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Messages - epic7

Pages: 1 ... 133 134 [135] 136 137 ... 161
2011
TI Z80 / Re: Croquette IDE
« on: November 17, 2011, 05:36:40 pm »
ITS SCREWIN' UP!

Edit: After like 5 attempts, it now works

Edit: NO IT DOESNT D:

* epic7 slaps the creator

I think the new prgm is appearing somewhere on the memory list tho. But not in the prgms

2012
TI Z80 / Re: POGO
« on: November 17, 2011, 05:28:19 pm »
Beggining of main loop, outside main loop, or where?

2013
Art / Re: ASCII sprite arts
« on: November 17, 2011, 05:12:17 pm »
__
|  |

I created a table.

2014
TI Z80 / Re: Swords
« on: November 17, 2011, 04:48:27 pm »
Ok. I made it a little more confusing then it needed to be since I used one variable for both the health and the explosion. I'll go get some codez.

Here's what I did:

.In the beginning
[normal enemy sprite]->Pic3
[an explosion sprite]
[an explosion sprite]
[an explosion sprite]
[an explosion sprite]
.Lotsa stuffs
.After the enemies have been killed and the kill code is done
For(P,0,r5)
.P*3+L2 is the explosion frame count/Enemy life
If {P*3+L2}<6
. ^ If the frame count is less than 6 (I dont think I need the first if :P)
!If {P*3+L2+2}
.P*3+L2+2 is alive or dead ^ (I need this because P*3+L2 is also the health amount)
.If I didnt do that, it would start the animation when the enemy is still alive :P
Pt-On({P*2+L1},{P*2+L1+1},{P*3+L2}*8+Pic3-1)
.Display the pics ^.
{P*3+L2}++
.Add to frame count^
If {P*3+L2}=5
. If the frame is at 5 (which is the end of the final frame)
K++
. Add one to the amt of enemies killed.
End
End
End
End

2015
TI Z80 / Re: Swords
« on: November 17, 2011, 04:46:14 pm »
No I just had a few different sprites stored into the enemy pic

2016
TI Z80 / Re: Swords
« on: November 17, 2011, 04:43:59 pm »
ooh if I wanted to blow them up I would have to set up an alternate buffer and a whole bunch of other stuff... D:
anyone have an idea for an animation for when enemies are killed?

EDIT: an easy animation?

For mine, I started with a hole in the middle of the enemies and had the hole expand. It looked kinda like an explosion.

2017
TI Z80 / Re: Robo-Gun: My first big axe game
« on: November 17, 2011, 04:15:10 pm »
Almost done :)
My main problem now is the BUGS!
I'm going to keep the max enemy count on the screen under 5 to avoid the problems there :P
The worst bug is probably the health bar suddenly going back up to the top.

I'll just try the Buttsfredskin strategy  XD
Write down the problem, think hard, find the answer :P

2018
Ill do asm I suppose but if that's taken, I don't mind another language. But I'm makin an axe project.
Can I post project info on the site before it is done?

2019
Doesnt work

2020
I tried that. I'll clear cookies then. I thought it sets to the account

2021
New  account then?

2022
How do I change my language on the site? I accidentally set it to French.

2023
TI Z80 / Re: Project Ideas needed!
« on: November 16, 2011, 10:35:56 pm »
Going to do a platformer next for me! Do you use tilemap stuff for scrolling games?

2024
TI Z80 / Re: Project Ideas needed!
« on: November 16, 2011, 09:32:55 pm »
I might do the jump, but I dont really know what direction to take it in

2025
Axe / Re: Axe Q&A
« on: November 16, 2011, 09:30:53 pm »
Ok, I'll send you the whole code.

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