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Messages - leafy

Pages: 1 ... 76 77 [78] 79 80 ... 104
1156
TI Z80 / Re: Motherload
« on: March 26, 2011, 02:01:11 am »
Maybe while scrolling swap to a black/white tileset.

1157
Other Calculators / Re: Your calculator collection
« on: March 26, 2011, 12:45:38 am »
I have a Ti-84 SE, my bro has a TI-89 Titanium, and I have a TI-83 with a screen that's half-dead :P

1158
Portal X / Re: Portal X
« on: March 25, 2011, 11:50:38 pm »
Eh I just use it mainly to save mapping space. It looks funky if multiple switches are linked to stacked doors because the door animation looks weird.

1159
TI Z80 / Re: Super Mario Bros. 2 port [AXE]
« on: March 25, 2011, 11:44:13 pm »
I tried this a week back when you first released it but didn't remember it until now >.<
Anyways, some qualms I have: When you pick up the POW block (i'm assuming it's a POW block) you need to add a delay or a repeat counter in the getkey to make sure you don't throw it right after picking it up. Also, ducking (i'm assuming you'll add this in the future) needs to be implemented and picking up those radish thingies. Also, make sure the items get removed after they fall off the screen otherwise they'll rollover back onto the screen, which is bad.
Great work so far, though. I like the very accurate death animation :P

EDIT: Also, I think jumping is non-linear in the real game? Maybe try and replicate that.

1160
Axe / Re: Bitmap( Clipping
« on: March 25, 2011, 11:33:18 pm »
lol yes it certainly does xD

1161
Computer Programming / Re: Django Help
« on: March 25, 2011, 11:28:46 pm »
Hm I'm learning django right now. I'll give it a shot, but no guarantees.

1162
Axe / Re: Bitmap( Clipping
« on: March 25, 2011, 11:27:35 pm »
There's earthquakes, and the gravity is way too strong, so I don't think so. You could teleport back to the surface though.

1163
Axe / Re: Bitmap( Clipping
« on: March 25, 2011, 11:24:47 pm »
Er...use full byte at the top but half byte in the middle? Also the final boss with Natas is basically you just keep throwing dynamite at him until he blows up. If I remember correctly, because usually I cheated before then :P

1164
Axe / Re: Bitmap( Clipping
« on: March 25, 2011, 11:10:34 pm »
Ah I see. That's a problem I had with Graviter too.
Maybe if the y is above the dirt, use one tileset, but if it's below, use another? Because you'll also need some special tiles for natas's chamber.

1165
Axe / Re: Bitmap( Clipping
« on: March 25, 2011, 10:46:29 pm »
If you converted the buildings into a bunch of tiles linked together, you could probably get it to work.
If a building is like 16 by 16 and the tiles for top left, top right, bottom left, and bottom right are 01, 02, 03, and 04 respectively just arrange them in your map like

0102etc
0304etc

1166
Axe / Re: Bitmap( Clipping
« on: March 25, 2011, 10:40:58 pm »
What do you need the Bitmap clipping for? I thought your map is all tile-based.

1167
Axe / Re: Bitmap( Clipping
« on: March 25, 2011, 10:37:39 pm »
I know the Pt- commands handle clipping, but others like the Line command don't. Iono, maybe something could be done with Bitmap.

1168
Axe / Re: Bitmap( Clipping
« on: March 25, 2011, 10:33:45 pm »
I don't believe it does.

1169
TI Z80 / Re: BimBall -- AKA super wallball
« on: March 25, 2011, 10:33:24 pm »
The ball moves a bit fast for my tastes, but overall it's a very interesting game. Also maybe decrease the chance that the ball will get so low as to bounce into the dead zone to extend gameplay time?

1170
TI Z80 / Re: The Mighty Jill Off
« on: March 25, 2011, 10:30:20 pm »
Madskillz's going to send me the new sprites soon, and until then I need to filch a miniusb cable off my friends.

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