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Messages - leafy
Pages: 1 ... 81 82 [83] 84 85 ... 104
1231
« on: March 17, 2011, 10:07:22 pm »
I'll be keeping the scrolling tilemapper, but the sprites will change radically over the course of development.   Controls: 2nd or up to jump, hold alpha to run, left/right arrow keys to move around. EDIT: The entire source has been posted for those who want to take a gander at it. The subroutines (movement, tilemapping) are all in ASLIMESR and the object routines (portal, keys) are in ASLMOBJR. Note that this game is still pretty darn buggy. Especially the portals.
1232
« on: March 17, 2011, 02:08:08 am »
Both (youll see when i post my screenie) i cant do it now because only my friend has the cable.
1233
« on: March 17, 2011, 02:03:59 am »
Theres always some degree of bias. I think one of the better methods I saw was to like measure the electrical modulation at the io port or something crazy like that, then generate a random number based on the square root of seven. The best way to check is probably linreg or a similar regression function, then check the r and r squared values (closer to one is bad)
1234
« on: March 17, 2011, 01:59:56 am »
Are you using tile-based teleporters?
1235
« on: March 17, 2011, 01:56:27 am »
Indeed it is. Although im going light on the physics to boost platforming elements. So far ive got teleporters, keys and doors, boost tiles, wall jumping, and coveyer belts. Also, another epic death animation in the works. and its all fairly fast in 15mhz mode. Its pretty fast even in 6.
1236
« on: March 16, 2011, 10:52:25 pm »
Graviter is back under development. I fixed the problem - no idea how, though, but phenomist is now resuming completing the game.
1237
« on: March 16, 2011, 10:51:43 pm »
Okay, wall-jumping and some cool new elements have been implemented! Screenshots soon.
1238
« on: March 15, 2011, 08:22:27 pm »
Yeah, I had the same problem too, since none of my games use pixel detection. I was thinking make a delay between when each one disappears and the next one appears to give moving room, and slow it down a bit.
1239
« on: March 15, 2011, 08:16:54 pm »
Aw right, I got it working. Time to get walljumping in, then moving to specialized tiles!
1240
« on: March 15, 2011, 08:15:56 pm »
Wow, those tiles look amazing! It runs a bit slow for mario-esqe purposes though...is it in full?
1241
« on: March 15, 2011, 01:13:13 am »
Alright, I got a rudimentary menu system in place and i got my tile-checking working. I'm going to make mine differ from squid's in that when the tilmeapper reaches the edge the sprite moves rather than the map.
1242
« on: March 14, 2011, 10:42:28 pm »
My favorite ninja solution in Portal was the one where the exit was right in front of the entrance, and by putting three portals you could solve the puzzle is less than 7 seconds xD
1243
« on: March 14, 2011, 09:36:41 pm »
Hm, at first I thought you meant that violin maker. No, never heard of them.
1244
« on: March 14, 2011, 07:14:02 pm »
Meh, I don't know. I have a hard time focusing on any given task for longer than 10 seconds. You could try making it so you have to at least scroll through the TOS to the bottom before clicking submit, like some programs do. Or you could offer an incentive of 100 dollars in the TOS and watch as nobody bothers to check xD I think there's a company that did it once, and only one person got the prize money.
1245
« on: March 14, 2011, 06:50:57 pm »
#1, that's the old demo. #2, in most of those, the actual solutions are easy than the hackish ones.
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