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Messages - Matrefeytontias

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706
TI Z80 / Re: [Axe] Worms - name subject to changes
« on: December 27, 2013, 03:51:08 am »
Then, as another differentiator, there could be two shapes - rounded like you currently have, and boxy sprites.
No, I think I'll stick with what I said earlier. That will be more practical and light code-wise than duplicating every sprite.

I have no idea how to quickly differentiate between allies enemies and which worm is currently selected. Maybe assign a 4x4 or 8x8 symbol over each worm to know which team it belongs to. And if this symbol can switch color if it overlaps an obstacle like a rock that would be ideal.
--' why does no one read what I post ... I wrote the exact same thing just two posts above yours, in the message pimathbrainiac quoted !

And you know what worm you control since the camera is on it.

707
TI Z80 / Re: [Axe] Worms - name subject to changes
« on: December 26, 2013, 07:38:31 pm »
That makes 2 teams, not 4.

708
TI Z80 / Re: [Axe] Worms - name subject to changes
« on: December 26, 2013, 04:15:49 pm »
Since Worms are too small to have different graphics and bitmapping is too slow to have greyscale, I guess we'll display R, G, B or Y above each worm to tell its color.

709
TI Z80 / Re: [Axe] Worms - name subject to changes
« on: December 26, 2013, 03:39:28 pm »
Well, that was 2 hours ;D

Anyway, I've set up a proper map identification system that permits us to search for maps in the VAT and discarding other appvars ! :D



Next, set up game structure :
  • Move worm,
  • Use weapon,
  • See the other worms fly (or not),
  • Calculate and display damages,
  • Go to worm of next team.
It's so not funny to work on that. Trust me.

So yeah Runer112, this is what your axiom is for :P do you find it amazing enough ? ;D

710
TI Z80 / Re: [Axe] Worms - name subject to changes
« on: December 26, 2013, 12:21:46 pm »
In nearly an hour, yeah ;)

711
TI Z80 / Re: [Axe] Worms - name subject to changes
« on: December 26, 2013, 08:31:26 am »
Don't even think about 5. You shall count to 3, and 3 is the number you shall count to.

712
TI Z80 / Re: [Axe] Worms - name subject to changes
« on: December 26, 2013, 06:01:24 am »
That's planned of course :P

713
TI Z80 / Re: [Axe] Ikaruga X
« on: December 24, 2013, 05:44:14 am »
And here you go ! :w00t:


714
TI Z80 / Re: VVVVVV
« on: December 23, 2013, 03:14:20 pm »
Thank me when it'll be done, not now :P

715
TI Z80 / Re: VVVVVV
« on: December 23, 2013, 01:35:45 pm »
Okay, because I wasn't sure if there were enemies in the original.

716
TI Z80 / Re: VVVVVV
« on: December 23, 2013, 01:23:09 pm »
You're welcome, I hope it makes editing levels easier :)

Also, will the game have enemies to avoid ?

717
TI-BASIC / Re: Why aren't there so many programs using the dcs gui lib?
« on: December 23, 2013, 12:52:30 pm »
... for a GUI that I could (re)code in my programs for less than 1000 bytes.
Excuse me ? You saying that shows that you didn't take a good look to the GUI API. Don't talk about something if you don't know it. Take a look at all of these functions and tell me if you can do any better with Axe than Kerm did with ASM :

http://dcs.cemetech.net/index.php/Developers%27_SDK

718
TI-Nspire / Re: [C] F-Zero : trackSpire
« on: December 23, 2013, 12:48:52 pm »
Well, I thought that since we (in France) had it in 92, it was legit to say it came out in 92.

719
TI-Nspire / Re: [C] F-Zero : trackSpire
« on: December 23, 2013, 12:39:50 pm »
On TI-Planet I said 90 in Japan and 92 in Europe.

720
TI-Nspire / Re: [C] F-Zero : trackSpire
« on: December 23, 2013, 09:06:26 am »
By the way, if you guys are interested into testing what's available, you can download it here :)

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