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Messages - TsukasaZX
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406
« on: October 04, 2009, 04:16:06 pm »
I was joking because he used a big word I guess the "speak English" thing is only an English idiom ^^; But anyway, I'm still thinking out how to do the Samus engine. I'm starting to see how I could handle the 8x16 sprite. I don't think that's much of an issue. The real issue is still jumping. I could use an 8x16 sprite for jumping but that would mean no spin jumping. If I stuck to spin jumping, I'd have an 8x8 sprite but then I wouldn't know how to rig that into the engine.
407
« on: October 04, 2009, 01:29:25 pm »
Builderboy! Speak in English! o.o;; Anyway, yeah, 4x4 is the way I'm going with the engines (mostly because Samus's feet are 4px wide so 4px steps make sense ) Also, sounds like a fun experiment. you should post a screenie
408
« on: October 04, 2009, 01:10:53 pm »
I meant KBs accessible by normal means, not KBs total. Whoops.
Anyway, yeah, we aren't sure but with a such a smaller chip, it seems likely to me (but who am I to doubt an integrated circuit by its size?)
[edit] Doesn't it kind of make sense though? The TI-OS doesn't USE the full 128KB of RAM. The only way to do so is to code your own application that does which is a feat that not any average Joe Shmoe can do. Seems logical TI would try to cut back on costs by replacing the TA3 chip with a cheaper and smaller TA1 chip (which could simply only have 64KB of RAM, 48 accessible due to configuration?)
409
« on: October 04, 2009, 12:41:18 pm »
Well now, that's pretty cruddy. I guess TI finally decided to 'correct' their 'problem' of wasting a 128KB TA3 chip by replacing it with a 48KB TA1 chip. Bloody 'eck, that was totally not fair
410
« on: October 03, 2009, 08:00:14 pm »
Interesting theory you have going there. I'm glad we've got a solid line of reasoning going for this issue.
Oh, and for the record, my calc's serial number is S-0704 and the ASM write test program gave an okay.
411
« on: October 02, 2009, 12:10:04 am »
Awesome! Why does the "X" enemy change shape though?
412
« on: October 01, 2009, 01:13:48 am »
Yup, you can have pretty much as many conditions as you want in an If or While. Glad I helped some
413
« on: October 01, 2009, 01:02:20 am »
Why not do:
:While X=0 and A<10 :A+1→A :getKey→X :End :Goto B Also, there's some optimizations you could make if you want to make your game smaller and faster.
414
« on: September 30, 2009, 07:26:09 pm »
Very nice As for spells, you should totally have a "rickroll" spell J/k, my honest suggestion would be to go with some of the RPG staples like "Cure" and "Fire" as starting spells then progress to stronger and more unique spells like "HolyAura" and "Inferno" rather than the 1-10 level up thing. While this may not be easier, isn't it more satisfying to cast "DracoInferno" (Dragon Inferno) on your enemy instead of Fire10 or something? Anywho, can't wait to see what you come up with
415
« on: September 29, 2009, 02:44:20 am »
Yay for inability to stay with the same wallpaper! This is my latest dual-monitor set up. Left monitor is 1600x900, right is 1280x800.
416
« on: September 28, 2009, 07:41:19 pm »
I was trying to replicate the morphball's look in all of the 2-D metroid games where it constantly rotates even when not moving.
417
« on: September 28, 2009, 01:25:57 am »
That is one sweet rigid body engine, Builderboy. I wish I learned cool stuff like this in Java class. Say, you should make one of those "beat up the figure" games where you can drag and bash and beat up a figure (stick figure? AOL guy?) with physics and stuff
418
« on: September 28, 2009, 01:21:21 am »
I have been working with Builderboy on (read: Builderboy has been gratuitously showing me how to build) a physics/movement engine for Return to Maridia. This is going to be fairly complex. As of now I have plans to use 2 separate engines: one for Samus (an 8x16 sprite) and one for her morph ball (an 8x8 sprite). Thanks to Builderboy, the 8x8 sprite engine is mostly done. From there I will be perfecting the engine to my tastes and extrapolating from it to create the 8x16 sprite one. Then comes the issue of tying both together and adding map and interaction bits to it. Fun, neh? Oh, and here's a screeny of the morphball engine as it is so far (which also shows off 2 of the game's power-ups ) Note: the screenie is probably half as fast as the actual engine
419
« on: September 26, 2009, 05:59:42 pm »
Go Builderboy! Congrats, man. I'll have to try Shift out. That game rocks! Actually, I'll have to play all of them. They all sound fun.
420
« on: September 25, 2009, 09:20:58 pm »
Nice! Sounds familiar kind of. I like it a lot
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