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Messages - leafy

Pages: 1 ... 70 71 [72] 73 74 ... 104
1066
News / Re: New board added & end of record 300+ post-day streak
« on: April 05, 2011, 01:01:09 am »
Hang on, that means we inflate the over ninethousand values by DJ_O, meaning that they're more important than AXE? Wait, then again, DJ_O could be negative or less than one.
Never mind.

1067
TI Z80 / Re: Motherload
« on: April 05, 2011, 12:48:57 am »
Hehe I used the HL2OP engine in Graviter (or I tore a lot of it out of SirCmpwn's code) I would like a playable demo very much, if only to help find bugs :P I'm pretty good at doing that.

1068
TI Z80 / Re: Tio
« on: April 05, 2011, 12:45:06 am »
Alright awesome :) I really like this project, it's one of the most open-ended platformers I've seen yet.

1069
TI Z80 / Re: zStart - an app that runs on ram clears
« on: April 04, 2011, 10:35:37 pm »
Sounds awesome.

1070
TI Z80 / Re: Tio
« on: April 04, 2011, 10:27:36 pm »
Hm. If you send me your code I might be able to help you. I don't think it's that big a problem and I could also improve your platform detection while I'm at it - it's still a bit glitchy.

1071
Graviter / Re: Graviter - Axe
« on: April 04, 2011, 06:24:23 pm »
I'll post a screenshot later today or early tomorrow if I have time.

Things I've improved:
Engine speed (massive improvements)
Added horizontal gravity directions

Things I have yet to do because of optimizations:
Holding boxes
Enemy spike things
switch/doors

The screenie i'll post is a sample of a middle to early campaign level.

1072
Sued. :O CLASS ACTION AGAINST THEPENGUIN777!!!!!111
I think the jump from 55 to 71 kind of gave it away.

1073
TI Z80 / Re: The Mighty Jill Off
« on: April 03, 2011, 02:51:43 am »
Well, that's the speed it goes at in the real game. I tried to mimic it as best as possible so the platforming in the real game would translate well into the port.
Mapping has been resumed.

Also I think the new DispGraphr has some issues; it displays garbage above my sprites sometimes. I'll look more into this.

1074
Graviter / Re: Graviter - Axe
« on: April 03, 2011, 02:38:12 am »
Wow, my revamped engine feels a lot faster, for some odd reason. Must be that thousand bytes.
If I need help optimizing in the near future (read: SOON) I'll post them up in the optimizations section. I've gotten a good idea on how to store object code but it's all theoretical at this point.
Gravity directions 2 and 3 have been fixed, and the roadmap has been completed. General layout (I have specifics, but I'm not going to release them)

Basic tutorials
Puzzles in which you don't control gravity but gravity controls you! (Soviet russia)
Get gravity device (profit!)
Puzzles where you control gravity
Harder puzzles
End boss??!!11

That's all for now. More releases during spring break to look forward to!

1075
TI Z80 / Re: Motherload
« on: April 02, 2011, 08:06:58 pm »
This I like. Awesome work! :D

1076
TI Z80 / Re: Tio
« on: April 02, 2011, 03:55:06 pm »
Hm I was thinking instead of dividing the velocity in order to get longer jump time like you do, divide the position instead to get smoother motion and such.

1077
TI Z80 / Re: Motherload
« on: April 02, 2011, 01:51:08 pm »
I was thinking about problems with the final boss fight but now that I think about it it shouldn't be much of a problem.

1078
TI Z80 / Re: Motherload
« on: April 02, 2011, 01:48:23 pm »
Hm the HUD is a bit big for my tastes. Is the title motherload really necessary? You could save space by shrinking the fuel gauge a bit and removing that.
Of course, it's your decision.

1079
Graviter / Re: Graviter - Axe
« on: April 02, 2011, 01:44:39 pm »
The way I'm doing it is using a separate database to store the object data like so:

Number of objects: (1 byte)
[01
Object type: (1 byte)
[01(00)
Object attributes: (I'm just giving everything 6 byte user-entered attributes then setting the ones I don't need as 0's)
[0100(052F03000000)
etc.

Then using a for loop to create all the objects

I'm not sure whether I"m going to store them both into one appvar or have two appvars, one for levels and one for objects because the number of bytes objects take up is variable, which could screw up loading the map.

1080
Graviter / Re: Graviter - Axe
« on: April 02, 2011, 02:26:25 am »
Allrighttttt I cut out over 1500 bytes from my old routines and added some pretty major optimizations.
Also, a level editor is in the works while I figure out how the bloody hell you store object data.
Also, my next object - moving spike walls!

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