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Messages - Sorunome
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91
« on: September 16, 2016, 04:19:14 pm »
Could you please provide an example usage of DrawChar, including the data the pointers you pass it point to?
As to animated tiles, there is no need for an interrupt! The basic idea is that you re-draw the entire tilemap every single frame (that would make the code you wrote for scrolling obsolete (believe me, the calc is powerful enough to easily handle that)) and have a frame counter, and then change for the animated tiles every like 8 frames the pointer of where the sprite data lies, resulting it a different frame being drawn.
92
« on: September 13, 2016, 07:11:07 am »
Axe interpretiert bei Output() und so standardmäßig Zahlen als nen pointer zu nem string, z.B.
Disp "blah" ist das selbe wie:
"blah"[00]->Str0 Disp Str0 oder wie
"blah"[00]->Str0 Str0->A Disp A beim dritten sieht man leicht wieso man das >Dec symbol für zahlen braucht.
Bei if-befehlen ist sowas wie "If A=3" weniger optimiert, "!If A-3" ist optimierter
Bei dem RAM-kapitel würde ich gar nicht mit {0} anfangen, sondern gleich mit {L1+0}. Außerdem würde ich überhaupt nich ab-empfehlen L2-L6 zu verwenden, die sind sicher und nützlich, solange man sich das zeig dazu im Commands.html durchließt.
93
« on: September 13, 2016, 02:00:07 am »
Looking nice! It reminds me of the DCS gui stack, axioms for that are already available, e.g. here! ^.^
94
« on: September 11, 2016, 03:46:33 pm »
Have you tried tilp yet?
95
« on: September 11, 2016, 03:44:54 pm »
Also, ich habe mir jetzt leider noch nicht so viel durchgelsesen, aber ich halte die Warnung von recht sinnlos, in Axe selbst kannst du nicht den GTR so pektakulär zum Absturtz bringen wie mit ASM, so ziemlich das schlimste was du hinkriegen kannst ist nen RAM clear was ja auch nicht nen Weltuntergang ist.
96
« on: September 11, 2016, 03:41:24 pm »
Time for a theme change! No love for a Fox on the wall yet?
I actually haven't thought of that, yet.....but foxes already invaded Reuben 3
97
« on: September 07, 2016, 03:36:25 am »
why can I only refill my bottle in deep water? It doesnt work when facing the non-deep water from rivers or besides the town of Dogglen
Else i'd run into some quite heavy control-issues as soon as you learn how to swim.... I love Ebus' new dialogue but it seems a bit strange he talks about the "forest below" instead of "southern forest" or something ^^
ok, will do MAYBE add a "*CLICK*"-message to the hitting-a-switch dialogue just to make it clear to everyone you already hit the switch ^^
will do The new mode menu is nice, especially since you an now see the armory and weapons And on op of that you now also have enough space to add little icons for ALL items you posess (like keys, letters, boots, ...)
thanks~ Does the new engine also affect those monsters with a higher level than the player? They seen to be a bit weaker. If so you should maybe exclude any monsters stronger than the player from it just to make soure people are more or less forced to follog the storyline and wont just wander around. (To me it seems to be easier to reach the pickaxe now)
nope, doesn't effect those. Probably just you or you had quite some luck with the random numbers (Plus your build doesn't have that system yet, i thought) Still there is no such thing as a death animation for monsters... watching super carefully each time but there is *nothing*
Yeah will have to do soemthing MAYBE make the position-text in the mode menu something like "You are in Dogglen" and "You are in teh forest" instead of just "forest" - there's enough space for that And it's a lot easier for newbies that look in the menu fpr the first time and dont know yet what "Dogglen" means ^^
With "Aerilon Castle" there isn't enough space left..... MAYBE you want to change the forst's map//paths after killing the spider, too (so it takes a little bit longer to escape the forest and it gets a bit harder, too) ^^
I actually didn't want to make the first dungeon too hard, so that the player gets a good start into the game. Keep in mind, how the story is currently layed out there are five dungeons. And I still need to come up with more stuff as that story would be IMO too short xP why does the sign beside the blocked path say "be sure to take your sword with you"? Is it even possible to aquire a sword in dogglen..?
To scare you I still think you should rework the snake's skin
You could do so and give me the re-worked version! Every time I interact with a gate I'm a bit sad the gates don't shout "YOU SHALL NOT PASS!"
inb4 C&D from New Line Cinema don't forget to implement the "Peak" between dogglen and aerilon
It's already there, you can actually visit it after defeating the king (though the place seems dead as i haven't scripted stuff there yet)
98
« on: September 07, 2016, 03:28:38 am »
Hey! that's looking pretty good. Grayscale really does add 'color' to the map! lol
I've tried messing with grayscale, but it typically ends up 'flickery' on calc instead of smooth and solid.
