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you mean, two paddles, one up and one down, and they have the same x position
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. 3843
TI Z80 / Re: Pokemon RPG: the forgotten quest« on: December 20, 2010, 10:56:10 am »
you dont have to split your 24*24 sprite into 9 8*8 sprites, so its less work and less time
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TI Z80 / Re: Pokemon RPG: the forgotten quest« on: December 20, 2010, 10:53:34 am »
I draw them this way:
Code: [Select] [store pic info here]->pic1 ^^ instead of splitting them into 9 8*8 sprites
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TI Z80 / Re: Pokemon RPG: the forgotten quest« on: December 16, 2010, 02:32:59 pm »
as for the grayscale, unfortunately no, i dont use pt-on for those sprites, check out the "24x24 sprites?" topic for the actual routine
for the backs: yes please! 3846
Axe / Re: 24*24 sprites?« on: December 16, 2010, 01:20:57 pm »
Never mind, i found it just out myself:
Code: [Select] [store pic info here]->pic1 I think this is less than yours, Runer...EDIT: compiled is it 202 bytes, without the picture information 3847
Axe / 24*24 sprites?« on: December 16, 2010, 11:24:22 am »
hi,
is there a good way for displaying 24*24 sprites without changing the hex code? because changing hex code for 24*24 is a lot of work 3848
TI Z80 / Re: Pokemon RPG: the forgotten quest« on: December 16, 2010, 09:57:09 am »
omg sorry about wrong word. its an engine to generate attacks of pokemon if you walk in tall grass
i think the word i had to use is attack generator EDIT: added screenie with current progress (i messed up filename for anti-sameattach) in the actual game, the ground looks much better plus i should add a clrdraw in the pokecenter textbox EDIT2: Added stunning pokemon sprites! 3849
Art / Re: Need 16x16 Pokémon sprites...« on: December 16, 2010, 02:56:57 am »
OMG those look very good!!!! thanks a lot!!
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TI Z80 / Re: Pokemon RPG: the forgotten quest« on: December 16, 2010, 02:55:49 am »
ah ok.
Btw, minor update: added Pokecenter, Mart and tall grass sprites, now going to work on attack generation when walking in tall grass and i made the colission detection line {gdb1+.....} in r6 so its less type work to build it up 3851
TI Z80 / Re: Pokemon RPG: the forgotten quest« on: December 15, 2010, 04:09:43 pm »
ah ok
ill see what i can, its kinda hard to regroup them that way 3852
TI Z80 / Re: Pokemon RPG: the forgotten quest« on: December 15, 2010, 04:06:41 pm »
i hope its better now? i grouped the 4 bars
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TI Z80 / Re: Pokemon RPG: the forgotten quest« on: December 15, 2010, 03:20:46 pm »
yes, that would take up less space, if you meant that
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TI Z80 / Re: Pokemon TI« on: December 15, 2010, 03:18:38 pm »I'm not sure exactly what you mean by that, as the floor is all the same tile. I won't be adding any tiles soon, because this is a port of Red and Blue, so I'm gonna be using the original graphics.never mind, it doesnt matter, though 3855
TI Z80 / Re: Pokemon RPG: the forgotten quest« on: December 15, 2010, 03:15:48 pm »
Also, did you see my new userbars? (i think they're nice)
And, i started working on the Battle engine! |
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