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Messages - LincolnB

Pages: 1 ... 24 25 [26] 27 28 ... 77
376
TI Z80 / Re: Swords
« on: November 18, 2011, 10:47:44 am »
screenie?

377
Computer Projects and Ideas / Re: What should I call my Engine?
« on: November 18, 2011, 10:47:33 am »
I would suggest something like Mars RPG Engine or something. Not really related to Daemons at all but still kinda cool. Or, you could make it some kind of a (really lame) pun, like call this sub engine the Mailer Engine (Mailer-Daemon yuk yuk yuk)

378
TI Z80 / Re: Tale of the Lost Map
« on: November 18, 2011, 10:42:36 am »
that looks sweet. Props on an awesome menu screen! Pure BASIC? Wow.

379
TI Z80 / Re: POGO
« on: November 18, 2011, 10:05:31 am »
Uh, you just beat me by like seven. Wow, that's crazy. Either I'm not posting that much or you're posting like made. :)

380
Art / Re: Megaman Sprites
« on: November 18, 2011, 09:55:03 am »
These are freaking awesome sprites, and I hope they get used in a game sometime.

381
TI Z80 / Re: POGO
« on: November 17, 2011, 05:46:12 pm »
yeah, right before the Dispgraph is how I do it.

382
TI Z80 / Re: POGO
« on: November 17, 2011, 05:27:16 pm »
All you have to do is add one line of code, DrawInv. It's really easy.

383
Graviter / Re: Graviter
« on: November 17, 2011, 05:13:36 pm »
Oh, i've experienced something similar with my own experience on collisions with larger objects to smaller objects. I think it's because of Zedd's corner-checking method of collision detection (it does that, right?)

384
TI Z80 / Re: Spacky 2 - Beta Release
« on: November 17, 2011, 05:12:09 pm »
Yeah, it'll have great physics for sure.

* buttsfredkin grins devishly as he sets to work hacking Zedd to work with scrolling maps...

385
TI Z80 / Re: Spacky 2 - Beta Release
« on: November 16, 2011, 10:33:53 pm »
lol I'm thinking about it. It'll be immensely betterly (?) programmed, because I'm much better now than I was then.

386
TI Z80 / Re: Project Ideas needed!
« on: November 16, 2011, 10:32:04 pm »
Make a platformer! That was my first "real" game (although there were many lesser projects), and I learned a ton. There's a link in my sig (Spacky Emprise (it sucks)) if you want to see it.

If you ever get stuck, use the BUTTS FREDKIN ALGORITHM:
It goes like this:
1. Write down the problem
2. Think REALLY HARD
3. Write down the solution

lol it sounds like a joke but it actually works.

387
Computer Projects and Ideas / Re: Nymless Port
« on: November 16, 2011, 10:29:49 pm »
hey, that sounds awesome. Good luck with everything!

388
CaDan SHMUP / Re: Yet another shooter
« on: November 16, 2011, 10:17:44 am »
hmm...good luck! We're all behind you here.

389
TI Z80 / Re: Zedd Physics Library (BETA)
« on: November 16, 2011, 10:15:24 am »
Zedd is really good as-is, but even better if you know what you're doing enough to modify it to your specific needs :)

EDIT:
Do all sprites have to be pointed to Str0SP, or does it not matter?
Yeah, by default, Zedd looks at Str0SP for the sprites.

390
Graviter / Re: Graviter
« on: November 16, 2011, 10:13:42 am »
Like what stuff specifically? :P

well, for that thread I linked to I have a 768 byte appvar that's basically just a picture, and I copy it to L6 every frame. I was just wondering if you're doing anything like that, and how you would fit that much data into a single program. But yeah.

I generate everything from the tilemap, which has massive space savings over appvars for each level.

Yeah, but in their defense, you can do more graphically with appvars. Not that I'd ever use huge appvars like that in a "real" game.

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