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Miscellaneous / Re: What is your custom title?
« on: July 09, 2011, 12:33:27 am »
Wow. That's pretty much my current situation, too. Like...Exactly my current situation...

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Miscellaneous / Re: What is your custom title?« on: July 09, 2011, 12:33:27 am »
Wow. That's pretty much my current situation, too. Like...Exactly my current situation...
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Miscellaneous / Re: What is your custom title?« on: July 09, 2011, 12:32:23 am »..yet the avatar clearly has a z80 game runningI do believe he is/was making a z80 emulator for the casio. 258
TI Z80 / Re: Fancy Pants: DT's 2011 contest entry (hopefully)« on: July 08, 2011, 11:55:24 pm »
That's how it works in the actual game. If DT's port is preserving momentum the way I think it is, it should look just fine. This assumes that, for the most part, you are not playing the game by moving one step at a time (as that would completely defeat the purpose of the awesome physics). If you're actually running off of it, you'll continue forward and land on the top of the hill.
EDIT: Just to be clear, the lines that I drew in the actual Fancy Pants screenshot (the red lines) are the actual collision lines for the game itself (or as close as I could draw to where the lines are). I wasn't just making those lines up, I walked through and checked for where the boundaries are. Also, Deep Thought, this would require having uni-directional walls. I don't know how easy or hard that would be with your current set-up, or whether you've already thought of that. 259
Art / Re: Need help with sprite for Omni Emblem« on: July 08, 2011, 11:16:28 pm »
Sure, no problem. If you notice, I changed the angle of the bottom of the V to make it more like his whole body was leaning. Before you left the lower body at pretty much the same angle, so putting the plating at the angle with his upper body would make it look weird with the lower body.
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TI Z80 / Re: Fancy Pants: DT's 2011 contest entry (hopefully)« on: July 08, 2011, 09:59:39 pm »
That's not what I'm talking about. Ignore the background. I'm talking about the lines themselves.
Pretend the only thing you could see was the red/green lines. Now imagine that they're all the same color. It LOOKS like you could run straight up the 'branch' line, when really you have to jump up because of the green. That's all I'm saying. Like...If you've ever played LineRider, you'd know that you can place regular lines, or scenery lines that don't interfere with collision at all. I'm saying you should include those kinds of lines so you don't have to leave a visible gap any time you want things like that in your levels. It will just make it look more connected and neater, in my opinion. EDIT: Here's an example of what I mean as it would pertain to your game. Let's say the actual collision-calculation lines look like this: ![]() But the actual level looks like this: ![]() The addition of one simple line to connect the upper line to the lower line makes it appear graphically smoother and more connected, while still not changing the way the collision is handled. 261
Art / Re: Need help with sprite for Omni Emblem« on: July 08, 2011, 09:37:12 pm »
Lemme give it a go. Is it alright if I modify some angles in the already existing front plating? I feel like that is part of the issue.
EDIT: Here's what I got. The upper plates may be a bit too high. If you agree, let me know and I can lower them. 262
TI Z80 / Re: Fancy Pants: DT's 2011 contest entry (hopefully)« on: July 08, 2011, 09:15:41 pm »
Okay, to explain, look at the image below:
![]() The red and green lines (viewed as though they were all one color) demonstrate what looks like the extent of the possible platforms to walk on. Meaning you could either go down the hill, or up on the branch to collect the whateverthosethingsaresupposedtobe's. But in reality, only the red lines are walk-able. Meaning the green line never actually is involved in collision detection of any kind. This makes you always go down the hill unless you deliberately jump up onto the branch. My suggestions is that you include this kind of thing in your Fancy Pants port. That's one thing that I thought was so awesome about Fancy Pants: the fact that there are many places where you really aren't sure if the background is walk-able or not. Basically, non-walk-able and walk-able lines would appear the same. The only difference would be in collision calculations. That's my suggestion/explanation. 263
TI Z80 / Re: Fancy Pants: DT's 2011 contest entry (hopefully)« on: July 08, 2011, 08:55:04 pm »Oh, it will. The screen can overlap four sectors at a time.Ah, so you will be using clipped line routines for that, I guess. Might I make a suggestion that you have probably already thought of? After playing a bit of Fancy Pants, I realized that one of the things that makes it so awesome is the changes in depth. I was looking at it, trying to figure out how exactly he implements it, when I realized that lines at varying depths have a small separation between where it really starts and where it looks like it starts. If this doesn't completely make sense, let me know and I can show you what I mean. Oh, right, I set the gravity a bit too low. It's real acceleration but you can't see it lolAh, that would do it! 264
TI Z80 / Re: Fancy Pants: DT's 2011 contest entry (hopefully)« on: July 08, 2011, 08:34:49 pm »Every level is (er, will be) broken down into "sectors" of 96x64 pixels. The map is stored as lines (init point-vector), each wholly contained within a sector.So will it not scroll? I think one thing is that it doesn't seem to get to a high enough speed to look realistic. As he falls it starts to speed up a bit, but then it hits a cap and looks like he's just kind of floating down.Hmm...some of the physics look a bit off- are you planning to implement realistic gravity?Hmm, what do you mean? I can't tell the difference lol, need a second opinion. 266
Web Programming and Design / Re: Important news for .co.cc site owners!« on: July 08, 2011, 03:54:04 pm »
but....it's spelled diaphragm
![]() http://dictionary.reference.com/browse/diaphram http://dictionary.reference.com/browse/diaphragm 268
TI Z80 / Re: Fancy Pants: DT's 2011 contest entry (hopefully)« on: July 08, 2011, 03:00:56 pm »
Ohh, a clipped line routine... it shouldn't be too hard to write.
And yes, you can use ASM: Quote ASM code must not compose more than 10% of your program code and the only allowed way to use assembly is via the Asm() command. The remaining 90% must be Axe or Axiom code. (See previous rule for Axiom information). Other languages such as TI-BASIC are NOT allowed. 269
TI Z80 / Re: Fancy Pants: DT's 2011 contest entry (hopefully)« on: July 08, 2011, 02:58:22 pm »
WOW. That looks so awesome!! Great animations!
Which reminds me: Anybody got a masked line routine lying around?Masked line? How do you mask a line? |
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