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Messages - Ranman

Pages: 1 ... 46 47 [48] 49 50 ... 92
706
News / Gba library v1.0 for TI-83+/TI-84+
« on: January 07, 2007, 09:42:00 am »
 O_Oshocked2.gifO_Oshocked2.gifO_Oshocked2.gif

Very nice!!

707
TI 68K / Ultima V: General Discussion
« on: January 07, 2007, 09:28:00 am »

 THE POST 12087830
QuoteBegin-xlibman+7 Jan, 2007, 8:36
-->
QUOTE (xlibman @ 7 Jan, 2007, 8:36)
Ranman seems to be hiding us stuff really %)rolleyes2.gif , i see no progress at all, however the progress percentage still rise (it's 86% now), i fear that he's planning to help JFISH to give us an heart attack by releasing many screenshots at once O_Oshocked2.gif

:Xscotch.gif:ninja:ninja.gifB)cool.gif


708
Other Calculators / Most anticipated realese of 2007
« on: January 07, 2007, 02:05:00 am »
I know of a few other decent games out there. <_<dry.gif

709
TI 68K / Ultima V: General Discussion
« on: January 07, 2007, 01:13:00 am »

 THE POST 12081643
QuoteBegin-Mic+7 Jan, 2007, 6:37
-->
QUOTE (Mic @ 7 Jan, 2007, 6:37)
Is the game ready ??

Unfortunately... not yet. :(sad.gif


My new baby boy (born October 24th) has affected my progress more than I had anticipated. But... it is getting close. Hang in there. ;)wink.gif


710
Other Calc-Related Projects and Ideas / Isometric tilemaps?
« on: January 06, 2007, 12:09:00 pm »
QuoteBegin-xlibman+6 Jan, 2007, 16:38-->
QUOTE (xlibman @ 6 Jan, 2007, 16:38)
hmm by looking at figure 2 i wonder if it would be easy to create a semi isometric game with rotating maps?

Check out Kartingz...

http://www.ticalc.org/archives/files/fileinfo/390/39011.html

It utilizes rotating tiles and tile maps.

711
Other Calc-Related Projects and Ideas / Isometric tilemaps?
« on: January 06, 2007, 09:03:00 am »
I prefer the second method of defining the tile map data.

Here is how I interpret Isometric tiles...

user posted image

Figure 1: This is a standard tile map

Figure 2: Now rotate the tile map from Figure 1 by 45 degrees. Notice the coordinates rotate along with the map.

Figure 3: Now squish the tile map from Figure 2 by a factor of 2 to achieve the pseudo three dimensional effect. This results in the look of the standard isometric projection (120 degree angle between the x,y axis).

QUOTE
edit: ya Ranman, I see it now. width is 16 and height is 7 + unused row for vertical alignment. well, making the tile extra wide isn't that bad. infact, 68k processor can't handle single bytes very well can it?

The 68k processor can easily handle single bytes. ;)wink.gif

712
Other Calc-Related Projects and Ideas / Isometric tilemaps?
« on: January 06, 2007, 07:05:00 am »
QuoteBegin-Liazon+6 Jan, 2007, 10:52-->
QUOTE (Liazon @ 6 Jan, 2007, 10:52)
well JFish is using 8x8, and his look pretty good, although detail might not be so good in b/w.

If you look closer at JFISH's tiles, you will see that the full viewable isometric tile is 16x8. Now, he could be using two 8x8 tiles (side by side) to create the full effect, but the person playing the game sees the tile as 16x8. ;)wink.gif

713
Other Calc-Related Projects and Ideas / Isometric tilemaps?
« on: January 05, 2007, 01:39:00 pm »
QuoteBegin-xlibman+5 Jan, 2007, 18:55-->
QUOTE (xlibman @ 5 Jan, 2007, 18:55)
yeah usually a isometric tile's height is twice its width, so it cannot be 8x8, else it would be wicked small  

 Traditionally, I think it is the other way around; width = 2 * height.

714
Other Calc-Related Projects and Ideas / Isometric tilemaps?
« on: January 05, 2007, 10:59:00 am »
QuoteBegin-Liazon+5 Jan, 2007, 15:2-->
QUOTE (Liazon @ 5 Jan, 2007, 15:20)
coordinate system?  align w/ edges of tiles (tilted), or regular?  

 You will have to use a combination of both.

You will need to develop a method to convert the tilemap's coordinates to physical screen coordinates.

