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Messages - Sorunome
Pages: 1 ... 4 5 [6] 7 8 ... 591
76
« on: October 02, 2016, 09:08:13 am »
More optional tutorial stuff! Also, I still need enemy fighting backgrounds Does anybody wanne help with that? It's about creating 16x16 backgrounds which can be horizontally tiled ^.^
77
« on: September 26, 2016, 03:55:48 pm »
This is looking awesome, love it!
78
« on: September 26, 2016, 03:44:45 pm »
[...]
Does anybody want to help me with a map in the game, i kinda need a fullscreen map of the overworld, 4lvl gray. If somebody wants to help I can show them the expanded tilemaps and what I am imagining it to be somehow like
I would love to help, but I'm not sure if I'm qualified enough to help. I feel like I'm pretty new to all this. I dont know how grayscale screenshots work...What all are you looking for? Just a huge over world map?
Oh, it's basically about creating a 96x64 pixel 4lvl grayscale image in like paint xP
79
« on: September 26, 2016, 02:48:08 pm »
Does anybody want to help me with a map in the game, i kinda need a fullscreen map of the overworld, 4lvl gray. If somebody wants to help I can show them the expanded tilemaps and what I am imagining it to be somehow like
80
« on: September 26, 2016, 05:52:10 am »
Hey, welcome back! What have you been up to / are you working on anything awesome? As for here, Escheron is been worked on and I picked up Reuben 3
81
« on: September 25, 2016, 03:41:37 pm »
I made the hookshot finally layer-aware in an extremely hacky way!
82
« on: September 25, 2016, 09:46:27 am »
I added some new kind of animation stuff (new, as in, reuben didn't have it before)
83
« on: September 21, 2016, 04:54:04 pm »
Looking nice! If you want to do it like in zelda games where enemies move around on the map you might want to start i9mplementing your engine being able to handle multiple moving objects at the same time, though. IDK as a practice it might be an idea to make bushes such "movable" objects?
84
« on: September 19, 2016, 03:45:05 pm »
You can have it like this then: (for example) 0-7 : walkable, static 8-10 : walkable, animated 11-42 : wall, static 43-99 : wall, animated
85
« on: September 19, 2016, 03:34:33 pm »
To not requiring every tile to be a 4-frame animation you could maybe make that only tiles above a certain ID are animated, below they are static
86
« on: September 19, 2016, 03:48:20 am »
I guess I'm the odd one out. I like the lizard fading to white. The rat doesn't seem to do this quite the same though.
They are. The thing is, the frames work like this: 1. All light-gray becomes white, all dark-gray becomes black 2. All that black becomes dark-gray 3. Everything becomes white
87
« on: September 18, 2016, 05:30:38 am »
I edited in screenshots so that you have both death animations for both enemies
88
« on: September 18, 2016, 02:51:52 am »
Sounds useful! Do you use a custom stack or do you use the normal cpu stack (so that you need to push/pop correctly before returning)?
89
« on: September 17, 2016, 05:35:59 pm »
This is currently looking correct to me, could you please give us screenshot examples of your sprite routines? (And, if possible, a thing of how the sprite should look like)
90
« on: September 17, 2016, 06:31:18 am »
New poll! Which death animation to use? Option 1: Large parts of the enemy turn gray and then are gone Option 2: All black areas turn white, all gray areas black and then lighter gray and then gone
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