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Messages - aeTIos

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3706
TI Z80 / Re: Bounce
« on: February 17, 2011, 12:48:14 pm »
Hello,

Finally a screenshot and a beta release!

Jump: 2ND
Move: arrows right/left.

Else, see screenshot.

3707
Axe / Re: Axe Q&A
« on: February 17, 2011, 10:46:09 am »
Oops, nah, you can just do that this way: [hex]->tile

3708
TI Z80 / Re: Bounce
« on: February 17, 2011, 10:44:09 am »
Not right now, maybe laterrr...

Any idea where I can find the levels?

3709
Axe / Re: GreyScale Splash Screen
« on: February 17, 2011, 10:41:57 am »
Grayscale works by changing pixels on and off repeatly. you see this as gray.
You can do grayscale this way:
Code: [Select]
ClrDraw(radians)     >next time, i use (r)
Pause 100   (to prevent the program fron shutting down immediately)
Repeat getKey
ClrDraw(r)
Pt-On(Xpos,Ypos,[FFFFFFFFFFFFFFFF
DispGraph(r)
End
This displays a grayscale square somewhere on the screen (put an X and Y position in)
You can do this for the whole image, but also for a part of it
If you want a part not being gray, simply don't put a (r) after the Pt-On

I hope that this short tutorial is useful for you.



3710
TI Z80 / Re: Bounce
« on: February 17, 2011, 09:45:52 am »
The original levels... no, they won't be there, i'm afraid.
But i'll look for what I can do :D

3711
Axe / Re: Axe Q&A
« on: February 17, 2011, 09:43:34 am »
quote from omnomirc:
Quote
...
[07:39:43] <aeTIos> Oh wait you should copy the whole tilemap to a list, Copy(Tilemap, L1-6,length tilemap)
[07:40:29] <aeTIos> and then you can write the new var to it with var->{position in list}
[07:41:13] <aeTIos> I hope that is clear. You have to draw the tilemap from the list, obviously.
...

3712
Art / Re: Axe Parser animation
« on: February 17, 2011, 09:21:56 am »
An axe that executes (compiles) a Basic program. The basic program dies, and arises as ASM

3713
Art / Re: Axe Parser animation
« on: February 17, 2011, 03:39:07 am »
Okay, I'll make this bigger (I mean longer vid) in future

3714
Art / Re: Axe Parser animation
« on: February 17, 2011, 03:33:44 am »
All right... you can play it with Quicktime, Media Player Classic, but not with WMP

3715
Art / Re: Axe Parser animation
« on: February 17, 2011, 03:13:18 am »
Hm. maybe its because of that I uploaded it at school to mediafire.... I'll upload it to my website.

3716
TI Z80 / Re: Bounce
« on: February 17, 2011, 02:54:07 am »
New update:
* Added water tile (if you are a big ball, you'll float, if you are the thin ball, you'll sink)
* Added pump tile
* Added 2 ball sizes (if you pump, the ball size changes)
* Added a title screen
Screenies: I hope to do them soon... ( I can't always access a computer to upload D: )

3717
TI Z80 / Bounce
« on: February 16, 2011, 10:54:45 am »
Hi,

My new game is going to be Bounce. its a port of the famous nokia game, but with more features.
A screenie of the nokia game:


Done now:
Tilemapper:  99% done
-Gravity switch
-Ball pumps
-Water tile
-Wall
-2 different ball sizes
-Rings
-Spikes
-Extra lives (balls)
-Exit door
Maps: 2%
-Overworld map: 0%
-Levels: 5%
Other:
Titlescreen with falling balls

Gameplay: Collect all the rings by using gravity switches, ball pumps, and more. Avoid the spikes and don't get stuck in holes.




3718
The Axe Parser Project / Re: Bug Reports
« on: February 16, 2011, 10:48:41 am »
^^^But first do a backup of the good files...^^

3719
The Axe Parser Project / Re: axe progs that do funny things to your calc.
« on: February 16, 2011, 10:46:01 am »
Wow wasn't that a necropost? anyways, nice idea...

3720
Art / Re: Axe Parser animation
« on: February 16, 2011, 10:41:47 am »
Major Update #1: finished first part of the video.
You can download it here: http://www.megaupload.com/?d=4PUFQDAC

Please give feedback!

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