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 - Matrefeytontias

Pages: 1 ... 24 25 [26] 27 28 ... 133
376
Art / Re: RPG for Nspire: Sprites
« on: May 26, 2014, 03:50:40 pm »
Definitely :o most beautiful LUA game after Jen's Minecraft 2D so far IMO.

377
Miscellaneous / Re: Awesome pictures thread
« on: May 26, 2014, 01:29:49 pm »
piamth : That's still below the absolute minimum though :P

378
TI-Nspire / Re: [Ndless] nKaruga
« on: May 25, 2014, 12:06:48 pm »
Bump,

So while waiting for better sprites, I started implementing the first level of the original Ikaruga. Well, I really didn't think I would have to use parametric functions and second/third degree polynomials for trajectories x.x

The result is pretty nice anyway :


379
TI-Nspire / Re: [Ndless] nKaruga
« on: May 21, 2014, 12:54:39 am »
I don't really see the point as the stream is intended to be read sequentially anyway (though the level script will include some conditional jumps).

About surviving, in Ikaruga you beat the last boss by surviving 60 seconds while being unable to fire any bullet :P

380
Other Calculators / Re: KOS Feature
« on: May 20, 2014, 08:21:42 pm »
So that's settled ?

381
Other Calculators / Re: KOS Feature
« on: May 20, 2014, 08:19:33 pm »
Heh, he can't read things on Omnimaga, he's been banned. I'll pass the message though, don't worry.

EDIT : by the way, wrong vid.

382
TI-Nspire / Re: [Ndless] nKaruga
« on: May 20, 2014, 07:47:08 pm »
Yeah I think I'll do that.

383
TI-Nspire / Re: [Ndless] nKaruga
« on: May 20, 2014, 07:43:59 pm »
I don't really understand what you mean ... could you be more precise please ? :/

Anyway, as some people on TI-Planet told me that the sprites were too big for the screen, I tried to use sprites of half their original size (until then, I was using sprites 3/4 of their size). Which one do you prefer ? I personally think the smaller sprites will permit more things to happen on-screen.

Three-quartered size :



Halved size :



Which one do you prefer ?
Also, these patterns are the exact first ten seconds of the original Ikaruga game ;D

384
Humour and Jokes / Re: Omni meme compilation !
« on: May 20, 2014, 05:38:19 pm »
"Plop" too. I don't remember anyone saying it before I came here. Now some people say it :P

*the French Omnimaga subliminal takeover has started*

385
Humour and Jokes / Re: Omni meme compilation !
« on: May 20, 2014, 04:38:11 pm »
I do it IRL with my little sister. :P
Aaaah. Context.

386
TI-Nspire / Re: [Ndless] nKaruga
« on: May 19, 2014, 08:10:56 pm »
Yay, collisions ! They're still nice even without actual HP ;D



Also, the level stream does work correctly :D

387
TI Z80 / Re: [Axe] Worms - name subject to changes
« on: May 19, 2014, 06:26:41 pm »
I can, but I assure you it's a huge mess, as every project I do I might say. :P Here you go anyway. Run prgmWRMSETUP once to generate the required appvar. Compile whole program as app. The relevant part of the code is in prgmWORMMOVE.

Attached both text and axiom version of BITMAP4.

EDIT : by the way, compile prgmWORMSRC, and you'll need one map - attached it.

388
TI Z80 / Re: [Axe] Worms - name subject to changes
« on: May 19, 2014, 03:24:57 pm »
For walls at the side of the map, can't you really just get the worm *disappears* when it gets out? Dommage :(
Well, I tried, but my collision routines really make things too difficult. I gave up after 8 RAM clears.

Holy Hand Greande without sound is fine, I can just shout "HALLELUIAH" each time it'll explode! :p Just make it and make it flash when we have to shout! :D
Remember we can only afford 16 weapons though, and really, the smoke effect looking like a holy cross is just too space/time-consuming. Sorry about that.

389
TI Z80 / Re: [Axe] Worms - name subject to changes
« on: May 19, 2014, 03:19:15 pm »
Alright, after some refactoring and thinking, I'm announcing several things that will probably unplease Worms fans, but hey, it's a calculator, I'm sure you'll understand.

First, no water at the bottom of the map. This latter isn't really big, I prefer utilizing all of it. Thus, if a worm falls off the map, it dies instantly - as it did with water.

Second, no worm exiting the map by its left or right side, for the same reason - the size of the map itself. Instead, you'll have an indestructible wall on both sides of the map. Projectiles and worms will can still fly on the top of the map though.

After getting that working, my focus will be on implementing the hand grenade - no holy hand grenade because no sound :(

Anyway, cheers, next update is soon ;D

390
TI-Nspire / Re: [Ndless] nKaruga
« on: May 19, 2014, 01:31:53 pm »
Oh yeah forgot that. Vocabulary corrected.

Pages: 1 ... 24 25 [26] 27 28 ... 133