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Messages - chickendude
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331
« on: October 05, 2013, 02:58:21 pm »
To run ion programs you'll need to handle all calls to ion routines yourself. The routines jump to cmdShadow. I believe ion tacks the routines to the end of the program and puts the correct jumps in cmdShadow to go to the appropriate routine. Apps generally don't have to do that as they'll still be in ROM so you can load the code from the app. You'll probably need at least a little asm (at the very least the ion code) to add in ion support.
332
« on: October 04, 2013, 01:48:55 pm »
That is looking incredible! I love how the camera centers around the two players. BomberKidz is finally going to have some competition!
333
« on: October 04, 2013, 08:55:22 am »
Yeah, the display does kinda suck, it's so blurry when there's a lot moving around. But i think it'll be nice being able to move more stuff around without needing to resort to hacks
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« on: October 03, 2013, 07:40:08 pm »
Cool. Have you released any non CSE programs before? I'm looking forward to seeing what you come up with
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« on: October 02, 2013, 10:42:53 pm »
It looks great, the only thing is the text flashing at the top. You might want to try drawing it to the gbuf instead of directly to the screen. It'd probably make it run a bit faster, too. I like these kinds of racing games, though
336
« on: October 02, 2013, 02:18:29 pm »
Thanks everyone Someone suggested maybe moving the camera a little with the player, so i added that in quickly:
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« on: October 02, 2013, 07:45:11 am »
To Virginia. On the plane ride i had a long layover so i managed to fix most of the bugs in the collision detection and added in a few other little things. I also started working on handling graffiti and figuring out its data format. I also keep writing for some reason "Graphi-TI" Here's the latest screenshot:
338
« on: October 02, 2013, 07:40:36 am »
This sounds really cool, i'd like to see what you make out of it
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« on: September 29, 2013, 05:15:36 am »
I'm going back to the US today so it'll probably be a few days before updates. See you all in a few days
340
« on: September 28, 2013, 04:02:15 am »
Thanks, it's pretty simple and doesn't really slow down the engine any. I hadn't seen it in any games with jumping for the 83, either, but you've gotta check out Robot War 2 for the 82, by DigiTan!
341
« on: September 28, 2013, 03:26:33 am »
It's nice, so is WabbitCode. If you're on linux, z80 Asm IDE by burntfuse is great, just that it comes with an older version of spasm. There's also a nice Mac version of WabbitCode. I've always been a notepad/gedit programmer myself, though...
342
« on: September 27, 2013, 01:35:10 pm »
Tiles that can be walked behind have a special mask. Walking behind the small table works, too, and you could also have something like a gate or a net where it's not exactly a straight line. Really i just check the tile(s) beneath the player and redraw those tiles if they are tiles that should be masked.
343
« on: September 27, 2013, 12:14:22 pm »
Well, i think you're much more likely to finish breakout than i am to finish this Anyway, for now i'm going to try to fix some of the bugs with the collision detection and add a little shadow to help make the jumps look a little better. I'm still a little unsure how to pull everything together, but i'm starting to get a vague idea. One thing at a time, i guess EDIT: Also, i was thinking that this engine might work nicely for a skateboarding game...
344
« on: September 27, 2013, 08:13:33 am »
That's actually what i originally wanted to do, but i couldn't figure out a good way to implement erasing just part of a square. I may end up going back to it later. I'm thinking you might have to achieve certain goals before passing a level (things like painting large murals, collecting certain items, etc.) or maybe adding in a points system based on the number of "colors", size, etc. Perhaps also the longer you stay in one area painting the more likely someone is to call the cops, and if you leave an area too long what you've started to paint will get cleaned up or you'll lose reputation points for leaving too many tags half-done. I'd also like to add in some action such as fights, chases, etc. It's not all very clear yet, but i'll be trying to figure it out as a go along.
345
« on: September 27, 2013, 07:17:40 am »
I don't know if i'll actually follow through with this, but i've been trying to come up with an idea for the contest. So far i've got a small engine written, i'm not sure what will really come of it though. Originally i wanted to try making one of those games where you have to dig in the ground to collect items/weapons, kill bad guys, etc., but i sorta tossed that idea. I haven't changed the name of the source file, though, so that's why the project's still called "Digger". Now what i've got in mind is some sort of graffiti game, i was thinking you'd have to go around collecting paints, dodging police (and maybe rival crews), finding nice walls, etc. It's not all mapped out, but i'm thinking something like that would be feasible. And a screenshot: There are still quite a few glitches with the jump detection, but for now it supports tiles with variable (Z) heights (you can see the two tables, one has a height of 8 the other a height of 4, and the trash can has a height of 5). Anyway, we'll see where it goes.
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