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Messages - aeTIos

Pages: 1 ... 255 256 [257] 258 259 ... 274
3841
TI Z80 / Re: uPong
« on: December 20, 2010, 11:31:10 am »
you mean, two paddles, one up and one down, and they have the same x position

3842
TI Z80 / Re: uPong
« on: December 20, 2010, 11:27:19 am »
that looks neat!

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

3844
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
0->X->Y
For(A,0,23
{A*3+Pic1}r->{A+Y*12+L6+X}r
{A*3+Pic1+2}->{A+Y*12+L6+X+2}
End
DispGraph
Repeat getKey
End
^^ instead of splitting them into 9 8*8 sprites

3845
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
0->X->Y
For(A,0,23
{A*3+Pic1}r->{A+Y*12+L6+X}r
{A*3+Pic1+2}->{A+Y*12+L6+X+2}
End
DispGraph
Repeat getKey
End
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 :P

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!!

3850
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 :P

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

3853
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 :P

3854
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.

Update, though!
Boundary and collision checking have been fully implemented, and I believe I have interaction with objects working.
Now I have to cobble together the downstairs map, then work on map linking.
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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