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Messages - Matrefeytontias
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721
« on: December 22, 2013, 08:05:02 pm »
Nope, one-calc multiplayer, each player plays his turn after the other on the same calc. But I might think of a gCn version now that you mention it - that will be after the game is done though. And we're not part of the TI community nor anonymous. We're named RMV Pixel Engineers, just a team I guess. You can come see us and follow our progress at http://mattias.refeyton.fr/rmvPixEn/.
722
« on: December 22, 2013, 12:00:01 pm »
It's okay - it's true that I would like it to be a contest entry, but there's no way it could be all done in one month.
723
« on: December 22, 2013, 09:45:52 am »
Bug found : It's just a room I created for some tests.
724
« on: December 22, 2013, 09:22:10 am »
What, no IkarugaX ? Anyway, thanks for the highlight to all the awesome games Temple Run and Super Hexaspire looks the best IMO !
725
« on: December 21, 2013, 04:04:33 pm »
I won't show the editor anymore until I implement custom save - in a while - anyway.
726
« on: December 21, 2013, 03:25:59 pm »
That doesn't count, it's a real feature that I just added
727
« on: December 21, 2013, 02:41:02 pm »
728
« on: December 21, 2013, 02:35:04 pm »
Yeah but I wanted to show how you could edit maps
729
« on: December 21, 2013, 12:57:03 pm »
Update ! You can now load and project external maps, that you will have previously generated with the newly-written map editor I also implemented collision detection ! Click here for 4MB animated gif ! (which is, of course, laggier and uglier than the on-calc version)
730
« on: December 21, 2013, 12:40:12 pm »
This will be 2 to 4 players, with 3 worms per team
731
« on: December 21, 2013, 02:39:58 am »
ClrDraw thanks ^^
Pimath we don't know for sure yet, because we'll take care of weapons at the very end. We have to get rid of all menus and game structure before that - by game structure, I mean the fact that one worm moves, then shoot, then damages are calcuates and displayed, then next worm is played.
732
« on: December 20, 2013, 08:18:46 pm »
Since maps are stored (and stay) in archive, we can write a huge lot of maps (one takes 3096 bytes) for the player to use.
I was working on the map editor, now it's fully done. Also, I rewrote some of the game code to handle weapons as functions (like I did with IkarugaX and enemies patterns). The main avantage for that is that I will only need to add a label to a data to create a new weapon.
733
« on: December 19, 2013, 05:07:14 pm »
Well, I do need moar tilemaps anyway
734
« on: December 19, 2013, 05:02:49 pm »
IMO you should start by porting all of the game's tilemaps =]
735
« on: December 19, 2013, 02:32:08 am »
Oh well, I apparently forgot that. Thanks for notifying.
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