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Other Calc-Related Projects and Ideas / Re: OmniRPG - Sprites
« on: September 12, 2013, 04:07:13 am »* Matrefeytontias likes
So I guess we go with monochrome ?
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. 961
Other Calc-Related Projects and Ideas / Re: OmniRPG - Sprites« on: September 12, 2013, 04:07:13 am »* Matrefeytontias likes So I guess we go with monochrome ? 962
Other Calc-Related Projects and Ideas / Re: OmniRPG - Sprites« on: September 11, 2013, 05:12:00 pm »
Because an RPG with tilemapping, masked collisions, NPCs and battle handling won't bear 4-level gray IMO. And also because Axe 4-level gray in a RPG become horrible on an 83+ BE as soon as you do anything more than DispGraphrr in a loop. Example, I find Ash:Phoenix totally unplayable on my calc.
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Other Calc-Related Projects and Ideas / Re: OmniRPG - Sprites« on: September 11, 2013, 04:50:23 pm »
Okay for tiles, but game characters ? Monsters ?
EDIT : also, what about the color ? Will sprites be monochrome or 3-level gray (I think 4 is out of the question) ? 964
TI-Nspire / Re: [C] SpeedX 3D reaches your Nspire !« on: September 11, 2013, 01:48:03 pm »
Now that I think of it, this game is based on SpeedX3D for Android and iOS, so I'll try to include as much elements of the original game as possible in the port before starting anything else
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TI-Nspire / Re: [C] SpeedX 3D reaches your Nspire !« on: September 11, 2013, 11:45:23 am »
Über-super-hyper-giga-necro post of hell of death of darkness
After one year, I finally decided to resume this. Since I currently have no real project for Nspire (nRayC isn't a "real" project), I decided to take this out of the garage and work back on it. For now, the only thing I did was to port it to nSDL (which makes work with pixels faster and cross-platform), speed up the game a bit and shrink the space between obstacles (so now it's actually a bit challenging ). Also, I'm lacking ideas to make the game interesting (let's be honest, it's not very funny atm). I want to add bonuses in form of different textures for the tunnel (for example, a yellow sector will give you a shield which will permit you to take one damage before dying) and penalties in form of sectors you can't avoid (for example, your vision will be shrink). By "sector", I mean the lines you fly on, that goes forward. Not sure if you get it, but the tunnel is divided in 8 sectors, on which there can be an obstacle, a bonus or just nothing. 966
Other Calc-Related Projects and Ideas / Re: OmniRPG - Main Topic« on: September 11, 2013, 07:33:46 am »
Oh yeah that's right, sorry ^^'
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Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: September 11, 2013, 12:43:33 am »
I think that each of these functions are required btw you should make them an axiom, because then Axe will can interface with it. If we happen to have too much subroutines for a regular ASM program, we can use my PageSwap axiom to load functions from an app.
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Other Calc-Related Projects and Ideas / Re: OmniRPG - Main Topic« on: September 11, 2013, 12:36:51 am »
Xeda112358 I don't ask you because tilemapping is "difficult", but because you already started it and said that you'll take care of it in the past.
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Other Calc-Related Projects and Ideas / Re: OmniRPG - Main Topic« on: September 10, 2013, 03:30:07 pm »
I don't contest StreetWalker, but I'm just proposing myself as main coder I've already started the battle engine as an isometric 3D tilemapper, I'll just have to continue from where I left (or maybe restart from scratch, since the backup is pretty old). Also Xeda112358, why don't you take care of in-game tilemapping ?
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Axe / Re: Grayscale« on: September 10, 2013, 12:06:45 pm »
You can use hacked pics to do that. The theory is that when you do GetCalc("Pic1"), "Pic1" is converted by Axe to [AA0100] IIRC. So instead of "Pic1" you can write GetCalc([AA0100]). To use a different pic, just change the 2nd byte (01) into something else.
Using this theory, you can for example put [AA0000] in a GDB, so each time you call your subroutine, GetCalc this GDB, store your pic to it and increment the 2nd byte starting at this GDB (thus, GDB+1). 971
Axe / Re: Grayscale« on: September 10, 2013, 11:06:24 am »
Using what StreetWalker said, you just have to do that :
Return!If GetCalc("Pic0")->P DispGraph(L6, P)r 972
TI Z80 / Re: GLIB a graphics axe 3d librairy« on: September 09, 2013, 06:05:35 pm »
So is it 15 MHz or not ?
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TI Z80 / Re: GLIB a graphics axe 3d librairy« on: September 09, 2013, 03:02:20 pm »
It's not an axiom, it's an Axe library.
Apart from that, OMGWTFLOLBBQ Seeing the speed, I think this is 15 MHz ... Because a single textured face was around 6 FPS at 6 MHz. Either way, I have to create a new word to describe the level of awesomeness of this. 974
Other Calc-Related Projects and Ideas / Re: OmniRPG - Main Topic« on: September 08, 2013, 09:06:41 am »
IIRC, I still have the battle engine (not done) source backup, so I can continue it after I finish IkarugaX.
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TI Z80 / Re: [Axe+axiom] 32-sided solid sphere-ish thingy on a Ti-83+ non-SE !« on: September 06, 2013, 12:35:09 pm »
Thanks
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