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TI Z80 / Re: Seeker
« on: December 13, 2011, 08:34:25 pm »
hey, that looks pretty nice. Good job!
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. 301
TI Z80 / Re: Seeker« on: December 13, 2011, 08:34:25 pm »
hey, that looks pretty nice. Good job!
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TI Z80 / Re: Futility [Contest Entry]« on: December 13, 2011, 08:32:08 pm »
lol I totally ripped off graviter is that what you're referring to?
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The Axe Parser Project / Re: Features Wishlist« on: December 13, 2011, 06:52:58 pm »
^^YES. I would love that.
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TI Z80 / Re: Futility [Contest Entry]« on: December 13, 2011, 06:17:54 pm »
I was bored, so I spent the last hour or so making some mockups for a potential menu screen.
EDIT: Made it a little bigger 305
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni« on: December 13, 2011, 10:21:09 am »
2545: You hijack other threads for shameless self promotion.
On a related note... 306
TI Z80 / Re: Futility [Contest Entry]« on: December 13, 2011, 10:12:56 am »
Thanks Update in the first post!
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Elimination / Re: Elimination: A New FPS« on: December 13, 2011, 09:25:21 am »
Hey, so uh...Youtube's blocked here, cause it classifies under K9 "protection" as an open media search engine...do you think you could upload the video to somewhere where I could download it?
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TI Z80 / Re: Futility [Contest Entry]« on: December 12, 2011, 07:27:04 pm »
K, I spent some time during school today getting a tilemap up and running, polishing up the physics engine, and making a new sprite - a little jumping bean looking thing.
This level is seriously ugly - expect better graphics, this is just a demo. 309
TI Z80 / Re: Seeker« on: December 12, 2011, 07:21:45 pm »100 for Y acceleration?Yeah, butts I think you probably meant 10 or something. 100 is way too fast. Yeah, you're prolly right. 310
TI Z80 / Re: Futility [Contest Entry]« on: December 11, 2011, 10:46:41 pm »Sounds fun Good luck in the contest Thanks lol I'm going to need it. Looking forward to see what this game will be about. Expect a cross between an adventure game, hence the 8*8 scrolling stuff, and a puzzle platformer, hence the entry into contest 8 You can't provide a download remember? Oh right, thanks for the reminder. 311
TI Z80 / Re: Grappler!« on: December 11, 2011, 10:42:01 pm »
No problem, I'm glad to help! 312
TI Z80 / Re: Seeker« on: December 11, 2011, 10:39:57 pm »
Okay, so for gravity, all you need is two variables: Y_Position and Y_Velocity. Y_Position is just where on the screen the character is displayed, the Y coordinate. Y_Velocity is the speed the character moves per frame. So, to move the character upward, all you need is a negative velocity. Since Y_Velocity is added to Y_Position every frame automatically, if you simply set the Y_Velocity to a negative number, you will go upwards (adding a negative number to Y_Position = subtracting from Y_Position = making the character go up). To simulate realistic gravity, we need to define exactly what gravity is. Gravity is downward acceleration, that's all. Implementing this is fairly trivial - just add a constant number to the Y_Velocity every frame.
Example: Code: [Select] .I'm going to use Y for Y_Position and E for Y_Velocity
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TI Z80 / An Exercise In Futility [Contest Entry]« on: December 11, 2011, 08:46:07 pm »Spoiler For Original Post: Spoiler For Previous Update, with screenshot: UPDATE: I've changed the focus / vision for the game to a Survival type of game. Basically, the goal is to survive as long as you can through different conditions, as things get progressively harder. I have five different modes working, I might be able to get a new screenie later. Also, I've officially changed the title. UPDATE(a): Screenshot, featuring different modes - next up to do is set up the obstacles. The way the obstacles are going to work is that it's going to have a classic arcade game (like pong) playing in the background automatically, and you have to avoid the ball and paddle. Stuff like that. FINAL UPDATE: I finished this game the other night. Not much explaining I'm afraid, but I'm working on a fairly in-depth Readme.txt for when I'm allowed to release this. I made a few screenies for your viewing pleasure. http://img.removedfromgame.com/imgs/Screenshot_Four.gif http://img.removedfromgame.com/imgs/Screenshot_Five.gif Aaaand the grey looks a lot better on calc. I was trying to make the screenies realistic but I couldn't get it quite good enough. EDIT: Got a screenie with better gray: 314
TI Z80 / Re: Seeker« on: December 11, 2011, 08:42:10 pm »sorry to double post, but could you go in depth on the jumping part and what you are doing in the code? thats the part i need, thanks You're talking about just the gravity, not the collisions, right? How does the pixeltesting work in this? I'm kinda busy right now, but I'll post more about it later. 315
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni« on: December 10, 2011, 11:50:00 pm »2301: you are glad that people come to butts with their calc problems and not you. 2313: You are PEEVED OFF that everyone comes to you, being all like "GIMME GAMES" "FIX MY CALC" and the like 2314: Jk, ofc, you love it |
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