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So, if the ball collides with something, you give it a random direction and then it follows that until the next collision?
How are you doing collision detection?
How are you doing collision detection?
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. 92
Ash: Phoenix / Re: [A:P] Demo Release/Discussion« on: January 12, 2011, 12:30:42 pm »
I love this! It's really extensive and has tons of different things to do. Can't wait for the next release.
Side note: I'm glad IVP doesn't have magic; the code for everything here at the same time must be really complex. ![]() 95
The Blue Platform / Re: The Blue Platform Rebooted, Revamped, and just plain better!« on: January 12, 2011, 12:13:46 pm »
Nice battle system. This is both fast and aesthetically pleasing.
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Axe / Re: I: VP tilemap help!« on: January 12, 2011, 01:52:59 am »
Yup, I'll only redraw when I scroll. And even then, I'll just use Horizontal and Vertical commands and then redraw the new tiles. It's fast right now, though. My battle engine is coming along well, too.
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TI Z80 / Re: Inferno: Valani's Promise- A new RPG project« on: January 12, 2011, 01:47:58 am »
I made a new, working tilemap system. And the first battles won't be too hard. You are much more powerful than the beginning enemies.
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Axe / Re: I: VP tilemap help!« on: January 11, 2011, 07:06:16 pm »
Yeah, I guess I'll try that. Now for more reliable collision detection. . .
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Computer Projects and Ideas / Re: Trio and Niko: Falling« on: January 11, 2011, 07:04:36 pm »
I was trying to get it to him privately, but my email is messed up
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Computer Projects and Ideas / Re: Trio and Niko: Falling« on: January 11, 2011, 05:37:53 pm »
TaNF app:
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Axe / I: VP tilemap help!« on: January 11, 2011, 05:28:42 pm »
Tilemap Problems:
1). What Format To Use Option 1: Scroll 8 pixels at a time only when you reach the edge of the screen. The easiest, but it won't look as nice. Option 2: Scroll 1 pixel at a time when you reach the edge. I would need to work that out a little more fully. Option 3: Scroll 1 pixel at a time when 8 pixels from the edge. Beautiful, but I need some help with learning to do that. 2). How can I scroll without clearing the screen? 3). I would like better wall sprites. . . 102
Other Calculators / Re: Axe Avalanche 1.0« on: January 11, 2011, 04:58:15 pm »
Fixed it. I crashed my calc and had to use my backup, which wasn't the final version. Here we go:
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Computer Projects and Ideas / Re: Trio and Niko: Falling« on: January 11, 2011, 02:28:55 pm »
Wow. But I wish there were more enemies. I have ten kinds.
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TI Z80 / Re: Inferno: Valani's Promise- A new RPG project« on: January 11, 2011, 02:12:15 pm »
I have a demo of the tilemapping almost ready. Aside from clearing my memory
![]() Also, battles shouldn't be too long, because you have no armor and can't take very much damage. Besides, if you block too many times with one weapon/shield, it will break and become useless. Check the item list on the first post for more info on weapon stats. Also, I forgot to say that you start better than the lowest enemies. You had a previous experience in a war, and thus have awesome skills. ![]() EDIT: The sprites are nice, but I'm only using a generic solid-color set for the demo. EDIT2: My tilemap engine is failing. ![]() EDIT3: I made a new topic. 105
TI Z80 / Re: Inferno: Valani's Promise- A new RPG project« on: January 11, 2011, 12:14:09 pm »
Whee, second page!
@DJ: Yep, I've been watching Squidgetx's project, and, although his graphics and the complexity of the maps are great, the code is enormous. I hope mine won't be close to that big. Right now, I've done almost nothing on-calc, but I drew out plans for the engines and the tilemaps. I'm starting to code today. And this leads me to a problem I need to resolve: Tilemaps: What Format To Use Option 1: Scroll 8 pixels at a time only when you reach the edge of the screen. The easiest, but it won't look as nice. Option 2: Scroll 1 pixel at a time when you reach the edge. I would need to work that out a little more fully. Option 3: Scroll 1 pixel at a time when 8 pixels from the edge. Beautiful, but I need some help with learning to do that. Engines: My battle engine is very unique. Instead of being menu-based, it is graphical and requires moving! In a battle: Step 1: Select weapons. You can carry up to 4 weapons, but all are not useable in battle. Pick 2 weapons (or 1 2-weapon-slot weapon) to use during that combat. Step 2: Combat! Battles are run in a COC (cycle of combat) format. You strike with pole weapons first, because they have a longer reach than a sword or other short range weapon. After this, you move to close-range for one round. Once both you and the enemy have attacked, return to long range. At any point, you can choose to flee or use an item. If you defet the enemy, you gain experience and whatever weapon he is carrying. ![]() I will have the engine done as soon as possible. As usual, wait breathlessly. |
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