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Messages - Matrefeytontias

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226
TI-Nspire / Re: [Ndless] nKaruga
« on: July 15, 2014, 11:34:15 am »
Triple post <_<

I added score counting to the game. Here's how it (will) work(s) :
  • Each time your bullet hits an enemy (not necessarily kill it), you get 100 points. So the stronger the enemy, the more points it gives.
  • Each time you absorb a bullet of your polarity, you get 10 points.
  • Each time you kill an enemy, its polarity is remembered and will be displayed. If you kill three enemies of the same polarity in a row, your chain count increases.
  • If you kill an enemy of a different polarity than the precedent, you break your chain : you lose your chain count and your chain status - the memory of the previously killed enemies. This only happens if you fail to kill three enemies of the same polarity in a row ; killing blue-blue-blue-red doesn't break your chain - it switches it to red, but killing blue-blue-blue-red-red-blue breaks it.
  • Each time you kill an enemy, you get 100 * 2chain count points, up to 25 600 points at once (chain count of 8 ).
Someone was asking what was the point of firing at an enemy with the same polarity as his since the opposite polarity does double damages. Well, this is the point : since the opposite polarity does double damages, you have to hit it less times before killing it → less points. On the other hand, killing it with the same polarity fires bullets back, which can be good (absorbing them) or bad (when for example you kill a blue enemy with blue bullets while a red enemy fires at you). So it can get complicated very quickly.

Since I didn't start implementing chaining yet, you can only win 100 points by hitting an enemy and 10 points by absorbing a bullet.

227
TI-Nspire / Re: [Ndless] nKaruga
« on: July 15, 2014, 08:34:51 am »
So after some discussion on IRC I decided to drop the idea of the HUD as the screen is small enough already. Instead I'll draw everything on the left or right of the screen, depending on where the player isn't.

228
TI-Nspire / Re: [Ndless] nKaruga
« on: July 15, 2014, 06:37:37 am »
It's worth noting that I can't use the top of the screen because the enemies' lifebar will be there.

229
TI-Nspire / Re: [Ndless] nKaruga
« on: July 15, 2014, 06:31:58 am »
With the HUD, the game window is a 240*240 square. Really it doesn't show on the screenshot but it's fitting the screen rather well.

If you really want to widen the game window, I can turn the HUD from 60*240 to 30*240, display score where it doesn't bother the player - ie the corner where the player is not - and bars and chaining status in the HUD.

230
Other Calculators / Re: Who wants an Nspire CX?
« on: July 14, 2014, 06:36:56 pm »
Saw the topic title. Was O.O

Anyway if that's it, getting to the diag menu and re-sending an OS should be enough. If that doesn't work, you'll have to get some HW and do a material reflashing.

If you're absolutely sure you don't want it anymore (I doubt it), I'll be oh-so-happy to have it and do my best at fixing it. I need one anyway.

Even if you don't speak French, you should go to https://tiplanet.org/forum/chat, ask for critor, Adriweb or Lionel Debroux and explain your problem there.

231
TI-Nspire / Re: [Ndless] nKaruga
« on: July 14, 2014, 02:30:12 pm »
Quick screenshot of both combined :



On there will be the score, the chain status and the power charging.

232
TI-Nspire / Re: [Ndless] nKaruga
« on: July 14, 2014, 02:19:20 pm »
A friend thought that I could do kinda like in the original Ikaruga and put the HUD at the left of the game window ; at first I thought that this latter would be too small compared to the sprites, but then I tested and it appeared so it works kinda well.

Reserved space :


Image I made to put in reserved space :


What do you think ?

233
TI-Nspire / Re: [Ndless] nKaruga
« on: July 14, 2014, 02:01:13 pm »
So I started working on level 1 patterns, that's what it gives what now :



I also planned to make the transition better, so that it ends with the black rectangle slowly disappearing instead of brutally like now. Also, fade-in the text at the beginning :E

Updated TNS : http://www.mirari.fr/eTV6

234
TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
« on: July 13, 2014, 12:08:34 pm »
Yeah well I didn't quite remember the name and went pretty random <_< it's indeed Echochrome, and well if it's boring, then Perspective is boring, since it's pretty much the same game.

235
TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
« on: July 13, 2014, 08:21:49 am »
Could be cool :) though it's too bad that it is said nowhere that the first game to use this concept was Eco-Sphere on PSP, several years ago.

236
Anime and Manga / Re: [Anime]Log Horizon
« on: July 11, 2014, 09:54:59 pm »
Sounds a whole lot like Sword Art Online ...

237
TI-Nspire / Re: [Ndless] n2DLib
« on: July 11, 2014, 03:32:13 pm »
Well, I already have PNGs, but they have disabled alpha channels and have magenta pixels instead. But I'll try that.

238
TI-Nspire / Re: [Ndless] nKaruga
« on: July 11, 2014, 03:17:43 pm »
Okay so I improved both the transition and n2DLib, so if anyone wants to try it on color calcs to see if it's any better :)

http://www.mirari.fr/eTV6

239
TI-Nspire / Re: [Ndless] n2DLib
« on: July 11, 2014, 03:16:17 pm »
I have no idea what you're talking about.

Alright so back on-topic, I did my best at removing every branch and well, I can't really say if speed changed because it's always insanely fast on GS calcs, someone with a color calc will have to try it.

http://www.mirari.fr/eTV6

240
TI-Nspire / Re: [Ndless] n2DLib
« on: July 11, 2014, 03:08:16 pm »
Well, the point was that for example with my image the magenta 0xf81f pixels were transparent <_< for instance I don't feel like re-editing all of the 80 images nKaruga uses to convert them from magenta to alpha .-.

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