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Messages - leafy

Pages: 1 ... 80 81 [82] 83 84 ... 104
1216
TI Z80 / Re: The HARDEST MARIO LEVEL EVER
« on: March 18, 2011, 10:27:49 pm »
haha phenomist remember legendary?

1217
TI Z80 / Re: The Mighty Jill Off
« on: March 18, 2011, 05:55:08 pm »
Yeah I've noticed that increments by 1 resonates with the frequency of greyscale changes, making it look nasty.

1218
Math and Science / Re: Why is this?
« on: March 18, 2011, 05:54:21 pm »
9^(2n) mod 10 = 1
and 9^(2n-1) mod 10 = 9.

It's the same thing with 2 - 2, 4, 8, 6, 2, 4, 8, 6, etc.

1219
Art / Re: Shrink 16x16 sprites
« on: March 18, 2011, 04:20:18 pm »
Hey guys, I also request a conversion of the bottom 5 sprites into greyscale 8x8 sprites.
I kinda like the 8x7 size so if you can make it that size.


1220
TI Z80 / The Mighty Jill Off
« on: March 18, 2011, 04:10:53 pm »
First of all, I want to make this clear - I'm not cloning this game because I'm trying to spam/promote/whatever BDSM themes, but because it is an awesome game.

BTW This is using the same engine as The Slime with a few modifications.

Here's some of the tiles and a quick map I ported:

Compared to:
Spoiler For Spoiler:

IRL it's not as jittery as the screenshot suggests.

1221
TI Z80 / Re: The Slime
« on: March 18, 2011, 03:17:49 pm »
Mods the slime is being discontinued; the engine is being revamped to be used in another project i'm working on. Feel free to delete this thread.

1222
Art / Re: Shrink 16x16 sprites
« on: March 18, 2011, 02:08:16 am »
Actually, the arrow isn't part of the sprites at all :P I was just talking about the figure, not the circle or the arrows. But these work, I guess.
Thanks, all :)

1223
Art / Shrink 16x16 sprites
« on: March 18, 2011, 12:40:08 am »
Does anybody think that they can shrink these 16 by 16 sprites into greyscale 8 by 8 sprites?


1224
TI Z80 / Re: Belts
« on: March 18, 2011, 12:38:52 am »
If you're going to use F1-F5 make the game sideways. Or find some other control scheme, mr. phenomist sr.

1225
TI Z80 / Re: The Slime
« on: March 17, 2011, 11:28:04 pm »
I'm thinking of using the same engine to port the Mighty Jill Off to the calc.

1226
TI Z80 / Re: Motherload
« on: March 17, 2011, 10:55:09 pm »
Oh, so you're porting the paid version?
Cool. The most annoying thing for me was the gas pockets that you hit pretty far down. Also, hit 0 to teleport to Natas, and fly up and up to meet mr. Dog.

1227
ASM / Re: Really Long Source Code
« on: March 17, 2011, 10:46:13 pm »
Yeah, Assembly programs have a frickin huge number of lines.

1228
ASM / Re: Really Long Source Code
« on: March 17, 2011, 10:43:52 pm »
Wow, i think graviter is only somewhere around 600-700 lines.

1229
The Axe Parser Project / Re: Bug Reports
« on: March 17, 2011, 10:16:54 pm »
Oh, so statVars is L2. Cool, now I know what's screwing me up on tests -.- I always have to ram reset.

1230
Graviter / Re: Graviter - Axe
« on: March 17, 2011, 10:08:43 pm »
Development is still continuing and being happy.

The thing at the bottom is an alternate warp gate.

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