scaled sprites axiom« on: July 15, 2014, 07:28:06 pm »
Well there are still the screenshots of the ticalc.org page, it's exactly the same routine. You'll also see it's really fast
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