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Messages - Matrefeytontias
Pages: 1 ... 26 27 [28] 29 30 ... 133
406
« on: May 15, 2014, 12:31:39 pm »
Maybe he accidentally posted in the wrong topic?
Well that's a possibility Also this looks very promising Matref, especially speed-wise
Thanks and yeah, I'm trying my best to execute only micro-operations that takes a very small amount of cycles. Though, let me stop being lazy and change the ugly cos()/sin() calls into a cosine table and that will be even faster I hope it won't do like with IkarugaX and keep bullets super-fast while making enemies an extreme hit to speed (because bullets are just 2 additions, 4 tests and one sprite drawing, and each enemy has its own AI).
407
« on: May 15, 2014, 08:38:56 am »
NSFW ?
408
« on: May 15, 2014, 08:31:40 am »
Hum ... what ? I never asked for ... well, anything.
Besides, I already have FP stuffs, and in a form that suits the project.
409
« on: May 15, 2014, 08:17:48 am »
I don't know if I'm doing it wrong or what, but nSDL forces the BPP to 8 on TI-Nspire non-CX calcs, even after I set the LCD to 16-bits mode. Is it that you're checking the BPP validity with is_cx or has_colors in SDL_SetVideoMode ? If so, you should consider reading bit 1 to 3 of 0xC000001C to check if the screen is correctly set to accept the provided BPP value.
410
« on: May 15, 2014, 07:23:20 am »
Bump, Great news : Metarro (from PixelJoint and DeviantArt) agreed to help me with the sprites ! I replaced all of the previous sprites by his - I actually took the previous ship sprite from his page, and I even added an animation when you switch polarities Give a look to his amazing pixel-artist talents : Next on the list : collisions and level streams ! That means I'll have actual level design to be done.
411
« on: May 15, 2014, 07:14:59 am »
By the way, I thank pierrotdu18 for his Flappy Bird source code from which I learnt a lot about nSDL, Lepzulnag for his work on nSDL fonts and of course Hoffa for nSDL and Extended and the others for Ndless.
Why am I not on that list ? What about the help with the bitmaps ? Seriously though that looks real nice, but you should consider using real meteor sprites. SDL_gfx can handle arbitrary sprite rotations, so you could even make them rotate about their origin to make it look like actual meteors.
412
« on: May 14, 2014, 05:15:20 pm »
*cough**cough*Worms*cough* Agreed with LDStudios ; besides it would be better to post a news only if you tested the actual program, to be able to describe it.
413
« on: May 14, 2014, 04:35:57 pm »
That would not be a good idea IMO, since technically a project (especially a calculator one) is never finished. You can always add things and features to a program.
I don't really understand why everyone always want a poll either. I mean, if you really like a game, you express it by incrementing its download count, writing a positive review or giving it a nice grade, not by meaninglessly voting for it on a single site that not everyone that wants the game will visit.
So, I'm rather in favor of a per-month basis, or in case of lack of relevant information, a per-2-months basis, with no poll in either case, for the reasons given above.
414
« on: May 14, 2014, 01:35:36 pm »
That actually sounds like a good idea, like a "Omnimaga Monthly Report". I approve that.
415
« on: May 13, 2014, 08:10:19 pm »
Update ! I've done a very great part of the main engine done - I don't really know how to call that lol, I've done many things. That includes a custom Enemy engine, Bullet engine, patterns engine, and others. Anyway~, the engine right now is capable of beautiful things like this without getting any noticeable speed hit (although there's no collision) : Pretty amazing right ? and I'm using floating-point calculation for each bullet (only because I was lazy to create a fixed version of cosine and sine, otherwise the whole program uses fixed-point), so it can even be made a lot faster What I'm rather proud of is that the engine is 100% modular. That is, the game uses a LUT for images, and even for callbacks, the specific code that each enemy executes when it's checked - its behaviour. So all I have to do to add moar enemies or moar gfx is only to add the corresponding data to the corresponding file, and add an entry or two in an enum
416
« on: May 13, 2014, 02:17:48 pm »
I was more thinking of putting key detects in the loops that precompute datas - the ones that occur when we see the "Crafti" title screen, that way you can detect emergency-quit.
417
« on: May 13, 2014, 01:44:08 pm »
A slow start doesn't bother me since it'll improve the game overall.
What about being able to interrupt startup and emergency quit ?
418
« on: May 12, 2014, 08:32:18 pm »
Not so far. I've been working mostly on Worms and nKaruga these days, but I use to alternate every now and then.
419
« on: May 12, 2014, 01:02:53 am »
25. When your girlfriend blinks, you chuckle to yourself and say that she just performed a "ld a,$02 \ out ($10),a \ inc a \ out ($10),a"
Haha, nice one 26. You think of her as an interrupt device, triggering way too fast.
420
« on: May 11, 2014, 11:15:54 am »
Hey guys, I need some people to help me with the graphics for nKaruga. I was able to use the Ikaruga sprite (Ikaruga is also the name of the player's ship) that someone made, but as I discovered later, those were apparently the only 2D sprites related to Ikaruga on the whole internet. So what I'm asking for is, sprites of no more (or no less, depends on how much you like doing that) than 4 ships, that you could base on this video. I'd need : - the very first ships. See 0:16
- the third sort of ships you see. See 0:40
- the big ones. See 1:25
- why not the first boss ? If you do it, no need to draw multiple frames, only a static image will do.
I'd like the images around 30*30 of dimensions, whatever fits you. Thanks by advance, I know it's a lot of work
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