715
Other Calc-Related Projects and Ideas / Isometric tilemaps?
« on: January 04, 2007, 04:19:00 pm »
I would vote for 32x16 or 24x12 or 16x8, but they were not in the list to vote for. ;)wink.gif

Isometric tiles look like "squished" tiles that have been rotated 45 degrees -- where the angle between each axis is 120 degrees. But due to hardware restrictions, you must draw the tile as below; where the visible tile is represented by the '*' and the masked portion is represented by the '-'.

For more info:
http://rhysd.syntesis.org/tutorial/

c1-->
CODE
ec1
32x16
- - - - - - - - - - - - - - * * - - - - - - - - - - - - - - - -
- - - - - - - - - - - - * * * * * * - - - - - - - - - - - - - -
- - - - - - - - - - * * * * * * * * * * - - - - - - - - - - - -
- - - - - - - - * * * * * * * * * * * * * * - - - - - - - - - -
- - - - - - * * * * * * * * * * * * * * * * * * - - - - - - - -
- - - - * * * * * * * * * * * * * * * * * * * * * * - - - - - -
- - * * * * * * * * * * * * * * * * * * * * * * * * * * - - - -
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * - -
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * - -
- - * * * * * * * * * * * * * * * * * * * * * * * * * * - - - -
- - - - * * * * * * * * * * * * * * * * * * * * * * - - - - - -
- - - - - - * * * * * * * * * * * * * * * * * * - - - - - - - -
- - - - - - - - * * * * * * * * * * * * * * - - - - - - - - - -
- - - - - - - - - - * * * * * * * * * * - - - - - - - - - - - -
- - - - - - - - - - - - * * * * * * - - - - - - - - - - - - - -
- - - - - - - - - - - - - - * * - - - - - - - - - - - - - - - -


24x12
- - - - - - - - - - * * - - - - - - - - - - - -
- - - - - - - - * * * * * * - - - - - - - - - -
- - - - - - * * * * * * * * * * - - - - - - - -
- - - - * * * * * * * * * * * * * * - - - - - -
- - * * * * * * * * * * * * * * * * * * - - - -
* * * * * * * * * * * * * * * * * * * * * * - -
* * * * * * * * * * * * * * * * * * * * * * - -
- - * * * * * * * * * * * * * * * * * * - - - -
- - - - * * * * * * * * * * * * * * - - - - - -
- - - - - - * * * * * * * * * * - - - - - - - -
- - - - - - - - * * * * * * - - - - - - - - - -
- - - - - - - - - - * * - - - - - - - - - - - -


16x8
- - - - - - * * - - - - - - - -
- - - - * * * * * * - - - - - -
- - * * * * * * * * * * - - - -
* * * * * * * * * * * * * * - -
* * * * * * * * * * * * * * - -
- - * * * * * * * * * * - - - -
- - - - * * * * * * - - - - - -
- - - - - - * * - - - - - - - -
c2
ec2

716
Other Calculators / TIFW Contest #1 Results
« on: December 27, 2006, 06:07:00 am »
It was a fun contest with some very good entries!

I hope to see these in the 2007 POTY!

717
News / 83+SE racing game in the work
« on: December 27, 2006, 03:17:00 am »
Utterly amazing! I can't believe my eyes. :gah:fou.gif

The physics of this engine are awesome! The turns... the hills and valleys... the backgorund sillhouette... very realistic. And this is done with BASIC & xLib... even more amazing!

Keep up the great work! :bow:worship.gif

:king:king2.gif:king:king2.gif:king:king2.gif:king:king2.gif:king:king2.gif:king:king2.gif

718
TI Z80 / Project Omega: Race Ngine
« on: December 13, 2006, 05:10:00 pm »
I hate the title of this topic. <_<dry.gif

719
Miscellaneous / Bye
« on: December 11, 2006, 06:01:00 pm »
QuoteBegin-tenniskid493+11 Dec, 2006, 19:16-->
QUOTE (tenniskid493 @ 11 Dec, 2006, 19:16)
xlibman...if he wants to leave it is his own choice...shuttingn down the board isn't going to help him come back  

 I agree... It could potentially drive other people to leave too.

720
TI 68K / StarCraft 68k: Reborn
« on: November 20, 2006, 05:05:00 am »
QuoteBegin-xlibman+20 Nov, 2006, 11:0-->
QUOTE (xlibman @ 20 Nov, 2006, 11:00)
i checked his forum and there isnt much updates either :(sad.gif

 That's too bad.

I thought Ultima V was a little overwhelming for a calculator... I couldn't imagine putting Starcraft on a calc -- not to say that it can't be done.

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