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Messages - Sorunome
Pages: 1 ... 71 72 [73] 74 75 ... 591
1081
« on: October 20, 2014, 03:36:51 pm »
That's looking sweet, thanks! Can you please give me stats for those extra forest enemies?
1082
« on: October 20, 2014, 12:56:28 pm »
and that happens in prgmGC, i guess? Also, do you remember which L1 offset is gold?
1083
« on: October 20, 2014, 12:25:29 pm »
Actually to be fair, Reuben in not-swallow water was intended to be walking not swimming, hence the speed being identical. Granted, in real life, walking in water is slower, but I used Zelda Ocarina of Time as reference for the water in Reuben 2.
Oh, haha Also in your bestiary Sorunome, the gold is missing I believe.
I found no info on that in prgmGCM, do you happen to remember in which file i gotta look for that? I might be able to do 4-lv grayscale sprites at one point, but the issue is that the color set I got right now has some differences, so some sprites will end up being different. Also, the color version of Golem is much larger than in this game.
Well, about the golem, as long as i have 4lvl sprites
1084
« on: October 20, 2014, 11:17:05 am »
1085
« on: October 20, 2014, 11:00:14 am »
So, i need sprite help! I don't have the beasts for reuben2 in 4lvl grayscale yet......
I'd be very happy if someone could make me them 4lvl grayscale! Also, can you please check if that is correctly dj? Especially which ones are boss (yellow bg) as i couldn't find that in prgmGCM
Though making swimming look better should really only affect it when Reuben's in water (just run the swimming code when you're standing in water), and even then i doubt it'd take up much processing time. Unless you'd be writing a masked sprite routine instead of XORing the sprite over top of the water, but even then drawing one masked sprite to the screen won't affect much
I'd have to fetch what is behind reuben, store it, erase it, draw reuben, erase reuben, and draw that old stuff again I also think Reuben's speed is fine, it looks more like a running speed so you could have a walking speed if you want, but i generally prefer the character to move faster than slower.
My thinking Seeing your progress with Reuben is making me want to dust some of my old projects off
Then continue work!
1086
« on: October 20, 2014, 09:33:43 am »
Speed looks pretty good to me. It can always be fine tuned later though.
Well if it is way to fast i'd try to make swimming look better which would mean a slowdown, though Can Reuben drown?
that would be funny ^^ but no
1087
« on: October 20, 2014, 09:32:25 am »
Going to Wise Guys on the 13th november ^.^
1088
« on: October 19, 2014, 12:30:09 pm »
<Sorunome> is DJ_Omniwalrus around or anybody else who knows their way around reuben2 ? DJ_Omniwalrus has quit (Quit: Connection closed for inactivity) <^> (#) DJOWalrii has quit #omnimaga (Quit: Connection closed for inactivity) <Sorunome> a simple "no" would have been enough
1089
« on: October 19, 2014, 07:45:42 am »
Swimming! Also, about reuben speed, is reuben too fast in that gif?
1090
« on: October 18, 2014, 12:13:44 pm »
Well it seems unlikely that the issue is related to zstart, rather to clock thingy. Maybe you can write a program that'll load the clock hook and have that run on ram clear?
1091
« on: October 18, 2014, 04:53:30 am »
8xg files are a major pita to get to work in anything Which is weird considering there's no functional difference between a valid 8XG file and any other 8X* file. (You can actually store multiple variables in any 8X*, and they don't even have to be the same type—Pixelscape abuses this by putting the tile map and sprite sheet appvars in a single 8XV. 8XG just happens to be one of many identical filetypes.)
In any case, I'll look into this. Do you mind sending me the 8XG you're having trouble with?
the RAM parts of the reubenquest collection of reuben 2. http://www.ticalc.org/archives/files/fileinfo/453/45378.html
1092
« on: October 18, 2014, 04:51:29 am »
But from the half deep/half shallow water, could you fill your bottles up?
EDIT: I love how i made python scripts to create asm files ^.^
1093
« on: October 17, 2014, 05:52:31 pm »
Aah ok. What routine do you use?
I ripped DispGraphrr from axe EDIT: DJ i got a few questions: How is it with the fire item - does immune against fire / weak against it still have an effect on fire item? How is it with walking on half deep water half shallow water tiles, can you walk on them?
1094
« on: October 17, 2014, 04:39:16 pm »
Also there's an RSS feed now.
1095
« on: October 17, 2014, 04:24:21 pm »
Well, a little heads up, i doubt the grayscale will turn out as well as in reuben 1, and currently i'm seriousley thinking about not making the delay configurable as how it is right now it is looking decent on my 83+. 83+se and 84+
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