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Messages - Ranman

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151
Reuben Quest / Re: Reuben Quest Axe Remake
« on: December 23, 2012, 12:53:51 am »
You mean the random blinking?
I know.... -.-
If somebody could make that one part of my code quicker:
...
The problem is that i have greyscale in an interrupt to make it look more epic.
Does Axe support double buffering?

152
Reuben Quest / Re: Reuben Quest Axe Remake
« on: December 23, 2012, 12:40:10 am »

153
Reuben Quest / Re: Reuben Quest Axe Remake
« on: December 22, 2012, 02:18:12 am »
Lookin' good Sorunome!

154
Jumpman 68K / Re: Jumpman
« on: December 22, 2012, 01:37:47 am »
Stop making it so awesome, i don't have a 68K calc :P
BTW, doe sit also have a map editor?
Not yet... I'm doing all maps right now by brute force.

But a level editor is in the plans! :)


EDIT: Another new Jumpman screenie...



This level is called Hurricane and was originally a part of the Jumpman Junior level set.

New features added to support this level:
- wind: jumpman moves fast when walking/jumping with the wind... very slowly against the wind
- wrap mode: jumpman going off the screen in the X direction brings him to the opposite side
- birds

155
Jumpman 68K / Re: Jumpman
« on: December 22, 2012, 01:28:41 am »
Thanks for the encouraging comments!

With that said... Here's another new Jumpman screenie:



This level is called HereThereEverywhere and was originally a part of the Jumpman Junior level set. It is a challenging puzzle type level where every bomb instantly transports Jumpman to the location of the transporter (flashing square).

So be careful, that bomb you pick up may land you where no platform exists.  ;)

156
Jumpman 68K / Re: Jumpman
« on: December 20, 2012, 10:06:41 pm »
Wow, how many levels do you have already?

You're adding these features as you make the levels, right? Are you going to have some levels with several of these new features combined?

Really glad to see some old projects progressing and some activity in the 68K zone :)
My apologies Deep Thought... I thought I had answered your question. I just now realized that I hadn't.

I have about 10 levels complete. Yes... I'm adding new features for each new level I create. I think I have about 10 more level features to implement. Then, I'll just focus totally on the levels creation; and I should really start flying through them at that point. Yes... they'll be some levels with combinations of features.

I'm hoping to have a demo ready for download before the end of the year -- with at least 10 levels to play and comment on. :)

Quote from: BrownyTCat
Wow! I wish I'd looked at this sooner, I own the original Jumpman cart for C64 and this looks very accurate!
Awesome BrownyTCat and thank you for the compliment! T'is always nice to see fellow C64'ers around.

I also own the C64 cartridge as well as the floppy and cassette versions.

157
TI Z80 / Re: [Axe] KarRace
« on: December 19, 2012, 10:50:59 pm »
Now your talkin'.  Looks GREAT! :)

Have you thought about starting at a speed of 0 and increasing up to say... 250mph? As you speed up the lines move faster and faster.

158
TI Z80 / Re: [Axe] KarRace
« on: December 19, 2012, 10:22:12 pm »
Is this a more reasonable speed for the black lines?

I'd shoot for about 10 to 20 times faster as a starting point.

I'm not an Axe programmer... so I can't comment on sprite animation. :(

159
Jumpman 68K / Re: Jumpman
« on: December 19, 2012, 09:33:20 pm »
Haha, very cool. This game kind of Reminds me of Donkey Kong JR. but it looks like it has more variety. :)
Actually Seeing the screens of the Commodore version (and seeing more gameplay) I'm going to have to revise that statement. Jumpman is much faster paced and more action oriented.  O.O Have you tested speed on hardware yet? I notice that in the video of the Commodore version of the game jumpman moves like he's on speed. ;D Not that' he looks slow on the 68k version mind you, but slower comparatively when seen beside his brother on the Commodore.

I here ya Art. The C64 Jumpman Youtube videos are running at "speed 2" -- whereas speed 1 is the fastest and speed 8 is the slowest. The TI-89 version will also allow variable speed settings. And currently (which you don't see in my screenies) if I set the speed to speed 1, the Jumpman moves at an extremely fast paced.
 
I gave tifreak a demo... and he claimed speed 3 was too fast for him. LOL

160
TI Z80 / Re: [Axe] KarRace
« on: December 19, 2012, 09:22:28 pm »
Lookin' great Spenceboy98! 

I agree with Roboman on the lines to create the illusion of speed -- Mak'em move fast! The faster the cars are moving should be directly related to how much faster the lines move with respect to the cars.

Keep up the awesome work!

161
Jumpman 68K / Re: Jumpman
« on: December 16, 2012, 04:04:22 pm »
Another level completed -- it's called Fire! Fire!. Here's a screenie:


162
Jumpman 68K / Re: Jumpman
« on: December 15, 2012, 02:49:13 pm »
Hi David ;)
Great work, as usual.

Could not have done it with out you et al. ;)

163
Jumpman 68K / Re: Jumpman
« on: December 15, 2012, 01:24:41 pm »
Really good ! :D
This would be a great present if you could finish it in time for Christmas :D

Hmmm... That is a great idea!  ;)

164
Jumpman 68K / Re: Jumpman Screenshots
« on: December 15, 2012, 11:53:20 am »
Here are a few Youtube videos of the Commodore 64 version of Jumpman.

All 30 Jumpman levels:


Jumpman Titlescreen:


165
Jumpman 68K / Re: Jumpman Screenshots
« on: December 15, 2012, 01:03:35 am »
Here are a few screenshots of TI-89 Jumpman in action.


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