The remakes have flickerless grayscale, you can find download links for them here
99
« on: September 06, 2016, 03:52:50 pm »
I don't think I posted the entire reuben1 enhanced map, have i?
100
« on: September 06, 2016, 03:32:53 pm »
Looking nice! Does it also work with longer menus so that it does scrolling, like the TIOS menus work?
101
« on: September 06, 2016, 09:50:34 am »
once you reach lv11 there's not enough space to show your livepoints ^^ "1075/1120" is just too width to display ^^
How do you plan on moving stuff around to beign able to display it all? Would it work out if there is one more pixel on the right? what about two? (i can easily add two more pixels space on the right) The "find scary stuff" guy should tell you about the mission not being over... maybe like "OMG THIS IS SCARY! BUUUT not enough... Go look again!" or something similar
Yeah, I didn't think ususally people exit a dungeon before finishing it and i didn't add anything after finishing the dungeon so that is because i simpely haven't reached the story that far yet
102
« on: September 06, 2016, 07:59:54 am »
Battles should pause a soon a my attack is loaded and I'm about to chose (arrow key). same should happen when entering MODE menu. Really sucks to die while being in menu to select the bottle ^^
I didn't do that on purpose, to give you some more pressure. Internally the enemy also does some random waiting in which it "picks" its moves
103
« on: September 06, 2016, 07:51:56 am »
the game only remembers you have destroyed the boulders on the path if you cross it towards north but forgets about it if you return to the village, that's a bit strange. btw I love it how you make the path come back xD As I already said, the game itself has no way of remembering if a rock gets destroyed or not. I will not change that mechanic as it would require a too large re-write. So, the only way that it "remembers" with those three rocks is that i set some special event there so that if you walk over the free path to the top of them it'll set an event which will remove the rocks. That actually adds one bit to the savefile. should trigger the same when walking over the block BELOW the path, so it always saves it
That would require three bit instead of one for saving it, such stuff adds up quickly. As what if you only destroy one block and come back? Sorry, I am not going to change anything about this behaviour. when getting a levelUp from killing a huge monster (like these floating things in the castle) the text collides with the enemy sprite
There isn't enough space on the screen to do it any differently.... it looks like the nevel up text inverts the color - how about setting the pixels of the mesage forcebully to black and adding a whte border around the message?
such things are way easier said than done........... King's attacking speed increases after 2nd attack (as mentioned in IRC)
As also mentioned in IRC i did a typo in the data giving the king accidentally super-streangth
104
« on: September 06, 2016, 07:43:06 am »
The new text of the old man in his hut in teh forest is weird... Should change it to something like "maybe you cn wind something in the forest. Here take this stick to defend yourself" it's weird if he just tells you "search SOMWHERE and take this stick to fight against the monsters in the FOREST"...
I'll take a look at that Also once you found the Axe (not the pickaxe) it's not shown in the item menu
Yeah I didn't write that part yet Dont you think the 5 or 6 foxes in one room are a little bit too much...?
There can never be too many foxes! I get bombs in the village but they cant change anything...? not even free foxes?
How dare you to even try to kill cute,innocent,cuddly,floofy foxes! There are bombable things outside of aerilon once trapped in the village there's no way to escape. So I guess it's not finished yet? ^^
You can do more and actually escape the villiage! Just look around msoe more Maybe add a message "the bottle is empty" when atempting to drink water and the bottle is empty?
Maybe....wouldn't that get annyoing? maybe add "your HP/MP got restored" message after drinking?
good idea why can't I use bombs when facign any object? even trees and walls? ^^
eeeeeeeeeeeeeer, you should be able to......lemme look into it the game only remembers you have destroyed the boulders on the path if you cross it towards north but forgets about it if you return to the village, that's a bit strange. btw I love it how you make the path come back xD As I already said, the game itself has no way of remembering if a rock gets destroyed or not. I will not change that mechanic as it would require a too large re-write. So, the only way that it "remembers" with those three rocks is that i set some special event there so that if you walk over the free path to the top of them it'll set an event which will remove the rocks. That actually adds one bit to the savefile. For the switch inside the cave of the castle, you forgot to add the "theres nothing here" message
[11:27:54] Sorunome i didn't forget to add the message.......i didn't feel like coding it >.> Do you think a message is really important? when getting a levelUp from killing a huge monster (like these floating things in the castle) the text collides with the enemy sprite
There isn't enough space on the screen to do it any differently....
105
« on: September 05, 2016, 11:21:56 am »
How do I determine what the program will be called when I send it to the calculator, if it isn't dependent on the .8xp filename?
It's in the file header, you can probably see it with a hex editor. Have you tried this yet: The assembled file that you attached to your post has that strange filename problem in its header, indicating that something (probably binpac8x.py) is putting that invalid name there which Wabbitemu is picking up and using.
Like Xeda said, try just having on the command line:
spasm BACKGRND.txt BACKGRND.8xp
Then resend your program.
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