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Humour and Jokes / Re: Winning The Game Has Never Been So Much Easier
« on: May 27, 2011, 10:05:52 am »
whats up with my game?
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 3046
Humour and Jokes / Re: Winning The Game Has Never Been So Much Easier« on: May 27, 2011, 10:05:52 am »
whats up with my game?
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TI Z80 / Re: Contest entry - Continuity« on: May 27, 2011, 09:52:31 am »
I dont use that. Anyway, I have cut my code down quite a lot (let's say 400 bytes total) but since I added new code, you dont notice it. It is 7210 bytes now, without the maps.
Keys go away if you take them now! Also, Frey, congrats on your 1000th post. 3048
Axe / Re: [TUTORIAL] Making a platformer engine in Axe« on: May 25, 2011, 03:18:34 pm »
Uh, hit-detection with enemies?
I even dont know how to do enemies myself... 3049
TI Z80 / Re: Contest entry - Continuity« on: May 25, 2011, 02:30:44 pm »
Some of my classmates have played already
But they are not members. They like it (some, not all, but those who don't like it were prejudiced) 3050
TI Z80 / Re: [Axe Parser Shoot'em up] Devrays« on: May 25, 2011, 02:25:51 pm »
A-A-Awe
* ** Faints from excitement Awesome!
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TI Z80 / Re: Cube Droid Saves the Galaxy« on: May 25, 2011, 02:17:38 pm »
Maybe I should contact the author of Continuity too... After all, its a free game.
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TI Z80 / Re: Contest entry - Continuity« on: May 25, 2011, 02:07:43 pm »
I cut 150 bytes doing optimizations!
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TI Z80 / Re: Contest entry--Nymless« on: May 25, 2011, 01:41:32 pm »
I suggest using [MODE] for teacher key. Its just hard to press >1 key if you are rushed.
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The Axe Parser Project / Re: Axe Parser« on: May 25, 2011, 01:13:41 pm »
Another suggestion: To cut the size of programs, perhaps use the shell routines? (You can for example always use ion routines when compiling for shell)
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TI Z80 / Re: Contest entry - Continuity« on: May 25, 2011, 10:25:41 am »
I am thinking about a grayscale border around the maps. Also, I added a flashing point to indicate where you are. New screenie when I have new levels!
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TI Z80 / Re: Contest entry - Continuity« on: May 25, 2011, 09:12:43 am »
That's not possible. You can not get in between them.
I'm going to make a slow-flashing dot to indicate where you are. Oh, and this will run pretty fast, even in 6mHz mode. In fact, I have a pause 37 in it. I removed all Fulls and it was pretty playable. 3057
TI Z80 / Re: Contest entry - Continuity« on: May 25, 2011, 06:47:14 am »Dang, i was thinking about porting this for the competiton but bits of it would be extremely hard to code, so I gave up. Good luck - you'll need it ^^This told me. Update: Beta version! 3058
TI Z80 / Re: Axe Shift: Contest Entry 2011« on: May 25, 2011, 06:43:01 am »
This looks awesome
just awesome. 3059
TI Z80 / Re: Axe Contest Entry: Doodle God« on: May 25, 2011, 06:40:12 am »
Is. That. 16x16!? AWESOME!
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Axe / Re: [TUTORIAL] Making a platformer engine in Axe« on: May 25, 2011, 04:41:54 am »
I'm not doing that
There won't be any scrolling or enemies. This is just a skeleton for moving and tilemapping (The basics) |
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